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Abstract

Machine learning (ML) is the field of science that combines knowledge from artificial intelligence, statistics and mathematics intending to give computers the ability to learn from data without being explicitly programmed to do so. It falls under the umbrella of Data Science and is usually developed by Computer Engineers becoming what is known as Data Scientists. Developing the necessary competences in this field is not a trivial task, and applying innovative methodologies such as gamification can smooth the initial learning curve. In this context, communities offering platforms for open competitions such as Kaggle can be used as a motivating element. The main objective of this work is to gamify the classroom with the idea of providing students with valuable hands-on experience by means of addressing a real problem, as well as the possibility to cooperate and compete simultaneously to acquire ML competences. The innovative teaching experience carried out during two years meant a great motivation, an improvement of the learning capacity and a continuous recycling of knowledge to which Computer Engineers are faced to.

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Notes

  1. 1.

    https://www.kaggle.com.

  2. 2.

    https://www.python.org.

  3. 3.

    https://www.uco.es/aulasoftwarelibre/.

  4. 4.

    Please, check the agenda of each tutorial in the GitHub repositories https://github.com/ayrna/tutorial-scikit-learn-asl and https://github.com/ayrna/taller-sklearn-asl-2019, for the first and the second TIP, respectively.

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Acknowledgements

The two Teaching Innovation Projects have been funded by the University of Córdoba with references 2017-1-5008 and 2018-1-5015. This work has also been partially subsidised by the “Agencia Española de Investigación (España)” (grant reference: PID2020-115454GB-C22/AEI/10.13039/501100011033); the “Consejería de Salud y Familia (Junta de Andalucía)” (grant reference: PS-2020–780); and the “Consejería de Transformación Económica, Industria, Conocimiento y Universidades (Junta de Andalucía) y Programa Operativo FEDER 2014–2020” (grant references: UCO-1261651 and PY20_00074). David Guijo-Rubio’s teaching was funded by the University of Córdoba through grants to Public Universities for the requalification of the Spanish university system from the Ministry of Universities funded by the European Union - NextGenerationEU (Ref. UCOR01MS). The teaching of Víctor M. Vargas was funded by the “Programa Predoctoral de Formación al Profesorado Universitario (FPU)” of the Ministry of Science, Innovation and Universities (Ref. FPU18/00358). The teaching of Antonio M. Gómez-Orellana was funded by “Consejería de Transformación Económica, Industria, Conocimiento y Universidades de la Junta de Andalucía” (Ref. PREDOC-00489).

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Correspondence to Antonio M. Durán-Rosal .

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Durán-Rosal, A.M., Guijo-Rubio, D., Vargas, V.M., Gómez-Orellana, A.M., Gutiérrez, P.A., Fernández, J.C. (2023). Gamifying the Classroom for the Acquisition of Skills Associated with Machine Learning: A Two-Year Case Study. In: García Bringas, P., et al. International Joint Conference 15th International Conference on Computational Intelligence in Security for Information Systems (CISIS 2022) 13th International Conference on EUropean Transnational Education (ICEUTE 2022). CISIS ICEUTE 2022 2022. Lecture Notes in Networks and Systems, vol 532. Springer, Cham. https://doi.org/10.1007/978-3-031-18409-3_22

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