Description
1. Content, methods, and resources
This event introduces upper Key Stage 2 pupils to artificial intelligence through a creative, practical workshop. Pupils build their own AI-powered dance game using machine learning and physical computing. Activities include:
Testing machine learning with Micro:Bits by performing dance moves and capturing data
Uploading movement data into a model and testing recognition
Expanding the model with new moves for accuracy
Designing a simple game interface and testing functionality
Methods and resources:
Expert-led workshops by Jam Coding facilitators
Hands-on coding, AI training, and game-building tasks
Guided discussions on real-world AI, ethics, and future impact
Digital tools and physical computing devices
Cross-curricular links with computing, literacy, physical activity, and creative arts
2. Goals
Introduce AI and machine learning in an engaging, accessible way
Inspire curiosity about emerging technologies
Develop digital literacy and critical thinking
Broaden participation in tech enrichment
Upskill and inspire teachers with fresh classroom ideas
3. Target group
All Year 5/6 pupils across four mixed-ability classes, with a focus on inclusion for:
Pupils from low-income families
Ethnic minority backgrounds
Children with limited access to digital technology
Pupils with special educational needs
Children from socially disadvantaged areas
4. Special features for the target group
Expert facilitation from Jam Coding
Complex AI concepts made simple and fun
Equal access for every pupil, regardless of background
Real-world relevance linked to games and technology pupils already know
On-site delivery, removing barriers such as travel and cost
5. Additional information
No registration needed. Sessions are built into the school timetable for all Year 5/6 pupils, with teachers present for support and inspiration.