Abstract
Original language | English |
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Title of host publication | Technologies for E-learning and digital entertainment : third international conference, Edutainment 2008, Nanjing, China, June 25-27, 2008 : proceedings |
Editors | Z. Pan, X. Zhang, A. El Rhalibi |
Place of Publication | Berlin |
Publisher | Springer |
Pages | 206-217 |
Number of pages | 12 |
ISBN (Print) | 978-3-540-69734-3 |
DOIs | |
Publication status | Published - 2008 |
Publication series
Name | Lecture notes in computer science |
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Volume | 5093 |
ISSN (Print) | 0302-9743 |
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Teaching machine learning to design students. / Vlist, van der, B.J.J.; van de Westelaken, H.F.M.; Bartneck, C.; Hu, J.; Ahn, R.M.C.; Barakova, E.I.; Delbressine, F.L.M.; Feijs, L.M.G.
Technologies for E-learning and digital entertainment : third international conference, Edutainment 2008, Nanjing, China, June 25-27, 2008 : proceedings. ed. / Z. Pan; X. Zhang; A. El Rhalibi. Berlin : Springer, 2008. p. 206-217 (Lecture notes in computer science; Vol. 5093).Research output: Chapter in Book/Report/Conference proceeding › Chapter › Academic › peer-review
TY - CHAP
T1 - Teaching machine learning to design students
AU - Vlist, van der, B.J.J.
AU - van de Westelaken, H.F.M.
AU - Bartneck, C.
AU - Hu, J.
AU - Ahn, R.M.C.
AU - Barakova, E.I.
AU - Delbressine, F.L.M.
AU - Feijs, L.M.G.
PY - 2008
Y1 - 2008
N2 - Machine learning is a key technology to design and create intelligent systems, products, and related services. Like many other design departments, we are faced with the challenge to teach machine learning to design students, who often do not have an inherent affinity towards technology. We successfully used the Embodied Intelligence method to teach machine learning to our students. By embodying the learning system into the Lego Mindstorm NXT platform we provide the student with a tangible tool to understand and interact with a learning system. The resulting behavior of the tangible machines in combination with the positive associations with the Lego system motivated all the students. The students with less technology affinity successfully completed the course, while the students with more technology affinity excelled towards solving advanced problems. We believe that our experiences may inform and guide other teachers that intend to teach machine learning, or other computer science related topics, to design students.
AB - Machine learning is a key technology to design and create intelligent systems, products, and related services. Like many other design departments, we are faced with the challenge to teach machine learning to design students, who often do not have an inherent affinity towards technology. We successfully used the Embodied Intelligence method to teach machine learning to our students. By embodying the learning system into the Lego Mindstorm NXT platform we provide the student with a tangible tool to understand and interact with a learning system. The resulting behavior of the tangible machines in combination with the positive associations with the Lego system motivated all the students. The students with less technology affinity successfully completed the course, while the students with more technology affinity excelled towards solving advanced problems. We believe that our experiences may inform and guide other teachers that intend to teach machine learning, or other computer science related topics, to design students.
U2 - 10.1007/978-3-540-69736-7_23
DO - 10.1007/978-3-540-69736-7_23
M3 - Chapter
SN - 978-3-540-69734-3
T3 - Lecture notes in computer science
SP - 206
EP - 217
BT - Technologies for E-learning and digital entertainment : third international conference, Edutainment 2008, Nanjing, China, June 25-27, 2008 : proceedings
A2 - Pan, Z.
A2 - Zhang, X.
A2 - El Rhalibi, A.
PB - Springer
CY - Berlin
ER -