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Vol. 1 No. 1 (2022): International Transactions on Artificial Intelligence

Issue Published : November 30, 2022
Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

Machine Learning and Artificial Intelligence as Educational Games

https://doi.org/10.34306/italic.v1i1.206
Po Abas Sunarya
University of Raharja

Corresponding Author(s) : Po Abas Sunarya

[email protected]

International Transactions on Artificial Intelligence, Vol. 1 No. 1 (2022): International Transactions on Artificial Intelligence
Article Published : November 27, 2022

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Abstract

Digital games are establishing themselves as a new paradigm in teaching. Everyone can play digital games, they're economical, and they're a terrific way to learn. Digital games that encourage computational thinking and programming have recently attracted more attention in pre-college (K–12) educational institutions. A growing number of students have been drawn to the subjects of In recent years, there has been an increase in artificial intelligence (AI) and machine learning (ML). Researchers in teaching and learning are interested in the integration of AI/ML with digital gaming, however there hasn't been a literature review in this field. This paper aims to summarize the most recent findings on instructional video games for AI and ML. A qualitative content analysis was conducted using the relevant essays and games that were selected following a comprehensive search. Using this summary as a base, we present a list of research publications and games that are relevant. illustrating the unique opportunities that diverse games offer to teach various AI and ML techniques and topics.

