Investigating a visual interface for elementary students to formulate AI planning tasks

IF 1.7 3区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Kyungjin Park , Bradford Mott , Seung Lee , Anisha Gupta , Katie Jantaraweragul , Krista Glazewski , J. Adam Scribner , Anne Ottenbreit-Leftwich , Cindy E. Hmelo-Silver , James Lester
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引用次数: 2

Abstract

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 article, 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 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.

研究小学生制定人工智能规划任务的视觉界面
近年来,人工智能在社会的各个方面都得到了迅速的应用。人工智能的普遍性导致将人工智能学习体验融入K-12教育的需求不断增加。结合人工智能概念和实践的早期学习体验对于学生更好地理解、评估和利用人工智能技术至关重要。人工智能规划是一类重要的人工智能技术,其中人工智能驱动的代理利用问题的结构来构建执行任务的行动计划。尽管越来越多的努力探索促进K-12学习者的人工智能教育,但研究向小学生提供人工智能学习体验的有效和吸引人的方法的工作有限。在本文中,我们提出了一个视觉界面,使小学高年级学生(3-5年级,8-11岁)能够在基于游戏的学习环境中制定人工智能规划任务。我们介绍了我们设计视觉界面的方法,以及人工智能规划任务如何嵌入以叙事为中心的游戏中,围绕“使用-修改-创建”脚手架进程构建。此外,我们还介绍了一项针对高年级小学生使用视觉界面的研究结果。我们讨论了“使用-修改-创建”方法如何支持学生学习,并讨论了学生在使用视觉界面制定人工智能规划任务时遇到的误解和可用性问题。
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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来源期刊
Journal of Computer Languages
Journal of Computer Languages Computer Science-Computer Networks and Communications
CiteScore
5.00
自引率
13.60%
发文量
36
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