TY - GEN
T1 - Linking Learning Fundamental Reinforcement Learning Concepts with Being Physically Active
AU - Annaluru, Ramakrishna Sai
AU - Julien, Christine
AU - Payton, Jamie
N1 - Publisher Copyright:
© 2022 Owner/Author.
PY - 2023/3/6
Y1 - 2023/3/6
N2 - In this paper, we define a learning activity for an elementary physical education classroom that simultaneously engages students in physical activity while introducing students to basic principles of reinforcement learning. Reinforcement learning is a sub-domain of machine learning in which an independent agent (in our activity, a student) takes some action or series of actions and receives a reward for the chosen action(s). While reinforcement learning intuitively maps to many activities in our daily lives, our learning activity involves a spy game. Students create sequences of spy moves that generate rewards based on their component moves and the orders in which they are performed. Students then iteratively expand their spy moves in an attempt to receive the maximum reward. The construction of the game will demonstrate that the rewards, while deterministic, do not always follow a greedy pattern, introducing students to basic algorithmic principles. Such an approach that combines physical activity with reinforcement learning connects artificial intelligence education within the broader scope of computing and students' everyday lives.
AB - In this paper, we define a learning activity for an elementary physical education classroom that simultaneously engages students in physical activity while introducing students to basic principles of reinforcement learning. Reinforcement learning is a sub-domain of machine learning in which an independent agent (in our activity, a student) takes some action or series of actions and receives a reward for the chosen action(s). While reinforcement learning intuitively maps to many activities in our daily lives, our learning activity involves a spy game. Students create sequences of spy moves that generate rewards based on their component moves and the orders in which they are performed. Students then iteratively expand their spy moves in an attempt to receive the maximum reward. The construction of the game will demonstrate that the rewards, while deterministic, do not always follow a greedy pattern, introducing students to basic algorithmic principles. Such an approach that combines physical activity with reinforcement learning connects artificial intelligence education within the broader scope of computing and students' everyday lives.
KW - education
KW - elementary learners
KW - physical activity
KW - reinforcement learning
UR - https://www.scopus.com/pages/publications/85149738228
UR - https://www.scopus.com/pages/publications/85149738228#tab=citedBy
U2 - 10.1145/3545947.3576316
DO - 10.1145/3545947.3576316
M3 - Conference contribution
AN - SCOPUS:85149738228
T3 - SIGCSE 2023 - Proceedings of the 54th ACM Technical Symposium on Computer Science Education
SP - 1372
BT - SIGCSE 2023 - Proceedings of the 54th ACM Technical Symposium on Computer Science Education
PB - Association for Computing Machinery, Inc
T2 - 54th ACM Technical Symposium on Computer Science Education, SIGCSE 2023
Y2 - 15 March 2023 through 18 March 2023
ER -