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1.
“The Bicycle Assembly Line Game” is a team‐based, in‐class activity that helps students develop a basic understanding of continuously operating processes. Each team of 7–10 students selects one of seven prefigured bicycle assembly lines to operate. The lines are run in real‐time, and the team that operates the line that yields the highest revenue wins. Students learn through discovery “What drives output rate?”; “How is capacity managed relative to market demand?”; and “Why does inventory accumulate?” Because task times are constant, the game provides a nice lead‐in to the topic of line balancing. This game has been successfully used in both undergraduate‐ and MBA‐level operations management courses.  相似文献   

2.
In this pilot research we examine the impact of two leadership development training programs on the ability of students to acquire knowledge, share knowledge, and apply knowledge for organizational decision making. One program emphasized concepts and case‐based application based on a technical learning paradigm. The other program used a game‐based computer simulation, Virtual Leader, grounded in an experiential or situated learning paradigm. After training, students from both programs engaged in a complex in‐basket exercise to examine the quality of their leadership and managerial abilities. In this exercise, participants from each training intervention worked with their trained cohort to accomplish a day of managerial work. Participants were observed and their individual and collective actions and decisions on behalf of the organization were evaluated. Using qualitative research we compared the organizational decisions associated with each group to determine which pedagogical technique resulted in the most effective application of student learning. While technical learning pedagogy was associated with greater information acquisition, the game‐based computer simulation (an experiential, social‐interaction oriented pedagogy) was associated with better decision quality and more shared cognition. Evidence suggests that students taught with the game‐based computer simulation collectively demonstrated a greater ability to apply what they learned.  相似文献   

3.
论英语口语教学中的游戏运用   总被引:3,自引:0,他引:3  
在英语口语教学中,教师应尽力在口语课上为学生提供交际机会,创造交际环境。“游戏”是一种行之有效的锻炼交际能力的方法。它能帮助教师激发学生学习兴趣,并为学生提供交际机会,增强学生的自信心,使其在轻松愉快的气氛中提高口语交际能力。  相似文献   

4.
While there are several positive outcomes from implementing game design in a formal learning context, there are also challenges that have to be considered in order to improve game-based learning. This is explored in the article, using the concepts of activity frames and stancetaking, focusing on the social organization of the game design activity. Building on video data from one 6th grade class and one 7th grade class designing computer games based on their social studies curriculum, this article shows that tensions arise when students fail to agree on what the activity they are doing is really about: The academic content and what students commonly perceive as school activities, or a game design activity informed by their leisure time. The main argument is that the students position themselves as students, game designers or characters, and that this may cause tensions in the students’ social interactions.  相似文献   

5.
Services are intangible in nature. For a marketing educator, it is difficult to illustrate to students the means of creating favorable customer experiences through standard lectures or case studies in a services context, considering this intangibility property. This paper describes a simple role playing game that uses the Chinese puzzle ‘Tangram’ to help students comprehend how customer experiences are shaped within and beyond a service setting. In the game, the class gets divided into two groups, individual customers and furniture retailer teams. The two groups interact with each other in buying and selling modular furniture. At the end of the game, customers share qualitative and quantitative feedback on their retailer experience, and the retailer team which obtains a high score on profitability as well as customer experience quality is declared as the winner. The debriefing session that follows the game lets students share their experiences and key learnings. The game provides the students with a scope to learn and explore the importance of customer experience quality without direct supervision from the instructor. This game requires minimal physical infrastructure. The materials required to conduct this game are easily available in departmental stores, and the monetary cost involved in deploying this game is nominal.  相似文献   

6.
知识产权是一种垄断性权利,知识性产品具有很强的外部性,对于私人利益的过度追逐会导致知识产权的侵权行为,由于侵权行为的发生,使研发者不能通过发明从市场交易中获利,为了追求各自利益的最大化,知识产权创造企业与侵权企业会进行一系列的博弈。探寻如何根据博弈均衡的结果寻找一种有效的知识产权保护制度安排,减少侵权的社会成本,抑制侵权行为,使知识产权资源得到有效的配置。  相似文献   

