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Integrating data science and R programming at an early stage

机译:在早期阶段集成数据科学和R编程

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The use of data has become an integral part of everyday life. Hence, introducing data science with games would generate an interest and prepare students for the rapidly changing world of technology. This study is especially intended to teach data science (DS) and R programming using games for cognitive learning. Tangible learning with real-life examples were used to teach Data Science. A correlation between the typical toys that are played are tied to concepts of DS. The three variables of social cognitive learning are integrated in this study. The data collected from the workshops are different from other studies because of broadly two reasons. First, the games used to teach data science were measured with the elements of cognitive learning. The other, was that the learning data collected from the students that participated in the study had a modified environment. The data that was collected during the experimental study for thirty hours for about 100 students. Students at the end of each session were able to identify the data science terms with respect to the games. They were able to write a small R program that they self-taught themselves due to the environmental factor of cognitive learning.
机译:数据的使用已成为日常生活不可或缺的一部分。因此,将数据科学与游戏相结合将引起兴趣,并使学生为迅速变化的技术世界做好准备。这项研究尤其旨在教授使用游戏进行认知学习的数据科学(DS)和R编程。结合现实生活中的实例进行的有形学习被用于教授数据科学。所玩的典型玩具之间的相关性与DS的概念有关。这项研究整合了社会认知学习的三个变量。从讲习班收集的数据与其他研究有所不同,主要有两个原因。首先,用于教学数据科学的游戏是用认知学习的元素来衡量的。另一个是,从参加研究的学生那里收集的学习数据具有经过修改的环境。在30个小时的实验研究过程中收集的大约100名学生的数据。每节课结束时,学生都可以识别有关游戏的数据科学术语。由于认知学习的环境因素,他们能够编写一个小型的R程序,他们可以自学。

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