Big Data and Learning Analytics
We have been working with our partners at Gameloft to explore how ‘big app’ data is collected and analysed to better understand how young children engage with digital tools. This is an important area of work that is somewhat under-researched.
AI and the Early Years
Our team have been engaged in exploring the ethical use of AI in the digital learning experiences of young children and their families. In collaboration with Microsoft and GameLoft we have worked with Ferrero International to generate 765,000 stories for young children in 18 different languages. Through the development of these stories we have tackled challenges such as AI text generation, AI image generation, AI translation and AI speech that needed to be both ethical and age-appropriate in its design. In doing so, we have engaged in an ethnographic study that documents the key decisions made, the challenges overcome and how they have shaped an A to Z guide for sharing with others when it comes to the ethical use of AI in digital learning for young children. The stories, for children aged 3-9 years will be freely available around the world from September 2024 on a platform that has already been downloaded by more than 60 million families. We aim to research how young children interact and learn from AI generated stories.
Summary
The AI & Big Data research theme supports all other aspects of the LiFT project.
Publications
Ratner, S., Ong, C. & Murphy, V. (2024). Reimagining Digital Learning Game Design and Development: A Case Study. In C. Bonk & G. Marks (Eds.), Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 636-641). Singapore, Singapore: Association for the Advancement of Computing in Education (AACE). Retrieved January 9, 2025 from https://www.learntechlib.org/primary/p/225114/.
List of site pages