Kids making AI: Integrating Machine Learning, Gamification, and Social Context in STEM Education
- 1 December 2018
- conference paper
- conference paper
- Published by Institute of Electrical and Electronics Engineers (IEEE) in 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE)
- p. 1005-1010
- https://doi.org/10.1109/tale.2018.8615249
Abstract
We present an approach in STEM education at the intersection of machine learning, gamification, and social context based in Thailand. We designed an agricultural based AI challenge that fostered students to learn the process of creating machine learning models in the form of a game with the emphasis on the Four P's of Creative Learning (Projects, Passion, Play, and Peers). Our goal is to come up with an innovative education model that encourages the students to connect the emerging technological solutions such as AI with the pressing realworld problems in the playful environment. We found that machine learning can be used as a tool to successfully conduct interdisciplinary education at the middle school level.Keywords
This publication has 9 references indexed in Scilit:
- How AI can be a force for goodScience, 2018
- Understanding the role of arts and humanities in social robotics design: An experiment for STEAM enrichment program in ThailandPublished by Institute of Electrical and Electronics Engineers (IEEE) ,2017
- Keeping It Real: Using Real‐World Problems to Teach AI to Diverse AudiencesAI Magazine, 2017
- Preparing for the future of Artificial IntelligenceAI & SOCIETY, 2016
- Challenges and Opportunities in Game Artificial Intelligence Education Using Angry BirdsIEEE Access, 2015
- Teaching artificial intelligence using a web-based game serverPublished by Association for Computing Machinery (ACM) ,2013
- From game design elements to gamefulnessPublished by Association for Computing Machinery (ACM) ,2011
- Linksintelligence, 2000
- Cognitive maps, AI agents and personalized virtual environments in Internet learning experiencesInternet Research, 1998