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Øyvind Eide

dblp:06/7371 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computing education › educational technology
educational robotics
0.512021
Introduction to Machine Learning with Robots and Playful Learning · AAAI 2021
Computing education › AI education
machine learning education
0.512021
Introduction to Machine Learning with Robots and Playful Learning · AAAI 2021
YearPublicationVenuePosition
2021 Introduction to Machine Learning with Robots and Playful Learning
abstract
Inspired by explanations of machine learning concepts in children’s books, we developed an approach to introduce supervised, unsupervised, and reinforcement learning using a block-based programming language in combination with the benefits of educational robotics. Instead of using blocks as high-end APIs to access AI cloud services or to reproduce the machine learning algorithms, we use them as a means to put the student “in the algorithm’s shoes.” We adapt the training of neural networks, Q-learning, and k-means algorithms to a design and format suitable for children and equip the students with hands-on tools for playful experimentation. The children learn about direct supervision by modifying the weights in the neural networks and immediately observing the effects on the simulated robot. Following the ideas of constructionism, they experience how the algorithms and underlying machine learning concepts work in practice. We conducted and evaluated this approach with students in primary, middle, and high school. All the age groups perceived the topics to be very easy to moderately hard to grasp. Younger students experienced direct supervision as challenging, whereas they found Q-learning and k-means algorithms much more accessible. Most high-school students could cope with all the topics without particular difficulties.
Viktoriya Olari, Kostadin Cvejoski, Øyvind Eide
AAAI3