计算机科学
接口(物质)
可用性
构造(python库)
班级(哲学)
人机交互
叙述的
人工智能
数学教育
多媒体
心理学
最大气泡压力法
哲学
气泡
语言学
并行计算
程序设计语言
作者
Kyungjin Park,Bradford Mott,Seung Lee,Krista Glazewski,J. Adam Scribner,Anne Ottenbreit‐Leftwich,Cindy E. Hmelo‐Silver,James C. Lester
标识
DOI:10.1109/vl/hcc51201.2021.9576163
摘要
Recent years have seen the rapid adoption of artificial intelligence (AI) in every facet of society. The ubiquity of AI has led to an increasing demand to integrate AI learning experiences into K-12 education. Early learning experiences incorporating AI concepts and practices are critical for students to better understand, evaluate, and utilize AI technologies. AI planning is an important class of AI technologies in which an AI-driven agent utilizes the structure of a problem to construct plans of actions to perform a task. Although a growing number of efforts have explored promoting AI education for K-12 learners, limited work has investigated effective and engaging approaches for delivering AI learning experiences to elementary students. In this paper, we propose a visual interface to enable upper elementary students (grades 3–5, ages 8–11) to formulate AI planning tasks within a game-based learning environment. We present our approach to designing the visual interface as well as how the AI planning tasks are embedded within narrative-centered gameplay structured around a Use-Modify-Create scaffolding progression. Further, we present results from a qualitative study of upper elementary students using the visual interface. We discuss how the Use-Modify-Create approach supported student learning as well as discuss the misconceptions and usability issues students encountered while using the visual interface to formulate AI planning tasks.
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