Teaching machine learning to design students

B.J.J. Vlist, van der, H.F.M. van de Westelaken, C. Bartneck, J. Hu, R.M.C. Ahn, E.I. Barakova, F.L.M. Delbressine, L.M.G. Feijs

Onderzoeksoutput: Hoofdstuk in Boek/Rapport/CongresprocedureHoofdstukAcademicpeer review

23 Citaten (Scopus)
3 Downloads (Pure)

Samenvatting

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.
Originele taal-2Engels
TitelTechnologies for E-learning and digital entertainment : third international conference, Edutainment 2008, Nanjing, China, June 25-27, 2008 : proceedings
RedacteurenZ. Pan, X. Zhang, A. El Rhalibi
Plaats van productieBerlin
UitgeverijSpringer
Pagina's206-217
Aantal pagina's12
ISBN van geprinte versie978-3-540-69734-3
DOI's
StatusGepubliceerd - 2008

Publicatie series

NaamLecture notes in computer science
Volume5093
ISSN van geprinte versie0302-9743

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