TY - GEN
T1 - Use Object-Detection to Identify Materials and Tools for STEAM Hands-on Activity
AU - Lee, Hsin Yu
AU - Chien, Yu Cheng
AU - Chang, Pei Yu
AU - Hooshyar, Danial
AU - Huang, Yueh Min
N1 - Publisher Copyright:
© 2021, Springer Nature Switzerland AG.
PY - 2021
Y1 - 2021
N2 - The STEAM is an educational concept of interdisciplinary curriculum integration, which involves the knowledge and skills of science, technology, engineering, arts, and math courses. Countries worldwide are actively promoting STEAM education plans, as well as related education policies and teaching strategies. Influenced by the idea of learning by doing, STEAM education centered on hands-on learning has gradually been disseminated and promoted. However, previous research was generally used scales or questionnaires for quantitative analysis to evaluate the learning performances. That may be prone to be biased by people’s self-awareness. In order to obtain Intuitive data, this study first uses object detection to identify various materials and tools through recording the videos of learners in STEAM hands-on activities. This report can be used as the basic prototype of the application of computer vision in STEAM education. The ultimate goal is to identify and judge learners’ participation in STEAM activities.
AB - The STEAM is an educational concept of interdisciplinary curriculum integration, which involves the knowledge and skills of science, technology, engineering, arts, and math courses. Countries worldwide are actively promoting STEAM education plans, as well as related education policies and teaching strategies. Influenced by the idea of learning by doing, STEAM education centered on hands-on learning has gradually been disseminated and promoted. However, previous research was generally used scales or questionnaires for quantitative analysis to evaluate the learning performances. That may be prone to be biased by people’s self-awareness. In order to obtain Intuitive data, this study first uses object detection to identify various materials and tools through recording the videos of learners in STEAM hands-on activities. This report can be used as the basic prototype of the application of computer vision in STEAM education. The ultimate goal is to identify and judge learners’ participation in STEAM activities.
UR - https://www.scopus.com/pages/publications/85121590880
UR - https://www.scopus.com/pages/publications/85121590880#tab=citedBy
U2 - 10.1007/978-3-030-91540-7_5
DO - 10.1007/978-3-030-91540-7_5
M3 - Conference contribution
AN - SCOPUS:85121590880
SN - 9783030915391
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 39
EP - 48
BT - Innovative Technologies and Learning - 4th International Conference, ICITL 2021, Proceedings
A2 - Huang, Yueh-Min
A2 - Lai, Chin-Feng
A2 - Rocha, Tânia
PB - Springer Science and Business Media Deutschland GmbH
T2 - 4th International Conference on Innovative Technologies and Learning, ICITL 2021
Y2 - 29 November 2021 through 1 December 2021
ER -