@inproceedings{ae44a1f60a4c4c22b9f836aef7d339a6,
title = "Teaching Students about Machine Learning Through a Gamified Approach",
abstract = "The 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.",
keywords = "gamification, machine learning, machine teaching, personalised learning, universal design for learning",
author = "Prapa Rattadilok and Chris Roadknight and Li Li",
note = "{\textcopyright} 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; 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018 ; Conference date: 04-12-2018 Through 07-12-2018",
year = "2019",
month = jan,
day = "17",
doi = "10.1109/TALE.2018.8615279",
language = "English",
series = "Proceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018",
publisher = "Institute of Electrical and Electronics Engineers (IEEE)",
pages = "1011--1015",
editor = "Lee, {Mark J.W.} and Sasha Nikolic and Wong, {Gary K.W.} and Jun Shen and Montserrat Ros and Lei, {Leon C. U.} and Neelakantam Venkatarayalu",
booktitle = "Proceedings of 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2018",
address = "United States",
}