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1.
与国外先进的物流企业合作是提升我国物流企业服务水平的一种有效办法。将演化博弈理论运用于物流企业国际合作中,通过我国物流企业与国外物流企业的合作建立演化博弈模型,求出各自的复制动态方程及演化稳定策略,并对演化博弈模型进行分析,揭示物流企业国际合作的动态演化路径。  相似文献   

2.
The aim of this article is to advance a framework for understanding and teaching game design in higher education, in order to address complexities inherent in teaching game design courses. Everyday teaching and learning game design often deviate from the standard textbook model of game design. In reality everyday teaching and learning operate with handling game design curriculum, how to think games, and how to organise the development process. The presented framework merge curriculum, thinking, and process guided by the game design concept of juiciness. The framework will be presented by dismantling the standard textbook model of game design into three; game design (curriculum), game design thinking (thinking), and game development (organisation). In this perspective game design is concerned with game mechanics, game design thinking preoccupied with paper prototyping, metaphor, and framing, while game developments addresses player experience including play and game testing. This article will coin vertical design as juiciness as opposed to horizontal design understood as expanding system layout. Juiciness will be placed as a guiding principle in the relationship between designers and designed content as an aspect of designer intentions and motivations. Lastly, the content centric framework will be presented by merging game design, game design thinking, game development, vertical design with selected aspects of accepted software development strategies as an approach to teaching and learning game design in higher education.  相似文献   

3.
Three strategic games played by the Ju|’hoan—a board, a card, and a gesture game—complicate the rhetorics that suggest an evolutionary or psychological significance of play. They are mostly played by adults, although every individual adult does not necessarily engage in each game. The Ju|’hoan card and board game practices were transmitted through contact across large parts of Botswana and Namibia, while the gesture game n!àì has been known in other San communities. It suggests that the significance of strategic games is more likely found in its potential for social interaction (i.e., allowing to overcome cultural divides) than in evolution and psychology. Within the anthropological literature, strategy games were thought to be absent in egalitarian societies, such as that of the Ju|’hoan. Here, the roles of power, competition, and winning were thought to be disruptive and unwanted. A closer examination of the details behind the Ju|’hoan games shows that not only were strategy games adopted and adapted from neighboring societies but that the game of n!àì was developed by the Ju|’hoan into a competitive one. The evolutionary or psychological significance of play is informed by studies on individual play, children’s play, and games with informal rules. When considering strategic games throughout history, it is their role of facilitator rather than the playing practice itself that makes games relevant across languages, cultural divides, and sociopolitical boundaries.  相似文献   

4.
This paper presents the design, features and pilot evaluation study of a computer card game for the learning of basic aspects of the binary system (BS) by primary level education pupils. This design was based on modern social and constructivist theories of learning, in combination with basic game design principles. Pupils are asked to play against the computer with cards featuring Binary Numbers (BNs). To engage successfully with the game, pupils are provided with opportunities to review their previous knowledge of the decimal system and, subsequently, to use analogical reasoning to make connections between this knowledge and basic aspects of the BS. Several scaffolding elements are also provided for the pupils to construct, verify, extend and generalize their knowledge, at the same time using essential learning competencies. The game was piloted in the field using real pupils (20 6th Grade pupils) with encouraging results. Finally, an attempt has been made to address essential points of this game that have contributed to its becoming a successful learning environment. Addressing these points could be useful for both designers of educational computer games for Computer Science (CS) education and educators in Computing.  相似文献   

5.
The purpose of this study was to examine the impacts of embedding collaboration into a game with a self-explanation design for supporting the acquisition of light and shadow concepts. The participants were 184 fourth graders who were randomly assigned to three conditions: a solitary mode of the game with self-explanation, a collaborative mode with self-explanation, or the control condition of a single-user game without integrating self-explanation. Students' conceptual understanding was measured through an immediate posttest and a retention test with a three-week delay. Further, students' engagement in answering the prompts was also investigated. The findings showed that having students collaboratively play science-based games with a self-explanation design embedded was not sufficient to help them learn the science concepts. Rather, it was the level of engagement in responding to the self-explanation prompts that mattered.  相似文献   

