Machine Learning Education for Artists, Musicians, and Other Creative Practitioners

R. Fiebrink
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引用次数: 47

Abstract

This article aims to lay a foundation for the research and practice of machine learning education for creative practitioners. It begins by arguing that it is important to teach machine learning to creative practitioners and to conduct research about this teaching, drawing on related work in creative machine learning, creative computing education, and machine learning education. It then draws on research about design processes in engineering and creative practice to motivate a set of learning objectives for students who wish to design new creative artifacts with machine learning. The article then draws on education research and knowledge of creative computing practices to propose a set of teaching strategies that can be used to support creative computing students in achieving these objectives. Explanations of these strategies are accompanied by concrete descriptions of how they have been employed to develop new lectures and activities, and to design new experiential learning and scaffolding technologies, for teaching some of the first courses in the world focused on teaching machine learning to creative practitioners. The article subsequently draws on data collected from these courses—an online course as well as undergraduate and masters-level courses taught at a university—to begin to understand how this curriculum supported student learning, to understand learners’ challenges and mistakes, and to inform future teaching and research.
本文旨在为创造性从业者的机器学习教育的研究和实践奠定基础。它首先提出,向有创造力的实践者教授机器学习是很重要的,并对这种教学进行研究,借鉴创造性机器学习、创造性计算教育和机器学习教育方面的相关工作。然后,它借鉴了关于工程设计过程和创造性实践的研究,为希望用机器学习设计新的创造性工件的学生提供了一套学习目标。然后,本文利用教育研究和创造性计算实践的知识,提出了一套教学策略,可用于支持创造性计算学生实现这些目标。对这些策略的解释伴随着具体的描述,说明它们是如何被用于开发新的讲座和活动,以及设计新的体验式学习和脚手架技术,以教授世界上第一批专注于向创造性实践者教授机器学习的课程。本文随后利用从这些课程(在线课程以及大学教授的本科和硕士课程)中收集的数据,开始了解这些课程如何支持学生的学习,了解学习者的挑战和错误,并为未来的教学和研究提供信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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