CBSE | Department of Skill Education
‘Shiksha Sadan’, 17, Rouse Avenue, Institutional Area, New Delhi
ARTIFICIAL INTELLIGENCE (CODE 417)
CURRICULUM FOR CLASS IX (INSPIRE AND ACQUIRE MODULE)
OBJECTIVE
The objective of this module/curriculum - which combines both Inspire and Acquire modules is to develop a readiness for understanding and appreciating Artificial Intelligence and its application in our lives. This module/curriculum focuses on:
1.Helping learners understand the world of Artificial Intelligence and its applications through games, activities and
2.Introducing the learners to three domains of AI in an age appropriate manner.
3.Allowing the learners to construct meaning of AI through interactive participation and engaging
4.Introducing the learners to AI Project Cycle.
5.Introducing the learners to programming skills - Basic python coding language.
LEARNING OUTCOMES
Learners will be able to
1.Identify and appreciate Artificial Intelligence and describe its applications in daily life.
2.Relate, apply and reflect on the
3.Imagine, examine and reflect on the skills required for futuristic job opportunities.
4.Unleash their imagination towards smart homes and build an interactive story around it.
5.Understand the impact of Artificial Intelligence on Sustainable Development Goals to develop responsible citizenship.
6.Research and develop awareness of skills required for jobs of the future.
7.Gain awareness about AI bias and AI access and describe the potential ethical considerations of AI.
8.Develop effective communication and collaborative work skills.
9.Get familiar and motivated towards Artificial Intelligence and Identify the AI Project Cycle framework.
Page 1 of 7
10.Learn problem scoping and ways to set goals for an AI project and understand the iterative nature of problem scoping in the AI project cycle.
11.Brainstorm on the ethical issues involved around the problem selected.
12.Foresee the kind of data required and the kind of analysis to be done, identify data requirements and find reliable sources to obtain relevant data.
13.Use various types of graphs to visualise acquired data.
14.Understand, create and implement the concept of Decision Trees.
15.Understand and visualise computer’s ability to identify alphabets and handwritings.
16.Understand and appreciate the concept of Neural Network through gamification and learn basic programming skills through gamified platforms.
17.Acquire introductory Python programming skills in a very
UNIT WISE DISTRIBUTION
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Excite |
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2 Hours 40 Mins. |
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4 Periods |
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Relate |
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02 Hours |
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3 Periods |
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1 |
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INTRODUCTION TO AI |
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Purpose |
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02 Hours |
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3 Periods |
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Possibilities |
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02 Hours |
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3 Periods |
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AI Ethics |
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3 Hours 20 Mins. |
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5 Periods |
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Problem Scoping |
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14 Hours |
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21 Periods |
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Data Acquisition |
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02 Hours |
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3 Periods |
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AI PROJECT CYCLE |
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Data Exploration |
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04 Hours |
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6 Periods |
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Modelling |
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06 Hours |
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9 Periods |
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3 |
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NEURAL NETWORK |
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04 Hours |
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6 Periods |
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4 |
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INTRODUCTION TO |
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70 Hours |
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105 Periods |
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PYTHON |
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TOTAL |
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112 Hours |
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168 Periods |
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CBSE | Department of Skill Education |
Page 2 of 7 |
COURSE OUTLINE
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SESSION / ACTIVITY / PRACTICAL |
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Session: Introduction to AI and setting up the |
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context of the curriculum |
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Ice Breaker Activity: Dream Smart Home |
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idea |
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Learners to design a rough layout of floor |
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plan of their dream smart home. |
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Recommended Activity: The AI Game |
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Learners to participate in three games based |
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on different AI domains. |
∙Game 1: Rock, Paper and Scissors (based on data)
∙Game 2: Mystery Animal (based on
Excite |
Natural Language Processing - NLP) |
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∙ Game 3: Emoji Scavenger Hunt (based |
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TO AI |
on Computer Vision - CV) |
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Recommended Activity: AI Quiz (Paper |
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INTRODUCTION |
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Pen/Online Quiz) |
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Recommended Activity: To write a letter |
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Writing a Letter to one’s future self |
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∙ Learners to write a letter to |
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the future in context. They will describe |
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what they have learnt so far or what they |
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would like to learn someday |
Video Session: To watch a video
Relate Introducing the concept of Smart Cities,
Smart Schools and Smart Homes
Recommended Activity: Write an
Interactive Story
Learners to draw a floor plan of a Home/School/City and write an interactive story around it using Story Speaker extension in Google docs.