Keywords

Educational Games AI Education Machine Learning Education Literature Review

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References
  1. Camilleri, V., Dingli, A., & Montebello, M. (2019). AI in Education: A Practical Guide for Teachers and Young People. Department of AI, University of Malta.
  2. Chu, G., Apthorpe, N., & Feamster, N. (2019). Security and privacy analyses of Internet of Things: Children’s toys. IEEE Internet of Things Journal, 6(1), 978–985. https://doi.org/10.1109/JIOT.2018.2866423
  3. Clarke, D., & Noriega, L. (2003). Games design for the teaching of artificial intelligence. Interactive Convergence: Research in Multimedia, Aug. 7–9, Prague, Czech Republic.
  4. Cook, D.J., & Holder, L.B. (2001). A client-server interactive tool for integrated artificial intelligence curriculum. Proceedings of the FLAIRS Special Track on AI Education, pp. 206–210.
  5. Cooper, S. (2010). The design of Alice. ACM Transactions on Computing Education (TOCE), 10(4), 15.
  6. Division for Policies and Lifelong Learning Systems, UNESCO’s Education. (2019). Artificial Intelligence in Education: Challenges and Opportunities for Sustainable Development (Working Paper No. 7; Working Papers on Education Policy, p. 48). UNESCO. https://unesdoc.unesco.org/ark:/48223/pf0000366994
  7. Druga, S., Williams, R., Breazeal, C., & Resnick, M. (2017). ‘Hey Google is it OK if I eat you?’ Initial explorations in child-agent interaction. Proceedings of the 2017 Conference on Interaction Design and Children, 595–600. https://doi.org/10.1145/3078072.3084330
  8. Eaton, E., Koenig, S., Schulz, C., Maurelli, F., Lee, J., Eckroth, J., ... & Williams, T. (2018). Blue sky ideas in artificial intelligence education from the EAAI 2017 new and future AI educator program. AI Matters, 3(4), 23–31.
  9. Garneli, V., Giannakos, M.N., & Chorianopoulos, K. (2015). Computing education in K-12 schools: A review of the literature. 2015 IEEE Global Engineering Education Conference (EDUCON), pp. 543–551. IEEE.
  10. Harteveld, C., Smith, G., Carmichael, G., Gee, E., & Stewart-Gardiner, C. (2014). A design-focused analysis of games teaching computer science. Proceedings of Games + Learning + Society, 10, 1–8.
  11. Hartness, K. (2004). Robocode: Using games to teach artificial intelligence. Journal of Computing Sciences in Colleges, 19(4), 287–291.
  12. Horn, B., Clark, C., Strom, O., Chao, H., Stahl, A.J., Harteveld, C., & Smith, G. (2016). Design insights into the creation and evaluation of a computer science educational game. Proceedings of the 47th ACM Technical Symposium on Computing Science Education, pp. 576–581. ACM.
  13. Kahn, K., & Winters, N. (2017). Child-friendly programming interfaces to AI cloud services. European Conference on Technology Enhanced Learning, pp. 566–570. Springer,.
  14. Konen, W. (2019). General board game playing for education and research in generic AI game learning. 2019 IEEE Conference on Games (CoG), pp. 1–8. IEEE.
  15. Kordaki, M., & Gousiou, A. (2016). Computer card games in computer science education: A 10-year review. Journal of Educational Technology & Society, 19(4), 11–21.
  16. Leutenegger, S. T. (2006). A CS1 to CS2 bridge class using 2D game programming. Journal of Computing Sciences in Colleges, 21(5), 76-83.
  17. Li, W., Zhou, H., Wang, C., Zhang, H., Hong, X., Zhou, Y., & Zhang, Q. (2019). Teaching AI algorithms with games including Mahjong and FightTheLandlord on the Botzone online platform. Proceedings of the ACM Conference on Global Computing Education, pp. 129–135. ACM.
  18. Marklund, B.B., & Taylor, A.S.A. (2016). Educational games in practice: The challenges involved in conducting a game-based curriculum. Electronic Journal of e-Learning, 14(2), 122–135.
  19. McReynolds, E., Hubbard, S., Lau, T., Saraf, A., Cakmak, M., & Roesner, F. (2017). Toys that listen: A study of parents, children, and internet-connected toys. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 5197–5207. https://doi.org/10.1145/3025453.3025735
  20. Muehrer, R., Jenson, J., Friedberg, J., & Husain, N. (2012). Challenges and opportunities: Using a science-based video game in secondary school settings. Cultural Studies of Science Education, 7(4), 783–805. https://doi.org/10.1007/s11422-012-9409-z
  21. Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12.
  22. Parker, J.R., & Becker, K. (2014). ViPER: Game that teaches machine learning concepts—a postmortem. 2014 IEEE Games and Entertainment Media Conference (GEM).
  23. Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., ... & Kafai, Y.B. (2009). Scratch: Programming for all. Communications of the ACM, 52(11), 60–67.
  24. Touretzky, D., Gardner-McCune, C., Breazeal, C., Martin, F., & Seehorn, D. (2019a). A year in K-12 AI education. AI Magazine, 40(4), 88–90. https://doi.org/10.1609/aimag.v40i4.5289
  25. Touretzky, D., Gardner-McCune, C., Martin, F., & Seehorn, D. (2019b). Envisioning AI for K-12: What should every child know about AI. Thirty-Third AAAI Conference on Artificial Intelligence (AAAI-19).
  26. Turchi, T., Fogli, D., & Malizia, A. (2019). Fostering computational thinking through collaborative game-based learning. Multimedia Tools and Applications. https://doi.org/10.1007/s11042-019-7
  27. Vahldick, A., Mendes, A.J., & Marcelino, M.J. (2014). A review of games designed to improve introductory computer programming competencies. 2014 IEEE Frontiers in Education conference (FIE) Proceedings, pp. 1–7. IEEE.
  28. Vihavainen, A., Airaksinen, J., & Watson, C. (2014). A systematic review of approaches for teaching introductory programming and their influence on success. Proceedings of the Tenth Annual Conference on International Computing Education Research, pp. 19–26. ACM.
  29. Wallace, S.A., McCartney, R., & Russell, I. (2010). Games and machine learning: A powerful combination in an artificial intelligence course. Computer Science Education, 20(1), 17–36.
  30. Williams, R., Park, H.W., & Breazeal, C. (2019a). A is for artificial intelligence: The impact of artificial intelligence activities on young children’s perceptions of robots. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems – CHI ’19, pp. 1–11. https://doi.org/10.1145/3290605.3300677
  31. Williams, R., Park, H.W., Oh, L., & Breazeal, C. (2019b). PopBots: Designing an artificial intelligence curriculum for early childhood education. Proceedings of the AAAI Conference on Artificial Intelligence, 33(01), 9729–9736. https://doi.org/10.1609/aaai.v33i01.33019729
  32. Wollowski, M., Selkowitz, R., Brown, L.E., Goel, A., Luger, G., Marshall, J., ... & Norvig, P. (2016). A survey of current practice and teaching of AI. Thirtieth AAAI Conference on Artificial Intelligence.
  33. Yannakakis, G.N., & Togelius, J. (2018). Artificial Intelligence and Games (Vol. 2). New York: Springer.
  34. Zhou, H., Zhang, H., Zhou, Y., Wang, X., & Li, W. (2018). Botzone: An online multi-agent competitive platform for AI education. Proceedings of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education, pp. 33–38. ACM.
  35. Zhou, H., Zhou, Y., Zhang, H., Huang, H., & Li, W. (2017). Botzone: A competitive and interactive platform for game AI education. Proceedings of the ACM Turing 50th Celebration Conference-China, p. 6. ACM.
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References


