Grown-ups

For Parents and Teachers: Teaching AI to Kids

Teaching AI to kids doesn't need a computing degree. This site is a free, ad-free learning path of eight short lessons, each with a 3D interactive, a quiz and a one-sentence takeaway. Here's how to use it at home or in class, with discussion questions, printable summaries and UK curriculum links.

What this scene shows: Spark, the site's guide: a round yellow robot with a dark visor, cyan eyes and a coral antenna, turning slowly. Drag to spin.

What the site teaches

Children meet AI every day — in games, videos and homework tools — but rarely get a clear explanation of what it is, how it learns, and why grown-ups talk about "superintelligence". This site gives them an honest, non-frightening mental model:

  • Intelligence is many skills, not one score.
  • Today's AI is narrow (or "jagged"); AGI and superintelligence are ideas, not products.
  • AI learns from examples — so it is only as good as its examples.
  • The real safety question is alignment (does it want what we mean?), not evil robots.
  • Experts genuinely disagree about timelines; predictions are not facts.
  • Outcomes depend on human choices — which is a hopeful message.

How to use it at home

One lesson a week works well. Each takes 10–15 minutes to read and play, plus time to talk. Read the "Big idea in one sentence" together first, then let your child drive the 3D scene, then read the text. Do the quiz together and let them argue with the answers — the "why" text is written to be argued with.

The lessons work on a phone, so they are fine for a car journey or a waiting room. Everything works without sound.

How to use it in class

Starter (5 min): project the 3D scene and let a pupil operate it with the keyboard while the class predicts what happens next.

Main (20 min): pupils read the lesson in pairs (reading age ≈ 10; longer words are explained in the glossary sidebar) and complete the quiz. Fast finishers write their own fourth quiz question.

Plenary (10 min): one discussion question from the list below. The "Big idea in one sentence" makes a good exit ticket: can pupils write their own version?

Extension: pupils pick an FAQ question and write a better answer, or design their own Wish Machine wish that goes wrong.

Discussion questions

  1. If you could ask a superintelligence one question, what would it be — and how would you check the answer?
  2. The Wish Machine glued smiles onto faces. Rewrite "make everyone happy" so a very literal machine would get it right.
  3. Name three things you are better at than a chatbot, and three things it is better at than you. What does that tell you about intelligence?
  4. Experts disagree about when superintelligence might arrive. Why might sensible people disagree about the same facts?
  5. Who should decide how a superintelligence is used — companies, governments, scientists, everyone? What could go wrong with each answer?
  6. Is it possible to be careful about something without being scared of it? Give an example from your own life.

Hands-on activity: build an algorithm

The build an algorithm activity gives children a list of instruction blocks and a robot that follows them exactly — including walking off the grid if that is what the list says. It covers sequence, precise instruction and debugging (KS2 computing), takes about ten minutes and works on a school tablet. The page includes an unplugged paper version for classrooms with no screens.

Open the activity →

Printable one-page summaries

Each lesson has a one-page summary sheet with the big idea, key words and the quiz, designed to print on A4 (black and white is fine). Open the sheets and use your browser's Print → Save as PDF.

Open the printable sheets →

Curriculum links (England)

KS2 Computing (ages 7–11)

  • Understand what algorithms are and how they are implemented as programs (Lessons 4, glossary)
  • Use logical reasoning to explain how simple algorithms work (Lesson 4: learning from examples vs rules)
  • Use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour (Lesson 7, privacy page)
  • Understand computer networks and the opportunities they offer (Lesson 5: copies and scale)

KS3 Computing (ages 11–14)

  • Understand key algorithms that reflect computational thinking; compare alternative algorithms for the same problem (Lessons 3 & 4)
  • Understand how instructions are stored and executed in a computer system (Lesson 5: speed of chips vs brains)
  • Understand a range of ways to use technology safely, respectfully, responsibly and securely (Lesson 7)
  • Create, reuse, revise and repurpose digital artefacts for a given audience (extension: pupils write their own FAQ answer)

Also supports

  • PSHE / RSHE: media literacy, critical thinking about online information (Lesson 6: evaluating predictions)
  • Science: working scientifically — evidence, prediction, uncertainty (Lesson 6)
  • English: reading non-fiction, summarising (the "Big idea in one sentence" task)

Safety and privacy for children

This site follows the UK ICO Children's Code. There are no ads, accounts, comments or trackers on any page. We use cookieless page counts only, and we never collect information from children. The one commercial page (For businesses) is linked only from the footer and contains no children's content. Read the kid-friendly privacy page.

Accessibility

Every 3D scene has a text description and keyboard controls, and every page is fully readable with JavaScript off. Body text is 19px with high contrast. If your device or browser has "reduce motion" switched on, the scenes play a calmer version. If something doesn't work for a pupil in your class, please tell us.