LEARNING OUTCOMES
To identify and appreciate
Artificial Intelligence and describe its applications in daily life.
To relate, apply and reflect on the
To identify and interact with the three domains of AI: Data, Computer Vision and Natural Language Processing.
To undergo an assessment
for analysing progress towards acquired AI- Readiness skills.
To imagine, examine and reflect on the skills required for futuristic job opportunities.
Learners to relate to
application of Artificial Intelligence in their daily lives.
To unleash their imagination towards smart homes and build an interactive story around it.
To relate, apply and reflect on the
CBSE | Department of Skill Education |
Page 3 of 7 |
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UNIT |
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SESSION / ACTIVITY / PRACTICAL |
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LEARNING OUTCOMES |
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Session: Introduction to sustainable |
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To understand the impact of |
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development goals |
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Artificial Intelligence on |
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Purpose |
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Recommended Activity: Go Goals Board |
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Sustainable Development |
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Game |
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Goals to develop |
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Learners to answer questions on Sustainable |
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responsible citizenship. |
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Development Goals |
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Session: |
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Studies |
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∙ Learners will listen to various case- |
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To research and develop |
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studies of inspiring |
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awareness of skills required |
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or communities where AI has been |
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for jobs of the future. |
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involved in |
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∙ Learners will be allotted a theme around |
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which they need to search for present AI |
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To imagine, examine and |
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trends and have to visualise the future of |
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reflect on the skills required |
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Possibilities |
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AI in and around their respective theme. |
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for the futuristic |
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opportunities. |
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Recommended Activity: Job Ad Creating |
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activity |
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Learners to create a job advertisement for a |
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To develop effective |
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firm describing the nature of job available |
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and the |
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communication and |
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the line. They need to figure out how AI is |
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collaborative work skills. |
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going to transform the nature of jobs and |
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create the Ad accordingly. |
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Video Session: Discussing about AI Ethics |
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To understand and reflect |
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Recommended Activity: Ethics Awareness |
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on the ethical issues around |
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Students play the role of major stakeholders |
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AI. |
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and they have to decide what is ethical and |
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what is not for a given scenario. |
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Session: AI Bias and AI Access |
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∙ Discussing about the possible bias in data |
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To gain awareness around |
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AI Ethics |
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collection |
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AI bias and AI access. |
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∙ Discussing about the implications of AI |
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technology |
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Recommended Activity: Balloon Debate |
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∙ Students divide in teams of 3 and 2 teams |
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To let the students analyse |
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are given same theme. One team goes in |
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the advantages and |
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affirmation to AI for their section while |
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disadvantages of Artificial |
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the other one goes against it. |
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Intelligence. |
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∙ They have to come up with their points as |
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to why AI is beneficial/harmful for the |
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society. |
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CBSE | Department of Skill Education |
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Page 4 of 7 |
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UNIT |
SESSION / ACTIVITY / PRACTICAL |
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Session: Introduction to AI Project Cycle
∙Problem Scoping
∙Data Acquisition
∙Data Exploration
∙Modelling
∙Evaluation
Activity: Brainstorm around the theme provided and set a goal for the AI project.
∙Discuss various topics within the given theme and select one.
∙List down/ Draw a mindmap of problems related to the selected topic and choose one problem to be the goal for the project.
Activity: To set actions around the goal.
