Session 3 Reflection
Session 3 Reflection
In session 3 lecture I have learned that python can be used in machine learning to develop STEM
education.AI-thinking have been introduce to the STEM education and I know that “AI” represent
artificial intelligence while “thinking” represents human-in-the-loop reasoning. And STEM
educators need to be educated AI or machine learning related knowledge so they can apply
related technologies into teaching courses.Through the course we know that AI and machine
learning and coding can be seen anywhere in our daily life such as autonomous
vehicles,robotics,image search and object recognition and facial recognition. We should also pay
attention that we should develop students AI thinking while teaching them with STEM
education.In order to develop them AI thinking we should not only contain technologies in
teaching process but also need to guide them thorough using technologies in teaching process
and help them think more rather than listen more and do more hands-on and minds-on activities.
Designed an agricultural based AI challenge that fostered students to learn the process of
creating machine learning models in the form of a game with the emphasis on the Four P’s of
Creative Learning (Projects, Passion, Play, and Peers).
C. Workshop.We designed and divided our challenges into three phases. The first phase
introduced the students to machine learning and RapidMiner.In this phase, our goal is to get the
student to be familiar with machine learning, and RapidMiner.The second phase of the workshop
focuses on predicting the quality of mangoes.The third phase of the program focuses on applying
machine learning to the real-world application.
D. Evaluation.To evaluate the impacts of the workshop, we analyzed the student projects in order
to see if they could apply the lessons from the workshop into working machine learning
prototypes. We also deployed pre and post-workshop survey to evaluate the learning outcomes
of the students. The survey consisted two groups of self-assessment questions : the first one
focuses on the student learning experiences (fun, engagement, handson interactivity) in the
workshop compared to their regular classroom, and the second group focuses on the adoption of
new learning and thinking processes (futuristic thinking, and interdisciplinary thinking) as well as
their awareness and attitude on the integration of new technological solutions with the social
context.
• What these concepts mean for the school practices and STEM educational
research?
Given a few extracurricular activities in AI, this workshop provides a novel approach for students
to learn to make machine learning using gamification and Four P’s of Creative Learning. Based on
the results, we found that that machine learning can be used as a powerful tool to successfully
conduct interdisciplinary education at the middle school level. Under the three AI related tasks in
the workshop, students combined knowledge, observations, and teamwork efforts to achieve the
goal of using the machine learning model. Based on the self-assessment questionnaires, we
found that students had more fun, engagement, and hands-on interactivity in the workshop
compared to their regular classroom, even though the topic of AI is much more complex and
challenging. This demonstrates that highly advanced concepts can be learned by students if the
learning environment is well designed and organized. The student participants encountered
various challenges that seem impossible at first. However, the scores of the machine learning
models created by teams of students have proven that AI and machine learning activities for
middle school level are not only possible, but also helping students adopt futuristic thinking and
interdisciplinary thinking as well as having awareness of the integration of new technological
solutions with the social context such as agriculture,engineering,medicine and so on.
Reference:
Sakulkueakulsuk, B., Witoon, S., Ngarmkajornwiwat, P., Pataranutaporn, P., Surareungchai, W.,
Pataranutaporn, P., & Subsoontorn, P. (2018, December). Kids making AI: Integrating machine
learning, gamification, and social context in STEM education. In 2018 IEEE international
conference on teaching, assessment, and learning for engineering (TALE) (pp. 1005-1010). IEEE.
Yannier, N., Hudson, S. E., & Koedinger, K. R. (2020). Active learning is about more than hands-on:
a mixed-reality AI system to support STEM education. International Journal of Artificial
Intelligence in Education, 1-23.