Gamification of high school Machine Learning education

Bachelor Thesis (2024)
Author(s)

J.J. van der Heijden (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Contributor(s)

M.A. Migut – Mentor (TU Delft - Electrical Engineering, Mathematics and Computer Science)

M.A. Neerincx – Graduation committee member (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Faculty
Electrical Engineering, Mathematics and Computer Science
More Info
expand_more
Publication Year
2024
Language
English
Graduation Date
25-06-2024
Awarding Institution
Delft University of Technology
Project
CSE3000 Research Project
Programme
Computer Science and Engineering
Faculty
Electrical Engineering, Mathematics and Computer Science
Downloads counter
226
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

The rapid advance of AI and ML asks for better and earlier education on these topics. However, research on teaching AI and ML topics is relatively underdeveloped. Especially applying the teaching method gamification has not yet been thoroughly tested. This research aims to explore the effectiveness of gamifying ML education in high schools. An experiment was designed based on previous research. This experiment revolves around a computer game where students learn to train a car to drive itself. Despite small sample size, results show increased motivation and low anxiety.

Files

Research_paper_9_.pdf
(pdf | 0.287 Mb)
License info not available