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Co-opting Games and Social Media for Education* Stephanie E. August, Ph.D. Allison Neyer Matthew J. Shields James Vales Department of Electrical Engineering and Computer Science [email protected] Michele Hammers, Ph.D. Department of Communication Studies Loyola Marymount University, Los Angeles * This material is based upon work supported by the National Science Foundation under Grants No. 093510 and 0942454. Any opinions, findings and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation (NSF). 1 The Challenges • The NSF Cyberlearning initiative calls for engineering educators to respond to the compelling need for improved competitiveness in engineering-related fields • The challenge: to attract – multi-talented individuals – who are interested in the study and practice of engineering – in socially-aware and collaborative contexts 2 Fun and Games • The Virtual Engineering Sciences Learning Lab (VESLL) and the Teaching Artificial Intelligence as a Lab Science (TAILS) project – introduce a social element to the learning experience – incorporate activities that provide the satisfaction of accomplishment we often associate with game playing – provide structured labs with exercises that can be completed before students leave the classroom to build a sense of accomplishment and confidence 3 VESLL VESLL Overview • Interactive learning environment • Located on an “island” in Second Life • Built around a functional laboratory designed to introduce students to engineering concepts through visualization and collaborative problem solving • Assessment activities integrated into the in-world experience • Imagine: a virtual version of a science museum • e.g., Exploratorium (San Francisco) or Pacific Science Center (Seattle) • the opportunity to delve into engineering concepts and maintain a sense of excitement about the experience 5 5 Standard HexWindow Returns current displayed value in base 10 in chat Base of displayed number Toggles carry for tile increments/decrements 6 Standard HexWindow Displays current base in floating text 7 When clicked, brings up dialog to offer choice of bases to switch between Welcome to the Crossword Puzzle Tutorial Guide! 8 Crossword puzzle clues: Across Across 1) FAF5B9698 - 2789BCA = ? 2) FACAEC - E = ? 3) D7B - CCC = ? 4) 10C24 - FF77 = ? 5) ACE + 7 + F418 = ? 6) C0D0 + E = ? 7) BAAC + 32 = ? (hex) (hex) (hex with a leading zero) (hex) (hex) (hex) (hex) 9 Crossword puzzle clues: Down Down 1) FB2 - 5 = ? 2) FAEE - 20 = ? 3) AD + 52 = ? 4) BC + E = ? 5) FA31 + AD = ? 6) 5F7 + 8009 + ED = ? 7) 1F - 10 = ? 8) C14 - 7 = ? 9) 90E0 + 1C0D = ? (hex) (hex) (hex with a leading zero) (hex) (hex) (hex) (hex with a leading zero) (hex) (hex) 10 Crossword Puzzle Solution 11 AND, OR, XOR Logic Gates Inverter and Circuit Components 13 Flip Flop Display 14 S/HE Café 15 Avatars Famous Scientists and Engineers Scientist/Engineer 1. Grace Hopper 2. Elijah McCoy 3. Alexander Graham Bell 4. Henry Bessemer 5. Barbara McClintock 6. Marie Curie 7. Jack Kilby 8. Yuan Cheng Fung 9. Hertha Ayrton 10.Martin Cooper Engineer Gracehopper Jules Elijahmccoy Bizet Alexanderbell Button Henrybessemer Artful Barbaramcclintock Adagio Mariecurie Curteau Jackkilby Ixtar Yuanfung Bakerly Ayrtonherth Aubin Martincooper Copperfield 16 Preliminary Workshop Results • 12 students, Intro to Computer Science (for non-majors) • Characteristics: – Use email, PowerPoint, Blackboard – but not voice/video chat, teleconferencing, photosharing sites, immersive platforms; don’t do web page development • Feedback: – Related to course content – Helped student understand course content – Made course material more interesting 17 TAILS TAILS Teaching Artificial Intelligence as a Lab Science Tell a story about each AI Algorithm • To be fully literate, students must be able to view software systems at many levels of abstraction (Rasala, 1997; Crews, 1998; Lethbridge, 2000; Pour, 2000) • Present algorithms in the context of – software engineering best practices – other computer science coursework – guided exercises that can be completing during class period – the software “store” • For CS undergrads and Systems Engineering MS students 19 Components of TAILS Lab Experiments 1. The Idea: Explain what the program segment does without describing how it is implemented. 2. Applications: Real world applications 3. Sample Input/Process/Output: annotated trace of the program in execution (con-ops, black-box testing) 4. Implementation-independent Design Description: functional perspective, top-down manner 20 Components of TAILS Lab Experiments 5. Implementation-specific “HINT” File(s): Partial implementation with HINTs that guide the user in implementing the remainder of the code 6. Test Suite and Driver(s): One driver for each implementation-specific HINT file with relevant data in the test suite 7. Experiments: Implementation-independent set of test data and expected results, plus ideas for enhancements and extensions 21 Components of TAILS Lab Experiments 8. Source Code: The ending of the tale -- solutions to the exercise in the HINT files, more extensive implementations readily available from other sources. 