TY - GEN
T1 - Bridging Theory and Practice in Machine Learning Education Through Mixed Reality Gamification
AU - Zhang, Gege
AU - Lee, Boon Giin
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - teaching the abstract principles of machine learning (ml) remains a considerable challenge within computer science education. This study presents IMREG, an immersive mixed-reality (MR) educational game, coupled with a new framework that uses gamification to improve the understanding of core ML topics such as image recognition, reinforcement learning, and linear regression. The IMREG includes game-based learning in an MR setting, allowing students to interactively alter the inputs and parameters of the model. During the first stage, users modify the values of the image processing parameters. In the subsequent stage, they direct the behavior of the agent to influence the dynamics of reinforcement learning. The final stage involves systematically gathering data samples, visualizing outcomes through charts, and modifying regression coefficients to see prediction updates in real time. Engagement is increased through intuitive natural interactions, including gesture detection and eye-tracking. A quantitative study with 20 undergraduate students from both computer science and other disciplines reported positive responses regarding usability and engagement. A post-intervention assessment evaluated the knowledge of the three ML concepts. The participants answered three sets of multiple-choice questions, achieving a mean accuracy of 76.83%. In particular, students from non-computer science backgrounds obtained higher scores (mean score of 81.39%) than their computer science counterparts (mean score of 70%), suggesting the IMREG's capacity to widen access to ML education. These results support an effective MR game design framework, offering valuable guidance for creating inventive and captivating teaching approaches in computer science.
AB - teaching the abstract principles of machine learning (ml) remains a considerable challenge within computer science education. This study presents IMREG, an immersive mixed-reality (MR) educational game, coupled with a new framework that uses gamification to improve the understanding of core ML topics such as image recognition, reinforcement learning, and linear regression. The IMREG includes game-based learning in an MR setting, allowing students to interactively alter the inputs and parameters of the model. During the first stage, users modify the values of the image processing parameters. In the subsequent stage, they direct the behavior of the agent to influence the dynamics of reinforcement learning. The final stage involves systematically gathering data samples, visualizing outcomes through charts, and modifying regression coefficients to see prediction updates in real time. Engagement is increased through intuitive natural interactions, including gesture detection and eye-tracking. A quantitative study with 20 undergraduate students from both computer science and other disciplines reported positive responses regarding usability and engagement. A post-intervention assessment evaluated the knowledge of the three ML concepts. The participants answered three sets of multiple-choice questions, achieving a mean accuracy of 76.83%. In particular, students from non-computer science backgrounds obtained higher scores (mean score of 81.39%) than their computer science counterparts (mean score of 70%), suggesting the IMREG's capacity to widen access to ML education. These results support an effective MR game design framework, offering valuable guidance for creating inventive and captivating teaching approaches in computer science.
KW - education
KW - gamification
KW - mixed reality
KW - serious game
UR - https://www.scopus.com/pages/publications/105033239045
U2 - 10.1109/TALE66047.2025.11346761
DO - 10.1109/TALE66047.2025.11346761
M3 - Conference contribution
AN - SCOPUS:105033239045
T3 - TALE 2025 - 2025 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, Proceedings
BT - TALE 2025 - 2025 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 14th International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2025
Y2 - 4 December 2025 through 7 December 2025
ER -