7.
本研究对新疆7所本科高校学生的专业总体满意度、参与专业建设意愿、专业建设总体评价等进行了随机抽样调查。结果表明:学生对专业情况的深入了解有利于增强专业满意度;多数学生参与专业建设的意愿较强;部分学生对所在专业就业和培养质量认可度不甚乐观。基于研究结果尝试提出对策:转变专业建设理念,保障学生的知情权;设定合理的限度,保障学生的参与权;鼓励学生多层面、多环节参与,保障学生的建议权、决策权。  相似文献   

8.
新课标侧重于对学生信息素养的培养和学生的学习能力的激发,游戏化教学顺应了新课标的这一要求,作为一种新型的教学方式它也备受广大师生的青睐,这种教学方式可以激发小学生的学习兴趣,培养学生的独立思考能力和对问题的探究能力。文章首先讲述了游戏化教学的必要性,其次讲述了游戏化教学的设计要求和基本的游戏设计,最后以具体的案例的形式展现了游戏化教学的优点和具体的教学效果。  相似文献   

9.
非对称信息下零售商成本扰动时供应链协调机制   总被引:3,自引:0,他引:3  
建立市场需求为线性需求,包含一个供应商和一个零售商的供应链模型,当零售商成本信息为非对称信息时,研究2种情形的非对称信息供应链协调机制:正常情形下非对称信息供应链协调机制和零售商成本发生扰动情形下非对称信息供应链协调机制.研究表明,当零售商成本扰动小于一个阈值时,供应链系统利用原生产计划可以保证系统稳定运行,说明原有的协调机制具有一定的鲁棒性;当零售商成本扰动大于一个阈值时,要对原来的计划进行调整.最后,通过数值分析研究了零售商成本扰动对订单数量、零售价格、批发价格以及供应链成员和系统期望利润的影响.  相似文献   

10.
Much research attention has been focused on learning through game playing. However, very little has been focused on student learning through game making, especially in science. Moreover, none of the studies on learning through making games has presented an account of how students engage in the process of game design in real time. The present study seeks to address that gap. We report an exploratory embedded case study in which three groups of students in one classroom created a computer game designed to teach peers about climate science, while drawing on scientific knowledge, principles of game design, and computational thinking practices. Data sources were student design sheets, computer video, and audio screen capture while students created their game, and interviews after completing the curriculum unit. A theme-driven framework was used to code the data. A curricular emphasis on systems across climate systems, game design, and computational thinking practices provided a context designed to synergistically supported student learning. This embedded case study provides a rich example of what a collaborative game design task in a constructionist context looks like in a middle school science classroom, and how it supports student learning. Game design in a constructionist learning environment that emphasized learning through building a game allowed students to choose their pathways through the learning experience and resulted in learning for all despite various levels of programming experience. Our findings suggest that game design may be a promising context for supporting student learning in STEM disciplines.  相似文献   

11.
Student interaction in school contexts is a topic that has been researched from many different perspectives. However, the role of students as tutors scaffolding other peers is not normally addressed, since studies are usually focused on the teacher. Moreover, considering the many technologies that can support students’ work nowadays, studies describing specific practices are still needed in order to understand the many possibilities and constraints that can emerge from the use of these tools in the field of education. This exploratory case study aims to extend research on scaffolding between students, presenting data from an ethnographic study where a commercial video game was introduced as part of the curricular activities. Analytically, the scaffolding metaphor is the departing point to describe in detail how the scaffolding process took place, focusing on its purposes and on the role of students as tutors. Our findings reveal how students offered mostly procedural scaffoldings, performing tutor functions such as highlighting relevant features, reducing levels of freedom or controlling the frustration. Results highlight that students can perform scaffolds, and this should be considered as part of the classroom design, making this process visible. Moreover, specific features of the video game enhanced these interactions, which should also be considered when designing game learning environments in the future.  相似文献   

12.
经济学从零交易费用的理想世界走向正交易费用的现实世界,获得了现实经济问题的新的解释力;有效的制度必须是一种提供信息、传递信息并且保证质量的制度,而且它能够使实现社会目标所需要信息量减少到最少并使信息成本降至最低。从现代金融企业产权制度的历史变迁,我们不难发现其发展规律,这对解决我国金融企业产权制度存在的问题是大有裨益。  相似文献   