6.
This article investigates adult learning in an action research (AR) project called ‘Play in physiotherapy with children’, conducted in Tromsoe Municipality, Norway, in 2010–2011. The project's objective was to explore how a play-based intervention approach would affect professional collaboration and child development. It was designed as a small-scale project, organized around two children with motor delay and their professional teams of teachers, physiotherapists and special pedagogue in two different kindergartens. It was situated in the kindergartens, and lasted for 16 weeks. The professional participants were invited into a process of action–reflection cycles as co-researchers. Video was a core tool in the design. Treatment sessions with the children were filmed during the action phases, and were the focus of attention in the reflection meetings. The two professional teams evaluated the video-reflection meetings as crucial to their learning and change. The focus in the article is on the learning in the reflection meetings during the AR process. We discuss two aspects of the space of reflection that was created during the project. First, we look into the role of video in reflection, and discuss how this can be understood with the help of concepts from Bourdieu's ‘theory of practice’. Second, we reflect on the role of play and playfulness in reflection and change among grown-ups. To do this, we use perspectives from phenomenological theory on play and playfulness from Buytendijk and Gadamer. We conclude that the use of video-reflection is a potent tool in AR processes. Concepts from Bourdieu's ‘theory of practice’ illuminate why, and also contribute to the understanding of the experienced change. Further, we argue that theory on play can help AR practitioners to understand the mechanisms of engagement and involvement that are crucial in AR processes.  相似文献   

7.
把游戏教学引入高师历史课堂可增强教学的趣味性,激发学习者的学习积极性。课堂上的“智慧PK”具有游戏性、竞争性和合作性等特点,有助于提升学习者发现问题、解决问题的能力,培养其竞争和合作意识。  相似文献   

8.
The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled Humunology and examines the impact of using Humunology for learning how the body's defense system works. A total of 132 middle school students participated in this study and a quasi‐experimental approach with a two‐group pretest/posttest research design was used. A knowledge assessment including 19 items was developed, and a questionnaire instrument with seven dimensions, which focuses mainly on perceptions toward the use of Humunology, and the help‐seeking behaviors of the students, was employed. The results show that students who learned by playing Humunology significantly outperformed those who learned by using web‐based content on items that examined their understanding of procedural knowledge and higher level of cognitive process. Students in the experimental group also had a significantly higher level of satisfaction than their counterparts. In terms of predicting a student's learning achievement on the posttest, the three positive variables were the results of the pretest, perceived ease of use, peer learning and help‐seeking behaviors. The only negative one was perceived playfulness. The implications and suggestions for further research derived from these findings are discussed.  相似文献   

9.
游戏是人们喜爱的娱乐活动,对人的心理健康有着重要的维护和调节功能,它不仅能促进人的身心轻松,也能让人体验到乐趣和价值。人的游戏性、游戏精神是其生活意义的源泉,而且也可以作为心理咨询的重要手段,游戏有助于促进人的心理健康和人格发展。  相似文献   

10.
This research studies on the e-learning services acceptance in higher education institutions in Brunei Darussalam. This research has seven hypotheses, relating to independent, intermediary, and dependent variables. The independent variables include lecturer’s characteristics, design of learning contents, teaching materials, and playfulness; while the intermediary variables are perceived benefits and perceived ease of use. On the other hand, the dependent variable in this research is the intention to use e-learning. Multiple regression analysis were conducted to test the hypotheses proposed. Data analysis from this research has confirmed that the lecturer’s characteristics, teaching materials, perceived ease of use and the intention to use e-learning corresponds to the perceived benefits. Meanwhile, the design of learning content and the intention to use e-learning are positively related to the perceived ease of use and lastly, the variable playfulness is positively related to the intention to use e-learning.  相似文献   

11.
逆向归纳法是求解子博弈精炼纳什均衡的有效手段 ,通过把每一个参与人用一个群体来代替 ,把博弈转化为群体博弈 ,即用进化观点对逆向归纳过程进行了深入分析 ,认为子博弈精炼纳什均衡是在极限情况下的完美信息动态博弈的唯一进化稳定的结果  相似文献   

12.
In this article we propose that educational game design should work to create games as objects-to-think-with—games that engage players in the exploration of and experimentation with personally interesting questions around domain-relevant representations. We argue that this design focuses on developing tools and interactions that the player can use for inquiry and productive thinking. As a step toward achieving this goal, we propose the constructible authentic representations design principle and illustrate this principle using a prototype game, Particles!, for exploring the particulate nature of matter. Observations of game play and interviews with 9 children ages 11–14 suggest that core game representations and mechanics provided players with a space for engaging in useful scientific practices and knowledge resources for reasoning about the important role molecular structure plays in material properties beyond the game. We explore how this design proposal extends and complements existing constructivist game design frameworks. Furthermore, we suggest that the framework of games as objects-to-think-with should push the educational game design community to consider the complexity and nuance of cognition and to embrace and champion the learner in game design.  相似文献   

