Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/102368
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dc.contributor.authorZammit, Marvin-
dc.contributor.authorVoulgari, Iro-
dc.contributor.authorLiapis, Antonios-
dc.contributor.authorYannakakis, Georgios N.-
dc.date.accessioned2022-10-06T08:59:08Z-
dc.date.available2022-10-06T08:59:08Z-
dc.date.issued2022-
dc.identifier.citationZammit, M., Voulgari, I., Liapis, A. & Yannakakis, G. N. (2022). Learn to machine learn via games in the classroom. Frontiers in Education, 7, 913530.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/102368-
dc.description.abstractArtificial Intelligence (AI) and Machine Learning (ML) algorithms are increasingly being adopted to create and filter online digital content viewed by audiences from diverse demographics. From an early age, children grow into habitual use of online services but are usually unaware of how such algorithms operate, or even of their presence. Design decisions and biases inherent in the ML algorithms or in the datasets they are trained on shape the everyday digital lives of present and future generations. It is therefore important to disseminate a general understanding of AI and ML, and the ethical concerns associated with their use. As a response, the digital game ArtBot was designed and developed to teach fundamental principles about AI and ML, and to promote critical thinking about their functionality and shortcomings in everyday digital life. The game is intended as a learning tool in primary and secondary school classrooms. To assess the effectiveness of the ArtBot game as a learning experience we collected data from over 2,000 players across different platforms focusing on the degree of usage, interface efficiency, learners’ performance and user experience. The quantitative usage data collected within the game was complemented by over 160 survey responses from teachers and students during early pilots of ArtBot. The evaluation analysis performed in this paper gauges the usability and usefulness of the game, and identifies areas of the game design which need improvement.en_GB
dc.language.isoenen_GB
dc.publisherFrontiers Research Foundationen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectArtificial intelligenceen_GB
dc.subjectMachine learningen_GB
dc.subjectSerious gamesen_GB
dc.subjectEducational gamesen_GB
dc.subjectComputer literacyen_GB
dc.subjectSupervised learning (Machine learning)en_GB
dc.subjectReinforcement learningen_GB
dc.titleLearn to machine learn via games in the classroomen_GB
dc.typearticleen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.3389/feduc.2022.913530-
dc.publication.titleFrontiers in Educationen_GB
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