∙List down the stakeholders involved in
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Problem |
the problem. |
CYCLE |
Scoping |
∙ Search on the current actions taken to |
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solve this problem. |
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∙ Think around the ethics involved in the |
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PROJECT |
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goal of your project. |
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Activity: Data and Analysis |
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∙ What are the data features needed? |
AI |
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∙ Where can you get the data? |
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∙ How frequent do you have to collect the |
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data? |
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∙ What happens if you don’t have enough |
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data? |
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∙ What kind of analysis needs to be done? |
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∙ How will it be validated? |
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∙ How does the analysis inform the action? |
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Presentation: Presenting the goal, actions |
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and data. |
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Data |
Activity: Introduction to data and its types. |
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Acquisition |
Students work around the scenarios given to |
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them and think of ways to acquire data. |
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Data |
Session: Data Visualisation |
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∙ Need of visualising data |
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Exploration |
∙ Ways to visualise data using various types |
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of graphical tools. |
LEARNING OUTCOMES
Identify the AI Project Cycle framework.
Learn problem scoping and ways to set goals for an AI project.
Identify stakeholders involved in the problem scoped.
Brainstorm on the ethical issues involved around the problem selected.
Understand the iterative nature of problem scoping for in the AI project cycle.
Foresee the kind of data required and the kind of analysis to be done.
Share what the students have discussed so far.
Identify data requirements and find reliable sources to obtain relevant data.
To understand the purpose of Data Visualisation
CBSE | Department of Skill Education |
Page 5 of 7 |
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UNIT |
SESSION / ACTIVITY / PRACTICAL |
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Recommended Activity: Let’s use
Graphical Tools
∙To decide what kind of data is required for a given scenario and acquire the same.
∙To select an appropriate graphical format to represent the data acquired.
∙Presenting the graph sketched.
Session: Decision Tree
To introduce basic structure of Decision
Trees to students.
Recommended Activity: Decision Tree To design a Decision Tree based on the data given.
Modelling Recommended Activity: Pixel It
∙To create an “AI Model” to classify handwritten letters.
∙Students develop a model to classify handwritten letters by diving the alphabets into pixels.
∙Pixels are then joined together to analyse a pattern amongst same alphabets and to differentiate the different ones.
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Session: Introduction to neural network |
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∙ Relation between the neural network and |
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nervous system in human body |
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∙ Describing the function of neural |
NETWORK |
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network. |
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representing input layer (X students), |
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Recommended Activity: Creating a Human |
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Neural Network |
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∙ Students split in four teams each |
NEURAL |
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hidden layer 1 (Y students), hidden layer |
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∙ Input layer gets data which is passed on |
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2 (Z students) and output layer (1 |
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student) respectively. |
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to hidden layers after some processing. |
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The output layer finally gets all |
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information and gives meaningful |
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information as output. |
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LEARNING OUTCOMES
Use various types of graphs to visualise acquired data.
Understand, create and implement the concept of Decision Trees.
Understand and visualise computer’s ability to identify alphabets and handwritings.
Understand and appreciate the concept of Neural Network through gamification.
CBSE | Department of Skill Education |
Page 6 of 7 |
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UNIT |
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SESSION / ACTIVITY / PRACTICAL |
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Recommended Activity: Introduction to |
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programming using Online Gaming portals |
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like Code Combat. |
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Session: Introduction to Python language |
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PYTHON |
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Introducing python programming and its |
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applications |
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Practical: Python Basics |
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TO |
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∙ Students go through lessons on Python |
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Basics |
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INTRODUCTION |
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(Variables, Arithmetic Operators, |
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Expressions, Data Types - integer, float, |
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strings, using print() and input() |
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functions) |
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∙ Students will try some simple problem |
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solving exercises on Python Compiler. |
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Practical: Python Lists |
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∙ Students go through lessons on Python |
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Lists (Simple operations using list) |
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∙ Students will try some basic problem |
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solving exercises using lists on Python |
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Compiler. |
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LEARNING OUTCOMES
Learn basic programming skills through gamified platforms.
Acquire introductory Python programming skills in a very
SKILLS TO BE DEVELOPED
CBSE | Department of Skill Education |
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