Gamifying the classroom for the acquisition of skills associated with Machine Learning: a two-year case study
A. Durán-Rosal , D. Guijo-Rubio, V. Vargas, A. Gómez-Orellana, P. Gutiérrez, J. Fernández
Computational intelligence in security for information systems conference, pp. 224-235, 2022Abstract
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.
Cite this publication
BibTex
@inproceedings{duran-rosal2022gamifying, author = {Antonio Manuel Durán-Rosal and David Guijo-Rubio and Víctor Manuel Vargas and Antonio Manuel Gómez-Orellana and Pedro Antonio Gutiérrez and Juan Carlos Fernández}, title = {Gamifying the classroom for the acquisition of skills associated with Machine Learning: a two-year case study}, booktitle = {Computational intelligence in security for information systems conference}, year = {2022}, pages = {224--235}, doi = {10.1007/978-3-031-18409-3_22} }
APA
Durán-Rosal, A., Guijo-Rubio, D., Vargas, V., Gómez-Orellana, A., Gutiérrez, P., Fernández, J. (2022). Gamifying the classroom for the acquisition of skills associated with Machine Learning: a two-year case study. In Computational intelligence in security for information systems conference (pp. 224-235).
CV
A.M. Durán-Rosal (CA), D. Guijo-Rubio, V.M. Vargas, 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". Computational intelligence in security for information systems conference, pp. 224-235, 2022.
RIS
TY - CONF T1 - Gamifying the classroom for the acquisition of skills associated with Machine Learning: a two-year case study T2 - Computational intelligence in security for information systems conference AU - Durán-Rosal, Antonio Manuel AU - Guijo-Rubio, David AU - Vargas, Víctor Manuel AU - Gómez-Orellana, Antonio Manuel AU - Gutiérrez, Pedro Antonio AU - Fernández, Juan Carlos JO - Computational intelligence in security for information systems conference JA - Computational intelligence in security for information systems conference Y1 - 2022 PY - 2022 SP - 224 EP - 235 DO - 10.1007/978-3-031-18409-3_22 ER -