13.
研究生学术失范不仅是一个道德问题,也是一个直接而现实的博弈问题。以博弈论的视角审视,收益情况,而非研究生的道德素质,在研究生学术失范中起着决定性作用。由博弈论观之,解决研究生学术失范的关键在于明晰研究生学术失范的收益情况,降低守范者所背负的额外压力,提高失范者的支出,并积极发挥研究生群体本身在反学术失范中的作用。  相似文献   

14.
This paper presents a game of industrialisation, based on a paper airplane, that mimics real world production ramp-up and blends classical engineering courses together. It is based on a low cost product so that it can be mass produced. The game targets graduate students and practitioners in engineering fields. For students, it offers an experiment in which methods learned in separate courses can be applied. For practitioners, it affords an opportunity to engage in reflexive practices related to industrialisation. Both students and practitioners are able to experience integrated management, required by industrialisation, in a controlled environment: the laboratory.  相似文献   

15.
当前,我国青少年网络游戏成瘾呈现低龄化趋势。调查发现三至六年级小学生群体中网络游戏成瘾倾向的比例很高,占总人数的20.6%;家庭环境因素中家庭关系,尤其是家庭矛盾性与家庭亲密度对小学生网络游戏成瘾倾向有预测作用。该结果说明,小学三至六年级阶段是预防青少年网络游戏成瘾的一个关键时期,良好的家庭关系是预防小学生网络游戏成瘾倾向的积极因素。  相似文献   

16.
目的:对于我国高校重奖高水平学术论文的必然性进行论证。方法:建立教师与学校博弈模型,运用逆向归纳法求得纳什均衡。结果与结论:教师创作高水平论文付出较大成本,因此必须给予重奖才会促进其产出数量,而重奖高水平论文也会使得高校奖励报酬最小化,因此是一种双赢的结果。  相似文献   

17.
文章为探讨团体沙盘游戏疗法对人际交往困扰大学生的有效性,采用团体沙盘游戏疗法对11名人际交往困扰大学生进行6次团体治疗。结果发现经过团体沙盘游戏疗法干预,成员的人际交往困扰得以缓解(t=11.193.P<0.000),表明团体沙盘游戏疗法能缓解大学生的人际交往困扰。  相似文献   

18.
In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students. In this study, we examined overall engagement and three sub-domains of engagement as outcome variables after ten sessions of treatment with fifth grade students. The results showed that both male and female the video game group had slight increases in all engagement levels while students, particularly male, in the paper-and-pencil drill group displayed large decreases in all engagement levels. Implications of the study are 1) more fine-grained evidence of engagement in three sub-domains after implementing an educational video game, and 2) a consideration of gender differences in engagement levels in mathematics in the adoption of a video games.  相似文献   

19.
Educational researchers have indicated that although computer games have the potential to promote students’ motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers’ acquisition of light and shadow concepts. The participants were randomly assigned to either an experimental group or a control group and played a computer game with or without self-explanation prompts individually as a treatment. Students’ conceptual understanding was evaluated through a pretest and a posttest administered right after the treatment. The results revealed that by controlling the pretest scores, students who played the game with self-explanation features did not outperform those who played the game without any prompts in the posttest. Further analyses of the experimental group students’ responses to the self-explanation prompts also indicated that the students with more correct responses to the prompts did not perform better than those with lower accuracy rates. The deficits in the use of self-explanation prompts are identified, and possible improvements to enhance the function of self-explanation in educational games are proposed.  相似文献   

20.
王丽 《天津教育》2021,(2):14-15
在小学体育教学的开展过程中,除了要保证让学生通过体育锻炼获得身体素质的提高,更主要的就是让学生能够爱上体育运动,并让学生可以在休闲时间能够应用体育运动放松身心。对此,为了保证小学体育课程的教学质量和学生的长期发展,教师可以选择应用游戏教学法开展相关课程。这样不仅符合学生的年龄特点和生理特点,还能有效吸引学生的学习兴趣,让学生可以在体育运动中获得快乐,进而促进学生的全面发展。  相似文献   

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