J. Bilbao, A. Olozaga
Gamification is a word that means the use of game designed elements for non-game purposes. This idea is not new but its application to Machine Learning is a new approach for engaging new student to learn Applied Mathematics, Physics and Computer Sciences, all in an environment familiar to them and less stressful than a “Real Industrial World” case. In the world of Youtube & ChatGPT applications, where different answers are provided instantly, new strategies are needed to hold students’ attention and engage them effectively. The video game industry, which sees an annual global growth of 10%, is one of the most lucrative and dynamic sectors that captures the attention of the youth and commitment for long hours without any issue. Using a videogame for Machine Learning allows publishing student results as videos, competition for better approaches and a measurable platform to evaluate achievements and learning progress. All those characteristics makes this approach unique for improving learning experiences that could be immediately applied to their professional future applications. A complete approach is presented for using this new application for Machine Learning teaching and evaluating activity as an inter-disciplinary subject in different educational stages. From pre-university stages to university courses, different tools and approaches will be presented, analysing from every discipline focus.
Keywords: Gamification, Computer Game, Machine Learning, Mathematics, Physics, STEAM, Technology, Engagement.