9. Complexity Analysis: Complements the work done in a data structures or algorithms class; reveals the different ways to measure complexity 22 9-Men’s Morris: Minimax Search 23 TAILS Learning Outcomes: Skills Category Outcome Objective Assessment Skills Student will demonstrate collaboration and teamwork skills Students will work in pairs to complete the lab activities, then: • Complete a teamwork attitude questionnaire • Write a team process log to record perceptions about collaboration Students will demonstrate the ability to solve problems collaboratively TAILS Learning Outcomes: Concepts Category Outcome Objective Assessment Concepts Students will demonstrate knowledge of artificial intelligence concepts Students will demonstrate recall and general understanding of AI concepts • Answer exam questions • Complete pre- and post-tests • Explain and write software code • Draw a concept map (Angelo and Cross 1993, pp.197-202) Students will demonstrate a deep understanding of course concepts • Contrast multiple concepts Based on (Angelo and Cross 1993, p.168) • Define and give one example of a course concept (Angelo and Cross 1993, p.38) Students will demonstrate proficiency in software engineering practices at backgroundappropriate (grade- and majorappropriate) level • Specify requirements for a software program • Complete a domain-level design for a software program • Design an algorithm at an implementation-specific level • Reverse engineer software for an algorithm Students will demonstrate knowledge of software engineering practices TAILS Learning Outcomes: Communication Category Outcome Objective Assessment Communi Students will be cation able to describe course concepts at multiple levels of abstraction Students will be able to describe course concepts clearly and without technical jargon •Write an elevator statement geared toward the student's grandmother to describe the concept (Angelo and Cross 1993, pp.183-187) Students will be able to describe course concepts for a classmate or technical manager •Write an algorithm in pseudocode to describe the concept for a technical manager TAILS Learning Outcomes: Application and Research Category Outcome Applicatio Students will be n able to identify applications of AI concepts Objective Research Students will demonstrate curiosity about course material Students will demonstrate the ability to extend course concepts Assessment Students will be •Complete application cards able to identify real (Angelo and Cross 1993, pp.236world applications 239) for AI concepts beyond those provided in course materials •Describe one new experiment that can be used in conjunction with each algorithm studied; explain the objective of the experiment and why this is a worthwhile objective •Describe one enhancement to the algorithm studied and explain why the enhancement is worthwhile Future Work • VESLL – Augment environment (e.g. activities, biographies, salary info) – Add adventure-based collaborative problem-solving – Develop automated docents to guide visitors – Provide a more reactive/reflexive environment • TAILS – Plans to complete two “modules” for each of the next 3 years – Merge with VESLL? 28 Coming back to AI and Fun... • VESLL and TAILS – Provide socially oriented activities (games requiring teamwork and collaboration) – Facilitate the transformation between the macro- and micro-level views of algorithms • Practical issue - platform migration – Understand problem well enough to design at domain level, then migrate to specific platforms – Provide a sustainable and sustained development environment 29 Seeking VESLL Workshop Participants • Student workshop (10 students) – 10 August 2010 – Loyola Marymount University, Los Angeles – Stipend $ paid! • Student and faculty workshop (10 students + 3 faculty) – Summer 2011 – Loyola Marymount University, Los Angeles – Stipends for students $ and faculty $$$$! 30 References Angelo, Thomas A. and Cross, K. Patricia. Classroom Assessment Techniques; A Handbook for College Teachers. 2nd edition. San Francisco: Jossey-Bass, 1993. August, Stephanie E. CCLI: Enhancing Expertise, Sociability and Literacy through Teaching Artificial Intelligence as a Lab Science. NSF Grant no.0942454, 2010 August, Stephanie E. and Hammers, Michele L. IEECI: Encouraging Diversity in Engineering through a Virtual Engineering Sciences Learning Lab. NSF Proposal no.0935100, 2009 Crews, Thad R. Emphasizing design in the computer science curriculum. Proceedings, 1998 Conference Frontiers in Education Conference, Tempe AZ, 1998. http://fieconference.org/fie98/papers/crews.pdf (last accessed 21 May 2009). Lethbridge, Timothy C. What knowledge is important to a software professional? Computer, May 2000, 44-50. Pour, Gilda; Griss, Martin L.; and Lutz, Michael. The push to make software engineering respectable. Computer, May 2000, 35-43. Rasala, R. Design issues in computer science education. SIGCSE Bulletin, 25:4, December 1997, 4-7. 31 Thank you! Stephanie E. August [email protected] 32 32 Number System Exercises • To complete the conversion, try using the panels to count up/down in binary or hexadecimal • Exercises (complete what you can in the allotted time) • convert decimal 10 to binary • convert decimal 10 to hexadecimal • convert binary 1011 to decimal • convert binary 1011 to hexadecimal • convert hexadecimal C to decimal • add 5 (binary 101) to 7 (binary 111) • subtract 4 (hex 4) from hexadecimal 1E21 • Jot your answers down on the “Problems” workshop before looking up/retrieving the answers. 33