Scratch for Sports: Athletic Drills as a Platform for Experiencing, Understanding, and Developing AI-Driven Apps

Scratch for Sports: Athletic Drills as a Platform for Experiencing, Understanding, and Developing AI
Jared O'Leary

In this episode I unpack Kumar and Worsley’s (2023) publication titled “Scratch for sports: Athletic drills as a platform for experiencing, understanding, and developing AI-driven apps,” which summarizes explorations of the intersections of computer science and physical education.

Article

Kumar, V., & Worsley, M. (2023). Scratch for Sports: Athletic Drills as a Platform for Experiencing, Understanding, and Developing AI-Driven Apps. In Proceedings of the AAAI Conference on Artificial Intelligence, 37(13), 16011-16016.


Abstract

“Culturally relevant and sustaining implementations of computing education are increasingly leveraging young learners' passion for sports as a platform for building interest in different STEM (Science, Technology, Engineering, and Math) concepts. Numerous disciplines spanning physics, engineering, data science, and especially Artificial Intelligence (AI) based computing are not only authentically used in professional sports in today's world but can also be productively introduced to introduce young learners to these disciplines and facilitate deep engagement with the same in the context of sports. In this work, we present a curriculum that includes a constellation of proprietary apps and tools that we show to student athletes learning sports like basketball and soccer which use AI methods like pose detection and IMU-based gesture detection to track activity and provide feedback. We also share Scratch extensions which enable rich access to sports related pose, object, and gesture detection algorithms that youth can then tinker around with and develop their own sports drill applications. We present early findings from pilot implementations of portions of these tools and curricula, which also fostered discussion relating to the failings, risks, and social harms associated with many of these different AI methods – noticeable in professional sports contexts, and relevant to youths' lives as active users of AI technologies as well as potential future creators of the same.”


Author Keywords

Sports, Physical Computing, Gesture Detection, K-12 Education, Object Detection, Scratch, Soccer, Basketball


My One Sentence Summary

This paper summarizes explorations of the intersections of computer science and physical education.


Some Of My Lingering Questions/Thoughts

  • How do we incorporate physical computing in an individualized or rhizomatic way?

  • When do you use physical computing in your classroom?

    • If you use engage with physical computing, how do you prevent the novelty from wearing off?


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