Camilleri, V., Dingli, A., & Montebello, M. (2019). AI in Education: A Practical Guide for Teachers and Young People. Department of AI, University of Malta.

Chu, G., Apthorpe, N., & Feamster, N. (2019). Security and privacy analyses of Internet of Things: Children’s toys. IEEE Internet of Things Journal, 6(1), 978–985. https://doi.org/10.1109/JIOT.2018.2866423

Clarke, D., & Noriega, L. (2003). Games design for the teaching of artificial intelligence. Interactive Convergence: Research in Multimedia, Aug. 7–9, Prague, Czech Republic.

Cook, D.J., & Holder, L.B. (2001). A client-server interactive tool for integrated artificial intelligence curriculum. Proceedings of the FLAIRS Special Track on AI Education, pp. 206–210.

Cooper, S. (2010). The design of Alice. ACM Transactions on Computing Education (TOCE), 10(4), 15.

Division for Policies and Lifelong Learning Systems, UNESCO’s Education. (2019). Artificial Intelligence in Education: Challenges and Opportunities for Sustainable Development (Working Paper No. 7; Working Papers on Education Policy, p. 48). UNESCO. https://unesdoc.unesco.org/ark:/48223/pf0000366994

Druga, S., Williams, R., Breazeal, C., & Resnick, M. (2017). ‘Hey Google is it OK if I eat you?’ Initial explorations in child-agent interaction. Proceedings of the 2017 Conference on Interaction Design and Children, 595–600. https://doi.org/10.1145/3078072.3084330

Eaton, E., Koenig, S., Schulz, C., Maurelli, F., Lee, J., Eckroth, J., ... & Williams, T. (2018). Blue sky ideas in artificial intelligence education from the EAAI 2017 new and future AI educator program. AI Matters, 3(4), 23–31.

Garneli, V., Giannakos, M.N., & Chorianopoulos, K. (2015). Computing education in K-12 schools: A review of the literature. 2015 IEEE Global Engineering Education Conference (EDUCON), pp. 543–551. IEEE.

Harteveld, C., Smith, G., Carmichael, G., Gee, E., & Stewart-Gardiner, C. (2014). A design-focused analysis of games teaching computer science. Proceedings of Games + Learning + Society, 10, 1–8.

Hartness, K. (2004). Robocode: Using games to teach artificial intelligence. Journal of Computing Sciences in Colleges, 19(4), 287–291.

Horn, B., Clark, C., Strom, O., Chao, H., Stahl, A.J., Harteveld, C., & Smith, G. (2016). Design insights into the creation and evaluation of a computer science educational game. Proceedings of the 47th ACM Technical Symposium on Computing Science Education, pp. 576–581. ACM.

Kahn, K., & Winters, N. (2017). Child-friendly programming interfaces to AI cloud services. European Conference on Technology Enhanced Learning, pp. 566–570. Springer,.

Konen, W. (2019). General board game playing for education and research in generic AI game learning. 2019 IEEE Conference on Games (CoG), pp. 1–8. IEEE.

Kordaki, M., & Gousiou, A. (2016). Computer card games in computer science education: A 10-year review. Journal of Educational Technology & Society, 19(4), 11–21.

Leutenegger, S. T. (2006). A CS1 to CS2 bridge class using 2D game programming. Journal of Computing Sciences in Colleges, 21(5), 76-83.

