Gamifying the Classroom for the Acquisition of Skills Associated with Machine Learning: A Two-Year Case Study.
Antonio Manuel Durán-RosalDavid Guijo-RubioVíctor Manuel VargasAntonio M. Gómez-OrellanaPedro Antonio GutiérrezJuan C. FernandezPublished in: CISIS-ICEUTE (2022)
Keyphrases
- machine learning
- case study
- deaf students
- communication skills
- information literacy
- writing skills
- machine learning methods
- computer lab
- decision trees
- worked examples
- computer networking
- collaborative learning
- classroom instruction
- learning environment
- digital literacy
- data mining
- elementary school
- professional development
- software development
- learning algorithm
- teaching methods
- cooperative learning
- design process
- computer based learning
- college level
- student learning
- inquiry skills
- attitudes toward
- learning systems
- real world