Try it
Two short activities. They run in your browser, and nothing you do is sent anywhere.
Teach the machine
This garden has four patches of creatures. Day creatures live on the Hill and in the Meadow. Night creatures live at the Pond and in the Woods.
- Teach. Click a grey dot to tell the machine what that creature is.
- Watch. The machine paints the garden with its best guess, and guesses every creature you have not taught it.
- Check. Red crosses are mistakes. Can you teach it to get them right?
With the keyboard: Tab to a dot, then press Enter or Space.

A garden with day creatures and night creatures. The machine learns which is which from the ones you show it.
What just happened?
The machine looked at the three nearest creatures you taught it and went with the majority. That is a real, simple way for a computer to learn from examples.
The creatures you did not teach it work as a test. The machine has never seen them, so how many it gets right tells you how good the teaching was.
Try these
- Teach it only creatures from the Hill, with the “Only teach the Hill” button. Where does it go wrong? Who is missing from its examples?
- Teach it 5 creatures from each patch. How many guesses are right now?
- Teach it 5 random creatures with the “Teach 5 more” button. Is it as good as when you chose carefully?
These match lessons A1.3, A2.5, A3.2 and A4.2.
Keep it private
Some things are fine to share and some are not. Sort each card. “Fine to share” means with people you know and trust.
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Your favourite colour
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Your home address
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The name of your school
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Your favourite animal
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One of your passwords
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A photo of your face
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A game you like
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Your full name
This matches lesson A1.5, Be Kind to Data.
