[go: up one dir, main page]
More Web Proxy on the site http://driver.im/
Skip to main content

Integration of LUPDA Theory and STEAM with Computational Thinking Concepts to Develop Assessment Principles for an AI Based STEAM Activity

  • Conference paper
  • First Online:
Innovative Technologies and Learning (ICITL 2020)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12555))

Included in the following conference series:

  • 2373 Accesses

Abstract

This study uses learn, use, practice, design, apply/analyze (LUPDA) theory to combine science, technology, engineering, art, and math (STEAM) and computational thinking (CT) concepts to develop assessment principles. The STEAM teaching activity designs and implements an artificial intelligence (AI) webcam game with micro:bit technology, AI computer vision, and deep learning techniques to recognize the user’s hand gestures via webcam. The game in our teaching experiment which can automatically interpret the user’s gestures as scissors, stone, or cloth through the webcam, and then automatically react to the user through a motor. Finally, this study proposes a set of relevant assessment principles based on STEAM, LUPDA theory, and CT concepts.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
GBP 19.95
Price includes VAT (United Kingdom)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
GBP 71.50
Price includes VAT (United Kingdom)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
GBP 89.99
Price includes VAT (United Kingdom)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Pimthong, P., Williams, J.: Preservice teachers’ understanding of STEM education. Kasetsart J. Soc. Sci. (2018)

    Google Scholar 

  2. Swaid, S.I.: Bringing computational thinking to STEM education. Procedia Manufact. 3, 3657–3662 (2015)

    Article  Google Scholar 

  3. Hsu, T.-C., Chang, S.-C., Hung, Y.-T.: How to learn and how to teach computational thinking: suggestions based on a review of the literature. Comput. Educ. 126, 296–310 (2018)

    Article  Google Scholar 

  4. Malizia, A., Fogli, D., Danesi, F., Turchi, T., Bell, D.: TAPASPlay: a game-based learning approach to foster computation thinking skills. In: 2017 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC), pp. 345–346. IEEE (2017)

    Google Scholar 

  5. GMII.TW. http://www.gmii.tw/gmiiblog/6031322. Accessed 2020

Download references

Acknowledgement

Funding for the study was provided by the Ministry of Science and Technology (MOST), Taiwan, under Grant number: MOST 108-2511-H-142 -007 -MY2.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Yueh-Min Huang .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Wu, CH., Huang, YM. (2020). Integration of LUPDA Theory and STEAM with Computational Thinking Concepts to Develop Assessment Principles for an AI Based STEAM Activity. In: Huang, TC., Wu, TT., Barroso, J., Sandnes, F.E., Martins, P., Huang, YM. (eds) Innovative Technologies and Learning. ICITL 2020. Lecture Notes in Computer Science(), vol 12555. Springer, Cham. https://doi.org/10.1007/978-3-030-63885-6_31

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-63885-6_31

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-63884-9

  • Online ISBN: 978-3-030-63885-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics