Minglecon Co., Ltd. successfully carried out a gamification-based artificial intelligence basic convergence education project to cultivate creative problem-solving skills (computational thinking skills), an essential competency in the era of the 4th Industrial Revolution.
The gamification-based artificial intelligence basic convergence education project is organized by the Ministry of Education and the National Research Foundation of Korea and hosted by Chung-Ang University. Minglebot, a gamification-based artificial intelligence basic convergence program from Minglecon Co., Ltd., was provided to students at the youth training center within the Seongnam City Youth Foundation, and training was provided for three months starting from October this year until the end of the year.
Minglebot, which was provided in this project, is an unplugged program that can be used both face-to-face and non-face-to-face that combines basic computational thinking concepts with games with the goal of cultivating creative problem-solving skills. Minglebot combines situations and problems that students may encounter in their daily lives with games and play through the basic concepts of computational thinking skills such as problem recognition, problem understanding, pattern recognition, decomposition, abstraction, algorithm, debugging, and application. was developed.
Additionally, Minglebot includes ‘Minglebot Junior’, ‘Minglebot Origin’, and ‘Minglebot! It consists of a total of 21 sets, including ‘I am also an artificial intelligence developer’, and each set contains books, cards, stickers, boards, origami robots, etc.
Pattern recognition, decomposition, abstraction, debugging, and algorithmic concepts such as Card Flipping, Ice Cream Scopping, Guess What, Odd Ones Out, and Dance Battle. It can be learned in conjunction with the ‘Minglebot Help’ app, which is an educational functional game that combines games such as Battle). The ‘Minglebot Help’ mobile app can be downloaded for free from the Google Play Store and App Store.
In a survey of youth who attended during the gamification-based artificial intelligence basic convergence education project, satisfaction with Minglebot was very high. The evaluations written by teenagers were, “It was all fun,” “It was fun,” “It was great when making bibimbap/making hamburgers,” and “Moving the Minglebot yourself/Completing words/Guessing the problem/Numbers game/Making a Minglebot/The opponent “It was fun to guess the number I was thinking of/find a way to get the sum of the weights to 20kg”, “Learning binary code/making a Minglebot and playing the game”, etc.
What is attracting attention through this gamification-based artificial intelligence basic convergence education project is that the ‘Minglebot’ program has been evaluated as having achieved 100% satisfaction from not only non-disabled youth but also disabled youth.
Evaluations from instructors who directly teach disabled teenagers say, “I was concerned about ‘Is it possible for disabled teenagers?’, but I was very satisfied because it was tailored to their eye level!”, “Students can use it while being visually stimulated, so it is fun and easy to understand. I participated”, “It has become a Minglebot class that students always look forward to!!”, “I was very satisfied with the program when people asked me when the Minglebot class would be held and they said it was so fun.”, “The participation of current students was very high.”, “Disability. “It is structured in a way that even teenagers can understand, and I am satisfied that it can stimulate the interest of disabled teenagers through various methods such as stickers and coloring activities.”
Through the evaluation of youth and instructors who participated in the gamification-based artificial intelligence basic convergence education project, the Minglebot program was found to provide creative problem-solving skills, an essential competency in the era of the 4th Industrial Revolution, without stress and enjoyment, not only for non-disabled youth but also for disabled youth. This suggests that it had a positive effect on improvement.
Minglecon Co., Ltd. is an edu-tech venture company based on gamification. Minglecon (CEO Jin Hyeon-jeong) won the Artificial Intelligence (AI) Education Content Award at this year’s Edutech Show hosted by KOTRA.
Jin Hyeon-jeong, CEO of Minglecon Co., Ltd., said, “We hope that the Minglebot Junior, Minglebot Origin, and Minglebot Unplugged programs, which are comprised of AI developers, will be widely used to improve users’ problem-solving skills, creativity, and logical thinking skills.” , “Minglecon will grow as a global gamification company not only in Korea but also in the Southeast Asian and European markets.”
Minglecon is located at the Pangyo Seongnam Startup Center operated by the Seongnam Industry Promotion Agency.
Source: Pangyo Techno Valley Official Newsroom
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