Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids
By Angie Smibert and Alexis Cornell
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About this ebook
What is artificial intelligence? How is artificial intelligence going to change our lives?
“Alexa, play my favorite song! Alexa, shut the garage door!” Imagine a world in which you simply call out a request while sitting in your living room and have a small computer comply. Suddenly, the driving beat of your favorite song fills the air while in the distance you hear the grind of the garage door coming down.
This scenario is no longer science fiction! Our world is becoming increasingly inhabited by machines that can talk to us, listen to us, perform as asked, and even solve problems with no direction from humans. A machine with artificial intelligence is one that can perceive its environment and change its computing and behavior to reflect that environment, while using tools at hand to solve problems or reach goals.
In Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids, one of four titles in the Technology for Today set, readers ages 10 to 15 learn the early definitions of AI and discover how these definitions, and the tests that are applied to determine whether a machine has AI or not, have changed as machines have grown increasingly competent in unexpected ways. Through a combination of science activities and student-paced learning, readers discover the AI machines of today and their uses in various fields, such as entertainment, the military, and health care. Includes 25 STEAM activities that encourage the development of important skills, including comparing and contrasting, looking for detailed evidence, making deductions, and applying critical analysis to a wide variety of media.
What about the future? How will AI affect the way we understand and integrate with technology and with each other? How can AI improve our lives? Is there anything dangerous about AI? What are the ethical issues surrounding the use of AI? Essential questions such as these promote critical examination of issues from all sides, while primary sources and science-minded engineering activities, such as experimenting with the programs Sound Net and iNaturalist and making a model of a neural network, let readers have a blast learning about the age of thinking machines we're in right now.
In the Technology for Today set, readers ages 10 to 15 explore the digital and tech landscapes of today and tomorrow through hands-on STEAM activities and compelling stories of how things work, who makes them work, and why. Titles in this set include Industrial Design: Why Smartphones Aren’t Round and Other Mysteries with Science Activities for Kids; Big Data: Information in the Digital World with Science Activities for Kids; Projectile Science: The Physics Behind Kicking a Field Goal and Launching a Rocket with Science Activities for Kids; and Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids.
Nomad Press books integrate content with participation. Common Core State Standards, the Next Generation Science Standards, and STEM Education all place project-based learning as key building blocks in education. Combining content with inquiry-based projects stimulates learning and makes it active and alive. Nomad’s unique approach simultaneously grounds kids in factual knowledge while allowing them the space to be curious, creative, and critical thinkers.
Angie Smibert
Angie was born in Blacksburg, a once sleepy college town in the mountains of Southwest Virginia. She grew up thinking she wanted to be a veterinarian; organic chemistry had other ideas. But she always had stories in her head. Eventually, after a few degrees and few cool jobs—including a 10-year stint at NASA’s Kennedy Space Center—she wrote some of those stories down. A frequent contributor to Odyssey Magazine, Angie has published many, many short stories for both adults and teens.
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Book preview
Artificial Intelligence - Angie Smibert
Titles in the Technology Today book set
Check out more titles at www.nomadpress.net
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and the Nomad Press logo are trademarks of Nomad Communications, Inc.
Educational Consultant, Marla Conn
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Printed in Canada.
Contents
Timeline
Introduction
What Is Artificial Intelligence?
Chapter 1
The Hunt for HAL: Early Forms of AI
Chapter 2
Good Morning, Alexa: AI Today
Chapter 3
AI in the Future
Chapter 4
Do We Need AI?
Chapter 5
AI in Science Fiction
Chapter 6
The Debate Around AI
Glossary | Metric Conversions
Resources | Essential Questions | Index
If the QR code doesn’t work, there’s a list of URLs on the Resources page. Or, try searching the internet with the Keyword Prompts to find other helpful sources.
artificial intelligence
TIMELINE
Introduction
WHAT IS
ARTIFICIAL INTELLIGENCE?
Can computers think? Can they learn? Will machines ever match humans in the ability to think critically and creatively? Artificial intelligence (AI) used to exist only in science fiction books and movies. Today, we have cars that can drive themselves, robots that can walk on their own, and computer programs that can answer our questions and find solutions to different problems.
What exactly is artificial intelligence? AI means different things to different people, and our understanding of it has changed through the years. Artificial, of course, refers to something made by humans, such as a machine. Intelligence is trickier to define.
ESSENTIAL QUESTION
Is there a difference between acting intelligent and being intelligent?
WORDS TO KNOW
artificial intelligence (AI): the intelligence of a computer, program, or machine.
science fiction: a story about contact with other worlds and imaginary science and technology.
human intelligence: the capacity for logic, abstract thought, understanding, self-awareness, communication, learning, emotional knowledge, memory, planning, creativity, and problem-solving.
grandmaster: a chess player of the highest class who has won tournaments.
supercomputer: a powerful computer.
forfeit: to surrender a game.
Scientists don’t even really agree on what intelligence is in humans. Human intelligence differs from animal intelligence, and it might differ from computer intelligence, too.
One way to define human intelligence is to include the following abilities.
•To learn from experience
•To reason and solve problems
•To remember information
•To cope with life
In the early days of AI, scientists started with a basic definition. AI is a computer or machine behavior that would be judged intelligent if it was something a human did—such as winning a chess match.
DID YOU KNOW?
A chess match is when players play more than one game to see who wins the most.
By that definition, a computer named Deep Blue might be considered intelligent, since it beat Grandmaster Garry Kasparov at chess. If a human did that, we’d consider them intelligent. However, Deep Blue beat Kasparov by calculating hundreds of millions of moves per second. Is this the same as human intelligence?
The computer didn’t truly understand what it was doing, not like a human would.
Scientists have been working for decades to develop computers that can think. It wasn’t until close to the end of the last century, though, that they made a significant breakthrough with Deep Blue, an IBM supercomputer.
Garry Kasparov playing chess with young Tunisian players
credit: Khaled Abdelmoumen
HUMAN VS. MACHINE
Billed as the chess match of the century, the 1997 match between Garry Kasparov and Deep Blue featured human vs. artificial intelligence. In the second game of the match, Kasparov, the human, set the trap. He baited his opponent to take his pawn. Deep Blue, the IBM supercomputer, didn’t fall for it. Instead, the AI made a masterful, human-like move. Kasparov was stunned.
Several moves later, the grandmaster rubbed his face and sighed. Deep Blue would beat him in six moves. Kasparov forfeited the game and walked off the stage. The AI had won.
WORDS TO KNOW
glitch: a minor malfunction.
logical: in a way that is orderly and makes sense.
sacrifice: to give something up for the sake of something else.
advantage: something helpful.
processing power: the ability of a computer system to accomplish work.
This game changed everything—both for the match and, it seemed, for AI research.
Kasparov had won the first game of the match, but he didn’t win another. Deep Blue won the second, and they tied the next three games. In the sixth game, Deep Blue beat the human player in 19 moves.
Deep Blue won the match.
It was the first time a computer beat a human champion in a traditional chess match. Arguably one of the best players ever, Kasparov had never lost a match to either a human or computer.
Kasparov had even beaten Deep Blue a year earlier. In 1996, during the very first game Deep Blue and Kasparov played against each other, the human didn’t win easily. Deep Blue made a move that didn’t seem logical—it sacrificed a pawn. This move didn’t have an immediate advantage, but chess players plan many moves ahead. A human player might have done this. Kasparov himself might have done this, but he didn’t think a computer could think
like that.
Kasparov was wrong! During the year between the two matches, IBM had time to improve Deep Blue into a machine that could beat the best player ever in the ultimate problem-solving exercise of chess.
You can watch a news report