Kids making AI: Integrating Machine Learning, Gamification, and Social Context in STEM Education

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...

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Published in2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE) pp. 1005 - 1010
Main Authors Sakulkueakulsuk, Bawornsak, Witoon, Siyada, Ngarmkajornwiwat, Potiwat, Pataranutaporn, Pornpen, Surareungchai, Werasak, Pataranutaporn, Pat, Subsoontorn, Pakpoom
Format Conference Proceeding
LanguageEnglish
Published IEEE 01.12.2018
Subjects
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ISSN2470-6698
DOI10.1109/TALE.2018.8615249

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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.
AbstractList 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.
Author Pataranutaporn, Pornpen
Subsoontorn, Pakpoom
Sakulkueakulsuk, Bawornsak
Surareungchai, Werasak
Ngarmkajornwiwat, Potiwat
Witoon, Siyada
Pataranutaporn, Pat
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  organization: Dept. of Biochem., Naresuan Univ., Phitsanulok, Thailand
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Snippet We present an approach in STEM education at the intersection of machine learning, gamification, and social context based in Thailand. We designed an...
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SubjectTerms agriculture
Conferences
Education
Games
Machine learning
Predictive models
STEM
Title Kids making AI: Integrating Machine Learning, Gamification, and Social Context in STEM Education
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