Is It Possible for Young Students to Learn the AI-STEAM Application with Experiential Learning?

This study attempted to evaluate the learning effectiveness of using the MIT App Inventor platform and its Personal Image Classifier (PIC) tool in the interdisciplinary application. The instructional design was focused on applying PIC in the integration of STEAM (i.e., Science, Technology, Engineeri...

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Veröffentlicht in:Sustainability 2021-10, Vol.13 (19), p.11114
Hauptverfasser: Hsu, Ting-Chia, Abelson, Hal, Lao, Natalie, Chen, Shih-Chu
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container_end_page
container_issue 19
container_start_page 11114
container_title Sustainability
container_volume 13
creator Hsu, Ting-Chia
Abelson, Hal
Lao, Natalie
Chen, Shih-Chu
description This study attempted to evaluate the learning effectiveness of using the MIT App Inventor platform and its Personal Image Classifier (PIC) tool in the interdisciplinary application. The instructional design was focused on applying PIC in the integration of STEAM (i.e., Science, Technology, Engineering, Art, and Mathematics) interdisciplinary learning, so as to provide sustainable and suitable teaching content based on the experiential learning theory for 7th grader students. Accordingly, the sustainable AI-STEAM course with the experiential learning framework has been implemented and verified, so as to confirm that the AI-STEAM course is not too difficult for young students. Many basic concepts involved in the AI-STEAM course, regarding programming logic, electromechanical concepts, interface design, and the application of image recognition, were measured in this study. The results showed that the students not only made significant progress in learning effectiveness, but also in particular made significant improvements in two parts: electromechanical concepts and image recognition knowledge. In the end, this study further provides some advice on the sustainable AI-STEAM course based on the survey of some important factors including active learning, and self-efficacy after confirming that it is not a barrier for the young students to learn the sustainable AI-STEAM course developed in this study.
doi_str_mv 10.3390/su131911114
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subjects Active learning
Artificial intelligence
Cognition & reasoning
Cooperation
Core curriculum
Experiential learning
Interdisciplinary aspects
Internet of Things
Inventors
Knowledge
Learning
Learning theory
Machine learning
Neural networks
Schools
Society
STEM education
Students
Sustainability
Teaching
title Is It Possible for Young Students to Learn the AI-STEAM Application with Experiential Learning?
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