Machine Learning Methods
| Category | Definition | Anchor example | Coding rule |
|---|---|---|---|
| Reinforcement Learning | An agent learns by acting in the environment and adjusting its policy from reward or punishment. | In 69 (Maze) activity learners have to execute a reinforcement learning algorithm. | Q‑Learning or other reinforcement‑learning algorithms |
| Unsupervised Learning | Algorithms discover patterns or structure in un‑labelled data. | In 63 (SmileyCluster) learners group smiley faces with k‑means and explore the effect of changing k. | Clustering, frequent itemset mining or other unsupervised algorithm |
| Supervised Learning | The model is trained on labelled data and learns to predict the output for new inputs. | In 78 (Scratch‑NB) learners label hand‑sign images and train a Naïve Bayes classifier to recognise them. | Classification or regression |
User Roles for the Algorithm
| Category | Definition | Anchor example | Coding rule |
|---|---|---|---|
| Machine | Learners embody the algorithm. They perform each step exactly as a computer would. | In 69 (Hexapawn) one of the students has to run a program as a computer with clear rules. | Whenever learners execute the algorithm step‑by‑step, simulating the computer’s role. |
| User | Learners interact with the model (e.g. giving labels) but do not modify its internal logic. | In 79 (ScratchML4K) students input text, add labels, click «Train», then experiment with predictions. | Whenever learners interact with the algorithm without executing or programming it themselves. |
| Creator | Learners design or implement substantial parts of the algorithm. | In 22 (CONVO) you can program a procedure to use a voice assistant. | When the learner can change or program the algorithm. |
Levels of Algorithmic Abstraction
| Category | Definition | Anchor example | Coding rule |
|---|---|---|---|
| Invisible Model Deployment | The learner integrates and applies the trained model directly into code without needing access to the inner workings of the algorithm. | In 67 (Capture It!) you can use a block to recognise a cup of coffee with your smartphone camera. | A pre‑trained model is embedded in the activity and can neither be opened, inspected, nor configured. |
| Invisible Return Value | The learner interacts with the model and receives a return value. | In 78 (Scratch‑NB) you can use Naïve Bayes blocks and get a numeric prediction. | Only in conjunction with model deployment. The learner receives a return value (prediction, score, probability). |
| Invisible Use | The learner uses the algorithm with no transparency to the internal processing or mechanisms. | In 27a (Sign Language) you interact with a model via webcam and receive a feedback score for the classification. | The learner has to rely on the algorithm’s output without being told how it is generated. |
| Invisible Button | The learner activates the algorithm through a simple interface action (e.g. clicking a button), while the internal operations remain hidden. | In 79 (ScratchML4K) you click a button after the labelling step to train a model. | A single click (e.g. «Train», «Classify») triggers the training of the model. |
| View | The learner can transparently observe each step of the algorithm's operation. | In 51 (DoodleIT) you can see the different steps of the neural network using a visualisation. | At least one internal process is displayed live or after execution. |
| Execute | The learner explicitly executes the algorithm step‑by‑step. | In 69 (Maze) you have to execute the given algorithm to solve a maze. | Manually execute the algorithm in steps. No change of the algorithm’s structure or parameters while stepping. |
| Parameter | The learner can manipulate algorithm‑specific parameters and then re‑run the algorithm. | In 63 (SmileyCluster) you can change the number of clusters in k‑means and compare the results. | Change one or more parameters, re‑run the algorithm and observe the changed result. |
| Edit | The learner completes or structures parts of the algorithm with substantial guidance. | In 90 (Gold Rush) you have to reorder and edit block-oriented code. | Edit, replace or reorder parts of the algorithm with scaffolding. |
| Create | The learner independently develops the entire algorithm or substantial parts of it without detailed guidance. | In 22 (CONVO) you can program a procedure to use a voice assistant. | Designing parts of the algorithm from an empty workspace. |
Further Information
| Category | Definition | Anchor example | Coding rule |
|---|---|---|---|
| Data preparation | Collecting, cleaning, or transforming raw data prior to training or testing a model. | In 147 (Google Teachable Machine + Scratch) you prepare the datasets yourself. | The activity explicitly includes data collection or preprocessing steps. |
| Test | Check model performance on data. | In 27 (Sign Language) you test a model with different hand gestures. | Only in conjunction with data. A distinct set of unseen examples is used for evaluation. |
| Block‑oriented | Drag‑and‑drop, visual‑block environments (Scratch, Snap!, Blockly) are used to build, train or use the model. | In 123 (Minecraft Education AI 4 Oceans) you program an agent with visual blocks. | Programming environment uses drag‑and‑drop blocks. |
| Unplugged | The algorithm is enacted without computers. | In 37 (Hexapawn) you play Hexapawn offline on a board. | The learning activity requires no digital device. |
| Plugged | Learners work with a text‑based coding environment or GUI on a computer. | In 56 (VotestratesML) you use an online tool to analyse democratic elections. | Primary medium is typed code or a GUI on an electronic device. |
| Neural Network | Layered artificial neurons whose weights are repeatedly adjusted. | In 51 (DoodleIT) you draw sketches while a multilayer network highlights activations in each layer. | Whenever the learning algorithm is a neural network model. |