Date
Publisher
arXiv
Finding balanced ways to employ Large Language Models (LLMs) in education is
a challenge due to inherent risks of poor understanding of the technology and
of a susceptible audience. This is particularly so with younger children, who
are known to have difficulties with pervasive screen time. Working with a
tangible programming robot called Cubetto, we propose an approach to benefit
from the capabilities of LLMs by employing such models in the preparation of
personalised storytelling, necessary for preschool children to get accustomed
to the practice of commanding the robot. We engage in action research to
develop an early version of a formalised process to rapidly prototype game
stories for Cubetto. Our approach has both reproducible results, because it
employs open weight models, and is model-agnostic, because we test it with 5
different LLMs. We document on one hand the process, the used materials and
prompts, and on the other the learning experience and outcomes. We deem the
generation successful for the intended purposes of using the results as a
teacher aid. Testing the models on 4 different task scenarios, we encounter
issues of consistency and hallucinations and document the corresponding
evaluation process and attempts (some successful and some not) to overcome
these issues. Importantly, the process does not expose children to LLMs
directly. Rather, the technology is used to help teachers easily develop
personalised narratives on children's preferred topics. We believe our method
is adequate for preschool classes and we are planning to further experiment in
real-world educational settings.
What is the application?
Who is the user?
Who age?
Why use AI?
Study design
