Gamifying the classroom for the acquisition of skills associated with Machine Learning: a two-year case study
Proceedings of the 13th international conference on european transnational education (ICEUTE 2022)
Abstract
Machine learning (ML) is the field of science that combines knowledge from artificial intelligence, statistics and mathematics intending to give computers the ability to learn from data without being explicitly programmed to do so. It falls under the umbrella of Data Science and is usually developed by Computer Engineers becoming what is known as Data Scientists. Developing the necessary competences in this field is not a trivial task, and applying innovative methodologies such as gamification can smooth the initial learning curve. In this context, communities offering platforms for open competitions such as Kaggle can be used as a motivating element. The main objective of this work is to gamify the classroom with the idea of providing students with valuable hands-on experience by means of addressing a real problem, as well as the possibility to cooperate and compete simultaneously to acquire ML competences. The innovative teaching experience carried out during two years meant a great motivation, an improvement of the learning capacity and a continuous recycling of knowledge to which Computer Engineers are faced to.
BibTex Citation
@inproceedings{Duran2022Gamifying,
author = {Dur{\' a}n-Rosal, Antonio Manuel and Guijo-Rubio, David and Vargas-Yun, V{\' i}ctor Manuel and G{\' o}mez-Orellana, Antonio Manuel and Guti{\' e}rrez, Pedro Antonio and Fern{\' a}ndez, Juan Carlos},
booktitle = {Proceedings of the 13th international conference on european transnational education ({ICEUTE} 2022)},
doi = {10.1007/978-3-031-18409-3_22},
year = {2022},
pages = {224--235},
organization = {Springer},
title = {Gamifying the classroom for the acquisition of skills associated with {Machine} {Learning}: a two-year case study},
url = {https://doi.org/10.1007/978-3-031-18409-3_22},
volume = {532},
}
BibTex Unicode Citation
@inproceedings{Duran2022Gamifying,
author = {Durán-Rosal, Antonio Manuel and Guijo-Rubio, David and Vargas-Yun, Víctor Manuel and Gómez-Orellana, Antonio Manuel and Gutiérrez, Pedro Antonio and Fernández, Juan Carlos},
booktitle = {Proceedings of the 13th international conference on european transnational education ({ICEUTE} 2022)},
doi = {10.1007/978-3-031-18409-3_22},
year = {2022},
pages = {224--235},
organization = {Springer},
title = {Gamifying the classroom for the acquisition of skills associated with {Machine} {Learning}: a two-year case study},
url = {https://doi.org/10.1007/978-3-031-18409-3_22},
volume = {532},
}
APA Citation
Durán-Rosal, A. M., Guijo-Rubio, D., Vargas-Yun, V. M., Gómez-Orellana, A. M., Gutiérrez, P. A., & Fernández, J. C. (2022). Gamifying the classroom for the acquisition of skills associated with Machine Learning: a two-year case study. Proceedings of the 13th International Conference on European Transnational Education (ICEUTE 2022), 532, 224–235. https://doi.org/10.1007/978-3-031-18409-3_22
RIS Citation
TY - CONF
AU - Durán-Rosal, Antonio Manuel
AU - Guijo-Rubio, David
AU - Vargas-Yun, Víctor Manuel
AU - Gómez-Orellana, Antonio Manuel
AU - Gutiérrez, Pedro Antonio
AU - Fernández, Juan Carlos
C3 - Proceedings of the 13th international conference on european transnati
onal education (ICEUTE 2022)
DA - 2022///
C2 - 2022
DO - 10.1007/978-3-031-18409-3_22
ID - temp_id_275947268642
PB - Springer
SP - 224-235
TI - Gamifying the classroom for the acquisition of skills associated with
Machine Learning: a two-year case study
UR - https://doi.org/10.1007/978-3-031-18409-3_22
VL - 532
ER -
CV Citation
A.M. Durán-Rosal (CA), D. Guijo-Rubio, V.M. Vargas-Yun, A.M. Gómez-Orellana, P.A. Gutiérrez, J.C. Fernández (3/6). "Gamifying the classroom for the acquisition of skills associated with Machine Learning: a two-year case study". Proceedings of the 13th international conference on european transnational education (ICEUTE 2022), pp. 224-235, 2022.