Artificial Intelligence Curriculum for Primary and Secondary Schools

AI for Developing Digital Competence

Geography 01

Smart Technologies in Agriculture
Smart Farming Simulator Board Game

Geography

The goal of this activity is to introduce students to the role of smart technologies (often based on artificial intelligence) in agriculture. Today (and in the future increasingly so), these technologies allow us to move toward more sustainable farming. At the same time, they also place higher demands on resources such as electricity. In addition to the topic of smart technologies, students also learn about different types of soil and crops that are suitable for growing in them, along with their properties.

This lesson is based on an activity in which students play the board game Smart Farming Simulator (SFM). Before the lesson, please print all game components. You can also edit them as needed in Canva.

These teaching materials were translated using ChatGPT. Please note possible imperfections in the expressions or wording.

Lesson Overview

Lesson Length

90 minutes (ideally in single block).

Recommended Age

Children aged 11—15.

Tools

Teacher: projector and presentation slides. For each student group (4 students):
1× die,
1× land map,
2× info sheets (shared in pairs),
2× sets of crop cards,
1× set of technology cards,
4× accounting ledgers.

What Are the Students Learning?

Students describe the use of smart technologies in agriculture, analyze their impacts and evaluate their contribution to improving production and sustainability through the board game Smart Farming Simulator.
At the same time, they consider how these technologies can help address global challenges such as drought, pests, or soil degradation.

Why Are They Learning This?

Students understand the importance of using smart technologies in agriculture for a more complex and sustainable future.

How Do We Know They Have Learned It?

Students provide examples of how smart technologies are used in agriculture. They can name key soil types found in the USA.

Bloom's Taxonomy

Remembering: Students list major soil types and selected examples of how smart technologies are used in agriculture.
Applying: Students apply their knowledge during the game by making decisions about using technologies and considering their impact on crop yields.
Analyzing: Students analyze the outcomes of their gameplay decisions, exploring the relationships between key soil types, crops, technologies, and their effectiveness in addressing global challenges.

Digital Competence

Facilitating Learners' Digital Competence.

Five Big Ideas

5-C-I AI & the Economy (Impacts of AI on Sectors of Society).

Teaching material

Version: 05
Number of pilot testing: 0
All pilot tests were conducted in Czech only.
Last update: 05/2025

Created by: Eva Nečasová, Kačka Čiháková
Game author: Petr Hofman
Game testing: Pavel Vala, Eva Nečasová, Jitka Šimková
Subject lead: Renata Skývová
Expert guarantors: Jan Bím, Pavel Kordík, Stanislav Rajtmajer
Language Editing: not yet done