CBSE Syllabus for Class 9 Artificial Intelligence (AI) 2019-20 PDF

By | April 16, 2019


Sub unit

Session / Activity / Practical

Learning Outcomes



Session: Introduction to AI and putting in place the context of the curriculum

To establish and recognize Artificial Intelligence and describe its packages in day by day lifestyles.

Ice Breaker Activity: Dream Smart Home concept

Learners to design a coarse structure of ground plan in their dream good house.

Recommended Activity: The AI Game

Learners to take part in 3 video games according to other AI domain names.

Game 1: Rock, Paper and Scissors (according to knowledge)

Game 2: Mystery Animal (according to Natural Language Processing – NLP)

Game 3: Emoji Scavenger Hunt (according to Computer Vision – CV)

To relate, practice and mirror at the Human-Machine Interactions.

To establish and have interaction with the 3 domain names of AI: Data, Computer Vision and Natural Language Processing.

Recommended Activity: AI Quiz (Paper Pen/Online Quiz)

To go through an evaluate for analysing development against obtained AI-Readiness talents.

Recommended Activity: To write a letter

Writing a Letter to 1’s long run self

• Learners to jot down a letter to self-keeping the long run in context. They will describe what they’ve learnt to this point or what they want to be told in the future

To consider, read about and mirror at the talents required for futuristic activity alternatives.


Video Session: To watch a video

Introducing the idea that of Smart Cities, Smart Schools and Smart Homes

Learners to narrate to software of Artificial Intelligence of their day by day lives.


Recommended Activity: Write an Interactive Story

Learners to attract a ground plan of a Home/School/City and write an interactive tale round it the usage of Story Speaker extension in Google medical doctors.

To unharness their creativeness against good houses and construct an interactive tale round it.

To relate, practice and mirror at the Human-Machine Interactions.

Session: Introduction to sustainable building objectives

To perceive the affect of Artificial Intelligence on Sustainable Development Goals to increase accountable citizenship.

Recommended Activity: Go Goals Board Game

Learners to respond to questions about Sustainable Development Goals


Session: Theme-based analysis and Case Studies

• Learners will concentrate to more than a few case-studies of inspiring start-ups, corporations or communities the place AI has been fascinated about real-life.

• Learners shall be allocated a theme round which they want to seek for provide AI developments and feature to visualize the way forward for AI in and round their respective theme

To analysis and increase consciousness of talents required for jobs of the long run.


To consider, read about and mirror at the talents required for the futuristic alternatives.


To increase efficient conversation and collaborative paintings talents.

Recommended Activity: Job Ad Creating process

Learners to create a task commercial for a company describing the character of activity to be had and the skill-set required for it 10 years down the road. They want to work out how AI goes to change into the character of jobs and create the Ad accordingly.

AI Ethics

Video Session: Discussing about AI Ethics

To perceive and mirror at the moral problems round AI.

Recommended Activity: Ethics Awareness

Students play the position of primary stakeholders and they’ve to make a decision what is moral and what isn’t for a given situation.

Session: AI Bias and AI Access

• Discussing in regards to the conceivable bias in knowledge assortment

• Discussing in regards to the implications of AI era

To achieve consciousness round AI bias and AI get admission to.

Recommended Activity: Balloon Debate

• Students divide in groups of three and a pair of groups are given similar theme. One staff is going in confirmation to AI for their segment whilst the opposite one is going towards it.

• They must get a hold of their issues as to why AI is really helpful/damaging for the society.

To let the scholars analyse the benefits and drawbacks of Artificial Intelligence.


Sub unit

Session / Activity / Practical

Learning Outcomes

Problem Scoping

Session: Introduction to AI Project Cycle

• Problem Scoping

• Data Acquisition

• Data Exploration

• Modelling

• Evaluation

Identify the AI Project Cycle framework.

Activity: Brainstorm across the theme equipped and set a function for the AI venture.

• Discuss more than a few subjects throughout the given theme and make a choice one.

• List down/ Draw a mindmap of issues associated with the chosen matter and make a choice one drawback to be the function for the venture.

Learn drawback scoping and techniques to set objectives for an AI venture.

Activity: To set movements across the function.

• List down the stakeholders fascinated about the issue.

• Search at the present movements taken to resolve this drawback.

• Think across the ethics concerned within the function of your venture.

Identify stakeholders fascinated about the issue scoped.

Brainstorm at the moral problems concerned round the issue decided on.

Activity: Data and Analysis

• What are the information options wanted?

• Where are you able to get the information?

• How common do it’s a must to accumulate the information?

• What occurs for those who don’t have sufficient knowledge?

• What more or less research must be carried out?

• How will or not it’s validated?

• How does the research tell the motion?

Understand the iterative nature of drawback scoping for within the AI venture cycle.

Foresee the type of knowledge required and the type of research to be carried out.

Presentation: Presenting the function, movements and information.

Share what the scholars have mentioned to this point.

Data Acquisition

Activity: Introduction to knowledge and its sorts.

Students paintings across the situations given to them and recall to mind techniques to obtain knowledge.

Identify knowledge necessities and in finding dependable assets to procure related knowledge.

Data Exploration

Session: Data Visualisation

• Need of visualising knowledge

• Ways to visualize knowledge the usage of more than a few varieties of graphical equipment.

To perceive the aim of Data Visualisation

Recommended Activity: Let’s use Graphical Tools

• To make a decision what sort of knowledge is needed for a given situation and procure the similar.

• To make a choice an acceptable graphical layout to constitute the information obtained.

• Presenting the graph sketched.

Use more than a few varieties of graphs to visualize obtained knowledge.


Session: Decision Tree

To introduce elementary construction of Decision Trees to scholars.

Understand, create and put into effect the idea that of Decision Trees.

Recommended Activity: Decision Tree

To design a Decision Tree according to the information given.

Recommended Activity: Pixel It

• To create an “AI Model” to categorise handwritten letters.

• Students increase a fashion to categorise handwritten letters via diving the alphabets into pixels.

• Pixels are then joined in combination to analyse a development among similar alphabets and to tell apart the other ones.

Understand and visualise pc’s talent to spot alphabets and handwritings.



Session: Introduction to neural community

• Relation between the neural community and frightened machine in human frame

• Describing the serve as of neural community.

Understand and recognize the idea that of Neural Network thru gamification.


Recommended Activity: Creating a Human Neural Network

• Students break up in 4 groups each and every representing enter layer (X scholars), hidden layer 1 (Y scholars), hidden layer 2 (Z scholars) and output layer (1 pupil) respectively.

• Input layer will get knowledge which is handed directly to hidden layers after some processing. The output layer in any case will get all knowledge and provides significant knowledge as output.



Recommended Activity: Introduction to programming the usage of Online Gaming portals like Code Combat.

Learn elementary programming talents thru gamified platforms.








Session: Introduction to Python language

Introducing python programming and its packages

Acquire introductory Python programming talents in an excessively user-friendly layout.


Practical: Python Basics

• Students undergo courses on Python Basics (Variables, Arithmetic Operators, Expressions, Data Types – integer, glide, strings, the usage of print() and enter() purposes)

• Students will check out some easy drawback fixing workouts on Python Compiler.


Practical: Python Lists

• Students undergo courses on Python Lists (Simple operations the usage of listing)

• Students will check out some elementary drawback fixing workouts the usage of lists on Python Compiler.

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