培养高等基础AI教育:迭代完善AI规划的使用-修改-创建脚手架进程

Bradford W. Mott, Anisha Gupta, Krista D. Glazewski, Anne T. Ottenbreit-Leftwich, C. Hmelo‐Silver, Adam Scribner, S. J. Lee, James Lester
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引用次数: 0

摘要

人工智能(AI)的日益普及正在重塑人们的日常生活。这反过来又提高了人们对在K-12课程中引入人工智能教育的必要性的认识,以便学生更好地理解和利用人工智能。吸引年轻学习者参与人工智能教育的一个特别有前途的方法是基于游戏的学习。在这项工作中,我们展示了我们的努力,在一个沉浸式的基于游戏的学习环境中为高年级小学生(8至11岁)嵌入一个关于人工智能规划的单元,该环境利用基于使用-修改-创建框架的脚手架进度。此外,我们提出了如何脚手架的进展是基于从试点游戏与学生的调查结果精制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fostering Upper Elementary AI Education: Iteratively Refining a Use-Modify-Create Scaffolding Progression for AI Planning
The growing ubiquity of artificial intelligence (AI) is reshaping much of daily life. This in turn is raising awareness of the need to introduce AI education throughout the K-12 curriculum so that students can better understand and utilize AI. A particularly promising approach for engaging young learners in AI education is game-based learning. In this work, we present our efforts to embed a unit on AI planning within an immersive game-based learning environment for upper elementary students (ages 8 to 11) that utilizes a scaffolding progression based on the Use-Modify-Create framework. Further, we present how the scaffolding progression is being refined based on findings from piloting the game with students.
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