Children's AI Design Platform for Making and Deploying ML-Driven Apps: Design, Testing, and Development

IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS IEEE Transactions on Learning Technologies Pub Date : 2025-01-15 DOI:10.1109/TLT.2025.3529994
Nicolas Pope;Juho Kahila;Henriikka Vartiainen;Matti Tedre
{"title":"Children's AI Design Platform for Making and Deploying ML-Driven Apps: Design, Testing, and Development","authors":"Nicolas Pope;Juho Kahila;Henriikka Vartiainen;Matti Tedre","doi":"10.1109/TLT.2025.3529994","DOIUrl":null,"url":null,"abstract":"The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K–12 computing education. In response, we introduce “GenAI Teachable Machine,” a visual, data-driven design platform aimed at introducing novice learners to fundamental ML concepts and workflows, particularly in the context of classifiers. Following the design science research (DSR) method, this study presents the prior recommendations, standards, codevelopment, and extensive field testing that resulted in a platform enabling young learners to express their own interest-driven ideas through codesigning and sharing personally meaningful apps. The platform improves on the design of Google's popular Teachable Machine 2 by its ability to create a standalone app by defining one or more actions to be triggered by each classifier result, and deploy that app to other devices. It also enables one to distribute the collection of training data among many users. In addition to the DSR process, this article presents findings from usability lab tests (<italic>N</i> = 8) and 6-h classroom projects involving fourth and seventh grade children (<italic>N</i> = 213). The results show that children who had no experience of ML were able to navigate through the workflow and turn their own ideas into concrete ML-based apps. The majority of children were able to reflect and present, in their own words, their working process using data-driven (design) thinking concepts and insights.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"18 ","pages":"130-144"},"PeriodicalIF":2.9000,"publicationDate":"2025-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10842355","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Learning Technologies","FirstCategoryId":"95","ListUrlMain":"https://ieeexplore.ieee.org/document/10842355/","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0

Abstract

The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K–12 computing education. In response, we introduce “GenAI Teachable Machine,” a visual, data-driven design platform aimed at introducing novice learners to fundamental ML concepts and workflows, particularly in the context of classifiers. Following the design science research (DSR) method, this study presents the prior recommendations, standards, codevelopment, and extensive field testing that resulted in a platform enabling young learners to express their own interest-driven ideas through codesigning and sharing personally meaningful apps. The platform improves on the design of Google's popular Teachable Machine 2 by its ability to create a standalone app by defining one or more actions to be triggered by each classifier result, and deploy that app to other devices. It also enables one to distribute the collection of training data among many users. In addition to the DSR process, this article presents findings from usability lab tests (N = 8) and 6-h classroom projects involving fourth and seventh grade children (N = 213). The results show that children who had no experience of ML were able to navigate through the workflow and turn their own ideas into concrete ML-based apps. The majority of children were able to reflect and present, in their own words, their working process using data-driven (design) thinking concepts and insights.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
求助全文
约1分钟内获得全文 去求助
来源期刊
IEEE Transactions on Learning Technologies
IEEE Transactions on Learning Technologies COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
7.50
自引率
5.40%
发文量
82
审稿时长
>12 weeks
期刊介绍: The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.
期刊最新文献
Editorial: Journey to the Future: Extended Reality and Intelligence Augmentation Children's AI Design Platform for Making and Deploying ML-Driven Apps: Design, Testing, and Development A Collaborative Virtual Reality Flight Simulator: Efficacy, Challenges, and Potential How to Design Immersive Virtual Learning Environments Based on Real-World Processes for the Edu-Metaverse—A Design Process Framework Developing and Usability Testing of an Augmented Reality Tool for Online Engineering Education
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1