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dc.contributor.authorRattadilok, Prapa
dc.contributor.authorRoadknight, Chris
dc.contributor.authorLi, Li
dc.contributor.editorLee, Mark J.W.
dc.contributor.editorNikolic, Sasha
dc.contributor.editorWong, Gary K.W.
dc.contributor.editorShen, Jun
dc.contributor.editorRos, Montserrat
dc.contributor.editorLei, Leon C. U.
dc.contributor.editorVenkatarayalu, Neelakantam
dc.date.accessioned2023-11-16T13:45:02Z
dc.date.available2023-11-16T13:45:02Z
dc.date.issued2019-01-17
dc.identifier.citationRattadilok , P , Roadknight , C & Li , L 2019 , Teaching Students about Machine Learning Through a Gamified Approach . in M J W Lee , S Nikolic , G K W Wong , J Shen , M Ros , L C U Lei & N Venkatarayalu (eds) , Proceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018 . , 8615279 , Proceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018 , Institute of Electrical and Electronics Engineers (IEEE) , pp. 1011-1015 , 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018 , Wollongong , Australia , 4/12/18 . https://doi.org/10.1109/TALE.2018.8615279
dc.identifier.citationconference
dc.identifier.isbn9781538665220
dc.identifier.otherORCID: /0000-0001-9802-6812/work/144393017
dc.identifier.otherORCID: /0000-0001-7938-7671/work/144393025
dc.identifier.urihttp://hdl.handle.net/2299/27167
dc.description© 2018 IEEE. This is the accepted manuscript version of an article which has been published in final form at https://doi.org/10.1109/TALE.2018.8615279
dc.description.abstractThe teaching of machine learning requires a range of tools and techniques to engage students and allow them to relate the processes involved to real world situations that they have previously experienced. One way to facilitate this learning process is to integrate the learning into a game situation, which is by definition fun to engage with and offers immediate rewards. This research shows that by collecting the student's behaviour and actions as they engage with well-known game software, the learning of key machine learning concepts can be enabled. It is also shown that customising of learning can be made possible by the use of gamification.en
dc.format.extent5
dc.format.extent703034
dc.language.isoeng
dc.publisherInstitute of Electrical and Electronics Engineers (IEEE)
dc.relation.ispartofProceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018
dc.relation.ispartofseriesProceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018
dc.subjectgamification
dc.subjectmachine learning
dc.subjectmachine teaching
dc.subjectpersonalised learning
dc.subjectuniversal design for learning
dc.subjectEducation
dc.subjectArtificial Intelligence
dc.subjectComputer Networks and Communications
dc.subjectEngineering (miscellaneous)
dc.titleTeaching Students about Machine Learning Through a Gamified Approachen
dc.contributor.institutionSchool of Physics, Engineering & Computer Science
dc.identifier.urlhttp://www.scopus.com/inward/record.url?scp=85062074995&partnerID=8YFLogxK
rioxxterms.versionofrecord10.1109/TALE.2018.8615279
rioxxterms.typeOther
herts.preservation.rarelyaccessedtrue


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