Smartphone-Based Game Development to Introduce K12 Students in Applied Artificial Intelligence

UDC.coleccionInvestigaciónes_ES
UDC.conferenceTitleThirty-Sixth AAAI Conference on Artificial Intelligence. AAAI-22es_ES
UDC.departamentoCiencias da Computación e Tecnoloxías da Informaciónes_ES
UDC.endPage12765es_ES
UDC.grupoInvGrupo Integrado de Enxeñaría (GII)es_ES
UDC.startPage12758es_ES
dc.contributor.authorGuerreiro-Santalla, Sara
dc.contributor.authorMallo, Alma
dc.contributor.authorBaamonde, Tamara
dc.contributor.authorBellas, Francisco
dc.date.accessioned2024-01-17T18:35:51Z
dc.date.embargoEndDate9999-12-31es_ES
dc.date.embargoLift9999-12-31
dc.date.issued2022-06-28
dc.description.abstract[Abstract]: This paper presents a structured activity based on a game design to introduce k-12 students in the topic of super-vised machine learning from a practical perspective. The activity has been developed in the scope of an Erasmus+ project called AI+, which aims to develop an AI curriculum for high school students. As established in the AI+ principles, all the teaching activities are based on the use of the student's smartphone as the core element to intro-duce an applied approach to AI in classes. In this case, a smartphone-based game app is developed by students that includes a neural network model obtained with the "Personal Image Classifier" tool of the MIT App Inventor software. From a didactic perspective, the students dealt with supervised learning to solve a problem of image classification. The main learning outcome is the understanding of how relevant is to develop a reliable machine learning model when dealing with real world applications. This activity was tested during 2021 with more than 50 students belonging to six schools across Europe, all of them enrolled in the AI+ projectes_ES
dc.description.sponsorshipThis work was partially funded by the Ministerio de Ciencia, Innovación y Universidades of Spain/FEDER (grant RTI2018-101114-B-I00), and Co-funded by the Erasmus+ Programme of the European Union through grant number 2019-1-ES01-KA201-065742. Moreover, the authors wish to acknowledge the support received from the CITIC research center, funded by Xunta de Galicia and European Regional Development Fund by grant ED431G 2019/01.es_ES
dc.description.sponsorshipXunta de Galicia; ED431G 2019/01es_ES
dc.identifier.citationGuerreiro-Santalla, S., Mallo, A., Baamonde, T., & Bellas, F. (2022). Smartphone-Based Game Development to Introduce K12 Students in Applied Artificial Intelligence. Proceedings of the AAAI Conference on Artificial Intelligence, 36(11), 12758-12765. https://doi.org/10.1609/aaai.v36i11.21554es_ES
dc.identifier.doihttps://doi.org/10.1609/aaai.v36i11.21554
dc.identifier.issn2374-3468
dc.identifier.urihttp://hdl.handle.net/2183/34967
dc.language.isoenges_ES
dc.publisherAAAIes_ES
dc.relation.projectIDinfo:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020/ RTI2018-101114-B-I00/ES/ARQUITECTURA COGNITIVA PARA ROBOTS CON ADAPTACION DE COMPORTAMIENTO AUTONOMAMENTE MOTIVADAes_ES
dc.relation.urihttps://doi.org/10.1609/aaai.v36i11.21554es_ES
dc.rightsCopyright © 2022, Association for the Advancement of Artificial Intelligencees_ES
dc.rights.accessRightsembargoed accesses_ES
dc.subjectApplied artificial intelligencees_ES
dc.subjectSupervised learning teachinges_ES
dc.subjectSmartphone app developmentes_ES
dc.subjectArtificial collective intelligencees_ES
dc.subjectAI education for K12es_ES
dc.titleSmartphone-Based Game Development to Introduce K12 Students in Applied Artificial Intelligencees_ES
dc.typeconference outputes_ES
dspace.entity.typePublication
relation.isAuthorOfPublicatione3b7030b-b748-473b-9914-a447f81bf8d2
relation.isAuthorOfPublicationa28c389d-2252-4ff9-a129-ef366c8ae107
relation.isAuthorOfPublication509f3434-b513-49a1-87ab-dce7d019f4cd
relation.isAuthorOfPublication.latestForDiscoverye3b7030b-b748-473b-9914-a447f81bf8d2

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