Für den Inhalt der Angaben zeichnet die Projektleitung verantwortlich.
Dieses von der Gebert Rüf Stiftung geförderte Projekt wird von folgenden weiteren Projektpartnern mitgetragen: SUPSI Laboratory of Visual Culture; SUPSI FabLab, design units of the University of Applied Sciences and Arts of Southern Switzerland; Institute dalle Molle, not-for-profit research institute for artificial intelligence, affiliated with Faculty of Informatics of the Università della Svizzera Italiana and the Department of Innovative Technologies of SUPSI; informatics section of SAMT Scuola Arte e Mestieri Trevano
Scuola Universitaria Professionale della Svizzera Italiana (SUPSI)
Laboratory of visual culture
6952 Canobbio (Schweiz)
- serena.cangiano@supsi. ch
Artificial Intelligence (AI) and Machine Learning (ML) are key disruptive technologies that are affecting many industries, from manufacturing to finance and education. Mostly based on data collections and algorithms, AI and ML are research and application fields that point to make computers that think, view and take decisions like human beings. While in the field of STEAM education (Science, Technology, Engineering, Arts and Maths) programs on robotics and programming for young students are very popular, there is a lack of initiatives and resources on how to bring AI and ML teachings at the level of the high or vocational schools.
Machine Learning @School Camp is a training on concepts and technologies of Machine Learning addressed to young students of vocational schools. Through the use of open resources, interactive demos and tools, the students experience a design-driven process to learn competences on how to make digital projects based on Machine Learning, and how to ideate and fast prototype solutions that have an impact on people.
The camp aimed:
- to teach ML technologies to students of vocational schools through the organization of a pilot camp at Centro Professionale Trevano - Computer Science section;
- to offer a training based on hands-on activities and a project-based learning approach to support the development of digital skills (creativity and problem-solving) and to connect the students with people’s real needs (and future entrepreneurial ideas);
- to create a set of resources and an open methodology in such a way that it will be possible to replicate the camp at vocational and training schools in Ticino and Switzerland.
Was ist das Besondere an diesem Projekt?
The project proposed the ideation and distribution of a four-days pilot camp within the program of the second year of the informatics section at SAMT Scuola Arte e Mestieri Trevano. The pilot program introduced 23 students of SAMT to the principles of ML technologies and helped them to generate innovative applications. In particular, the goal was to create controllers for video-games based on ML gesture recognition techniques. The students were involved in a series of didactic activities based on lectures, demonstrations and, in particular, hands-on prototyping.
All didactic activities and resources are documented in a website featuring an Open Instructable in four languages (Italian, English, German and French) accessible online at this page https://www.ml-camp.supsi.ch/risorse
. Thanks to the release of open education resources the tools and the methods it is possible to implement effective learning activities through a creative and design-driven process.
Am Projekt beteiligte Personen
, project leader. Responsible of FabLab DACD SUPSI
Lorenzo Romagnoli, interaction designer and teacher at MAS in interaction design SUPSI
Matteo Loglio, interaction designer and teacher at MAS in interaction design SUPSI
Alessandro Giusti, senior Researcher IDSIA
William Peretti, responsible of the Informatics Section at SAMT Scuola Arte e Mestieri Trevano
Letzte Aktualisierung dieser Projektdarstellung 11.02.2020