DIGITAL LIBRARY
PLAYING AND LEARNING TOOL BASED ON MACHINE LEARNING
Carlos III University of Madrid (SPAIN)
About this paper:
Appears in: ICERI2017 Proceedings
Publication year: 2017
Pages: 1697-1705
ISBN: 978-84-697-6957-7
ISSN: 2340-1095
doi: 10.21125/iceri.2017.0528
Conference name: 10th annual International Conference of Education, Research and Innovation
Dates: 16-18 November, 2017
Location: Seville, Spain
Abstract:
New technologies are increasingly becoming helpful tools for teaching-learning processes, due to their proven effectiveness and the ability to give a more didactic vision to education. The use of technological tools helps students to learn in a different way from the traditional one, being a motivational resource for the achievement of students' learning at any level of education.

In this work, we propose an interactive visual interface that allows children to recognize different types of animals. The system is based on machine learning, a programming technique in which algorithms learn from data sets. The system includes an image database with information about the different types of elements to identify. Through the proposed application, the user can select an option and the system interacting with him will indicate if the answer is correct or not. Additionally, this platform has a teacher’s section, where it is possible to configure several options on the interface, such as changing the type of animal. All this through a window that allows the user to customize the game in an easy and fast way. This interactive software has been developed in open source using C++ as programming language and Qt Creator to make the Graphical user interface (GUI). In Figure 1 a view of the GUI can be seen.

With this approach, we want to promote the idea of learning through playing, because the child has the possibility to learn new concepts and develop new skills through friendly games. Finally, several tests have been performed to measure the quality and performance of the GUI. The tests have been applied to children between 3 and 5 years old and teachers. The experimental results demonstrate the usefulness of the tool in the students’ learning and the possibility of new advances in this line.
Keywords:
Teaching, Machine Learning, Interactive Education, Research Project, Technology.