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dc.contributor.authorHsu, Ting-Chia
dc.contributor.authorAbelson, Hal
dc.contributor.authorLao, Natalie
dc.contributor.authorChen, Shih-Chu
dc.date.accessioned2021-10-12T20:18:51Z
dc.date.available2021-10-12T20:18:51Z
dc.date.issued2021-10
dc.date.submitted2021-09
dc.identifier.issn2071-1050
dc.identifier.urihttps://hdl.handle.net/1721.1/132945
dc.description.abstractThis 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.en_US
dc.publisherMultidisciplinary Digital Publishing Instituteen_US
dc.relation.isversionofhttp://dx.doi.org/10.3390/su131911114en_US
dc.rightsCreative Commons Attributionen_US
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/en_US
dc.sourceMultidisciplinary Digital Publishing Instituteen_US
dc.titleIs It Possible for Young Students to Learn the AI-STEAM Application with Experiential Learning?en_US
dc.typeArticleen_US
dc.identifier.citationSustainability 13 (19): 11114 (2021)en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.relation.journalSustainabilityen_US
dc.eprint.versionFinal published versionen_US
dc.type.urihttp://purl.org/eprint/type/JournalArticleen_US
eprint.statushttp://purl.org/eprint/status/PeerRevieweden_US
dc.date.updated2021-10-12T14:18:09Z
dspace.date.submission2021-10-12T14:18:09Z
mit.journal.volume13en_US
mit.journal.issue19en_US
mit.licensePUBLISHER_CC
mit.metadata.statusAuthority Work Neededen_US


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