13.
Y. Narahari 《Resonance》2016,21(9):777-801
The modern era is marked by magnificent advances in information and communication technologies and has created opportunities for powerful new applications. In many of these applications, the research challenges can be effectively addressed using game theory and mechanism design. In this article, we highlight the key role that the brilliant discoveries of John Nash continue to play in these fascinating applications of game theory and mechanism design.  相似文献   

14.
本文主要阐述了教育游戏中游戏任务设计的原则,即根据教学目标的类型层次、不同领域的课程知识、游戏者的认知水平以及游戏任务本身的结构四方面进行游戏任务设计,并说明了游戏任务实现的方法,以获得游戏教育性与游戏性的平衡统一。  相似文献   

15.
ABSTRACT

This paper addresses the incompletely resolved tension between play-based and direct teaching approaches to early years pedagogy and practitioners’ resultant difficulties in understanding and delivering high-quality practice. Previously, we argued for the importance of infusing playfulness into all classroom interactions and activities in order to assist practitioners in forming a useful mental model of early years practice. Here, we extend the playful image to present a new, coherent framework for early years practice, based on three dimensions: the degree of playfulness in the activity taking place, the locus of control of the action during the activity and the nature of the learning taking place. We lay out the framework and describe its relation to free play as a prelude to discussing how it applies to classroom play and other types of early years classroom activity, illustrated by cameos. It is argued that the full range of each dimension should be well sampled through choosing a variety of activities and that such an approach will preserve high levels of child engagement. The framework provides a useful tool to prompt reflective practice and professional development.  相似文献   

16.
An experiential approach employing game design and play was tried in a graduate adult education class. This article describes a follow-up study which attempted to capture class members' perceptions on value of game design/play; group interactions in game development; effectiveness of game design/play as a learning stimulant; appropriateness of the grading criteria; likelihood to use a similar strategy in their own teaching; and, identification of helpful resources in gaming. Game design/play appears to offer an effective adult teaching strategy which produces a variety of learning outcomes.Jessica Somers earned her BBA and MBA degrees at West Georgia College. She is currently a doctoral student in instructional technology at the University of Georgia and is a self-employed computer contractor.Margaret E. Holt is associate professor of adult education at the University of Georgia and is an associate with the Charles F. Kettering Foundation. Her most recent publication is a book co-edited with Dr. George Lopos for Jossey-Bass Publishers entitled,Perspectives on Educational Certificate Programs (Winter 1991). She is also a former editor ofInnovative Higher Education.  相似文献   

17.
同伴交往是幼儿社会学习的重要内容。混龄走班游戏有助于创设一种无结构小组活动形式,有利于促进不同年龄幼儿在游戏过程中的自由结伴、协同合作与交往沟通。为探究此种无结构小组对幼儿同伴交往行为的具体影响,本研究采取观察法与访谈法,对实施混龄走班游戏的H市B园进行研究,结果发现,在B园实施混龄走班游戏之后,由于幼儿在这一游戏模式下能够组成无结构小组,所以他们更偏向于选择积极的同伴交往策略,在交往方式的选择上也呈现出多样化的特点,幼儿的游戏体验以正面和积极的体验为主,不同年龄、不同性别幼儿之间能够形成交往默契与协同合作意识,促使交往多朝着成功的方向发展。社会网络分析结果进一步表明班级幼儿没有形成以某些幼儿为中心的社交活动模式,相反,每个幼儿都能在同伴交往中找准自己的位置,积极参与到各种活动中,形成了多个相对独立的团聚子群,同时又通过群体共享成员紧密联系在一起。幼儿园应创设具有无结构小组特征的游戏环境,激发幼儿的交往热情,正确发挥教师的引导作用,提升幼儿的交往水平。  相似文献   

18.
This response to Leah A. Bricker and Phillip Bell??s paper, GodMode is his video game name, examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning, and move on to thinking about how these insights can actually inform game design practice.  相似文献   

19.
随着计算机技术的普及和广泛应用,计算机交互的娱乐性问题引起心理学家的关注,并形成特质论和状态论两种观点。基于这两种观点的研究,并重点讨论了最近 Woszczynski提出的交互作用模型。根据该模型,娱乐性是既包含特质影响也包含情境作用的人格因素,其中人格特质为潜在变量,情境作用为外源性变量,两者的结合共同调节着计算机交互中个体的行为。针对该模型存在的问题,今后有必要发展可用于分离特质和状态这两种不同心理成分的测量技术,并纳入到整合研究的范式中开展研究。  相似文献   

20.
This paper is a response to ??Challenges and Opportunities: Using a science-based video game in secondary school settings?? by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as ??gamer culture?? and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.  相似文献   

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