Artificial intelligence curriculum for primary and secondary schools

AI in Informatics at Secondary and Secondary School

Reinforced learning

Card 04 from the Machine Learning deck

Reinforced learning

Reinforcement learning is a method by which a program learns to make correct decisions by trial and error. It tries different strategies and finds out which of them yields the best result. In the lesson, students first work with a decision tree and then train the program to play the Hexapawn game.

Information about lessons

Subsidies

45 minutes

Vintages or preconceptions

2. primary school level and multi-year grammar schools

Aids

Teacher: Projection equipment, presentation.
Students: Computer, laptop or tablet (but not with Android OS) for each student or group, worksheets.

Building stones

Reinforced learning

What pupils learn

Reinforcement learning is a type of machine learning where machines learn by trial and error.

Why is it taught

They develop analytical thinking skills and understanding of decision-making processes in games.

How do we know if they've learned

It will explain how computers can use machine learning algorithms to adjust their strategies.

Outputs of the RVP

Information Systems
I-9-3-04 will test the record itself and will then evaluate its functionality or suggest modifications.

Bloom's taxonomy

Understanding: Students understand the decision-making processes of a machine learning algorithm in a simple game.
Application: Students apply their understanding of the algorithm to play a simple game.
Analysis: They analyze a game strategy.

Digital competences

Information and communication

Five Big Ideas

3-A-VI learning from experience

Methodological material

Version: 04
Number of pilots: 02
Last update: 01/25

Authors: Eva Nečasová and Radek Špáta
Expert guarantors: Pavel Kordík, Tomáš Mlynář
Methodological consultant: Pet'a Dovhunová
Language proofreading: Marcela Wimmerová