Li, W., Zhou, H., Wang, C., Zhang, H., Hong, X., Zhou, Y., & Zhang, Q. (2019). Teaching AI algorithms with games including Mahjong and FightTheLandlord on the Botzone online platform. Proceedings of the ACM Conference on Global Computing Education, pp. 129–135. ACM.

Marklund, B.B., & Taylor, A.S.A. (2016). Educational games in practice: The challenges involved in conducting a game-based curriculum. Electronic Journal of e-Learning, 14(2), 122–135.

McReynolds, E., Hubbard, S., Lau, T., Saraf, A., Cakmak, M., & Roesner, F. (2017). Toys that listen: A study of parents, children, and internet-connected toys. Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 5197–5207. https://doi.org/10.1145/3025453.3025735

Muehrer, R., Jenson, J., Friedberg, J., & Husain, N. (2012). Challenges and opportunities: Using a science-based video game in secondary school settings. Cultural Studies of Science Education, 7(4), 783–805. https://doi.org/10.1007/s11422-012-9409-z

Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12.

Parker, J.R., & Becker, K. (2014). ViPER: Game that teaches machine learning concepts—a postmortem. 2014 IEEE Games and Entertainment Media Conference (GEM).

Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., ... & Kafai, Y.B. (2009). Scratch: Programming for all. Communications of the ACM, 52(11), 60–67.

Touretzky, D., Gardner-McCune, C., Breazeal, C., Martin, F., & Seehorn, D. (2019a). A year in K-12 AI education. AI Magazine, 40(4), 88–90. https://doi.org/10.1609/aimag.v40i4.5289

Touretzky, D., Gardner-McCune, C., Martin, F., & Seehorn, D. (2019b). Envisioning AI for K-12: What should every child know about AI. Thirty-Third AAAI Conference on Artificial Intelligence (AAAI-19).

Turchi, T., Fogli, D., & Malizia, A. (2019). Fostering computational thinking through collaborative game-based learning. Multimedia Tools and Applications. https://doi.org/10.1007/s11042-019-7

Vahldick, A., Mendes, A.J., & Marcelino, M.J. (2014). A review of games designed to improve introductory computer programming competencies. 2014 IEEE Frontiers in Education conference (FIE) Proceedings, pp. 1–7. IEEE.

Vihavainen, A., Airaksinen, J., & Watson, C. (2014). A systematic review of approaches for teaching introductory programming and their influence on success. Proceedings of the Tenth Annual Conference on International Computing Education Research, pp. 19–26. ACM.

Wallace, S.A., McCartney, R., & Russell, I. (2010). Games and machine learning: A powerful combination in an artificial intelligence course. Computer Science Education, 20(1), 17–36.

Williams, R., Park, H.W., & Breazeal, C. (2019a). A is for artificial intelligence: The impact of artificial intelligence activities on young children’s perceptions of robots. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems – CHI ’19, pp. 1–11. https://doi.org/10.1145/3290605.3300677

Williams, R., Park, H.W., Oh, L., & Breazeal, C. (2019b). PopBots: Designing an artificial intelligence curriculum for early childhood education. Proceedings of the AAAI Conference on Artificial Intelligence, 33(01), 9729–9736. https://doi.org/10.1609/aaai.v33i01.33019729

Wollowski, M., Selkowitz, R., Brown, L.E., Goel, A., Luger, G., Marshall, J., ... & Norvig, P. (2016). A survey of current practice and teaching of AI. Thirtieth AAAI Conference on Artificial Intelligence.

Yannakakis, G.N., & Togelius, J. (2018). Artificial Intelligence and Games (Vol. 2). New York: Springer.

Zhou, H., Zhang, H., Zhou, Y., Wang, X., & Li, W. (2018). Botzone: An online multi-agent competitive platform for AI education. Proceedings of the 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education, pp. 33–38. ACM.

Zhou, H., Zhou, Y., Zhang, H., Huang, H., & Li, W. (2017). Botzone: A competitive and interactive platform for game AI education. Proceedings of the ACM Turing 50th Celebration Conference-China, p. 6. ACM.

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P-ISSN : 2963-6086
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