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 in | 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE) pp. 1005 - 1010 |
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Main Authors | , , , , , , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
01.12.2018
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Subjects | |
Online Access | Get full text |
ISSN | 2470-6698 |
DOI | 10.1109/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. |
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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 |
Author_xml | – sequence: 1 givenname: Bawornsak surname: Sakulkueakulsuk fullname: Sakulkueakulsuk, Bawornsak email: bawornsak.s@gmail.com organization: Inst. of Field Robot., King Mongkut's Univ. of Technol. Thonburi, Bangkok, Thailand – sequence: 2 givenname: Siyada surname: Witoon fullname: Witoon, Siyada organization: FREAK Lab., Futuristic Res. Cluster of Thailand, Bangkok, Thailand – sequence: 3 givenname: Potiwat surname: Ngarmkajornwiwat fullname: Ngarmkajornwiwat, Potiwat email: potiwat.n@mail.kmutt.ac.th organization: Inst. of Field Robot., King Mongkut's Univ. of Technol. Thonburi, Bangkok, Thailand – sequence: 4 givenname: Pornpen surname: Pataranutaporn fullname: Pataranutaporn, Pornpen email: pornpen.pp@gmail.com organization: Fac. of Educ., Prince of Songkla Univ., Pattani, Thailand – sequence: 5 givenname: Werasak surname: Surareungchai fullname: Surareungchai, Werasak email: werasak.sur@kmutt.ac.th organization: Sch. of Bioresources & Technol., King Mongkut's Univ. of Technol. Thonburi, Bangkok, Thailand – sequence: 6 givenname: Pat surname: Pataranutaporn fullname: Pataranutaporn, Pat email: patpat@media.mit.edu organization: Media Lab., Massachusetts Inst. of Technol., Cambridge, MA, USA – sequence: 7 givenname: Pakpoom surname: Subsoontorn fullname: Subsoontorn, Pakpoom email: pakpoomton@gmail.com 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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