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1.
随着移动学习的兴起,手机教育游戏应运而生。教育游戏具有教育性和游戏性的双重特点,平衡两者的关系对于教育游戏至关重要。在EFM教育游戏设计模型的基础上,结合移动学习理论体系中的活动学习理论和非正式学习理论,从系统论角度阐述了手机教育游戏系统中任务系统、资源系统和规则系统之间的关系,从多个角度分析了任务系统的重要性,并针对任务系统的设计提出一些关于游戏性设计的相关建议,以期为手机教育游戏设计中平衡两者关系提供指导。  相似文献   

2.
角色是游戏中最具生命力的元素,是游戏的灵魂.优秀的游戏角色不仅可以给玩家带来轻松快乐的游戏体验,同时也可以带动其衍生品的开发从而形成一个利润丰厚的产业链.角色建模是游戏角色设计与制作的核心和基础,没有好的三维模型,游戏角色的展现以及其它效果就难以实现.以3ds Max软件为建模工具,探讨游戏角色的几种常用建模方法.  相似文献   

3.
本文根据游戏性的14要素以及游戏设计理论,对电子游戏的特性进行解析,并构建了电子游戏对智能培养的模型,从深层次上分析了电子游戏对于智能培养与发展的作用.  相似文献   

4.
游戏之于幼儿,是一项必不可少的生活内容.本文拟从觉醒游戏理论的视角,分析幼儿的游戏活动幼儿园环境刺激的关系,为幼儿罗游戏环境的创设提供思考.  相似文献   

5.
[目的/意义]新时期,突发事件应急决策快速响应的情报支持成为应急管理研究的重要内容。基于战争游戏思维的突发事件应急管理情报分析应用研究是以突发事件应急管理情报分析为核心、以战争游戏为实施方法而展开的一项针对突发事件应急决策快速响应的讨论。[方法/过程]首先,对突发事件应急管理情报分析相关研究进行文献回顾,并对MPRR模型及战争游戏进行理论概述;其次,在对突发事件应急管理痛点梳理的基础上,分析了战争游戏融入突发事件应急管理的适用性,同时构建了MPRR模型与战争游戏融合的情报分析框架,并展开相应的解析;最后,为验证该框架的可执行性,以城市洪涝灾害为例,从准备规划、实施模拟及总结评估三个阶段论证了城市洪涝灾害应急管理情报分析战争游戏实施的全过程。[结果/结论]研究认为,战争游戏在一定程度上丰富了突发事件应急决策快速响应的情报方法与理论,同时也为突发事件应急管理的临场处置与应急部署提供了积极的实践价值。  相似文献   

6.
网络社会发展的现阶段,游戏是大多数人尤其是青少年生活中一项不可或缺的娱乐活动.游戏产业日益发展的同时,游戏化教育教学也在更多的教学领域被实践与探索.电子信息类专业中电路分析课程因课程内容多且包含较多的理论分析环节增加了课程的枯燥性,充分利用多元化教学手段是提升教学效果的一个重要途径.本文就游戏化教学模式提高电路分析课程...  相似文献   

7.
以多元智能理论为指导,首先对教育游戏和多元智能理论进行阐述;接着分析了教育游戏对学生多元智能发展的积极作用;最后分析了利用教育游戏促进学生多元智能发展的策略。研究结果表明:可以利用教育游戏有目的开发学生的多元智能。  相似文献   

8.
目的:将香港学者修订的同伴互动游戏量表引进到中国大陆地区,调查学龄前儿童的游戏互动水平现状以及游戏交互、游戏干扰和游戏淡漠与相关人口学变量的关系。方法:首先使用同伴互动游戏量表中文版对333名学龄前儿童进行调查,考察量表的内部一致性系数和结构效度,然后再对517名学龄前儿童的游戏互动水平现状进行调查研究。结果:同伴互动游戏量表的游戏互动、游戏干扰和游戏淡漠各因子的Cronbach’sα系数分别为0.874、0.836和0.821。验证性因素分析各拟合指数为:X2/df=2.99,GFI=0.9,IFI=0.95,CFI=0.95,RMSEA=0.07,均符合测量学要求,支持该量表三因素模型的理论构想。学龄前儿童的同伴互动游戏水平与父母文化水平和生源地有关,与主要照料者、家庭结构、家庭月收入和是否独生子女无关。结论:同伴互动游戏量表中文版在中国大陆地区的学龄前儿童中具有良好的信度和效度,相关人口学因素对幼儿的同伴互动游戏水平影响很大。  相似文献   

9.
陈鹤阳 《现代情报》2009,40(3):24-37
[目的/意义] 厘清国内外图情领域游戏化的研究现状,为促进我国图情领域游戏化的理论研究和实践工作提供参考。[方法/过程] 本文依据文献述评"识别-选择-分类-讨论"的步骤,从游戏化理论建构、游戏化信息系统、游戏化用户行为、游戏化实践应用以及与新兴领域相结合5个方面解析国内外研究进展。[结果/结论] 目前,国内外图情领域对游戏化进行了广泛探索,其研究的广度和深度互有侧重、互有所长,已逐渐从游戏化理论构建、系统设计转向对游戏化用户行为、用户体验实践等方面的关注。但从整体上,我国图情领域游戏化的发展仍处于起步阶段,本文结合游戏化的实践进展,从组织视角、系统视角、用户视角提出未来可能的研究动向,为研究人员、游戏化系统设计师、决策者和管理者更好地理解游戏化以及游戏化项目中的各种问题提供了见解。  相似文献   

10.
很多专家学者提出把在全球范围内越来越流行的游戏和教育结合起来,从而设计一款全新的教育游戏。笔者从教育游戏开发设计的角度出发,探讨了教育游戏的设计的理论根源。经过分析,从而提出游戏和相教育融合的观点和如何设计教育游戏的构思,希望可以对教育游戏的开发设计起到一定的作用。  相似文献   

11.
The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number of significant shortcomings that make them ineffective. This essay argues that video games are defensible from the perspective of Kantian, Aristotelian, and utilitarian moral theories.  相似文献   

12.
By resorting to the vector space structure of finite games, skew-symmetric games (SSGs) are proposed and investigated as a natural subspace of finite games. First of all, for two player games, it is shown that the skew-symmetric games form an orthogonal complement of the symmetric games. Then for a general SSG its linear representation is given, which can be used to verify whether a finite game is skew-symmetric. Furthermore, some properties of SSGs are also obtained in the light of its vector subspace structure. Finally, a symmetry-based decomposition of finite games is proposed, which consists of three mutually orthogonal subspaces: symmetric subspace, skew-symmetric subspace and asymmetric subspace. An illustrative example is presented to demonstrate this decomposition.  相似文献   

13.
The incomplete-profile normal form game (IPNFG), which contains several infeasible profiles, is considered. First, the dynamics of evolutionary IPNFG are presented. Then a method is provided to verify whether an IPNFG is potential. Certain properties of potential IPNFGs are revealed. Next, an algorithm is provided to search the feasible set to guarantee that the corresponding IPNFG is potential. In addition, the decomposition of an IPNFG is investigated. Finally, for an IPNFG with several feasible sets, an algorithm is proposed to find the one which makes the corresponding IPNFG closest to a potential game.  相似文献   

14.
The extremely high level of simulated violence in certain recent video games has made some people uneasy. There is a concern that something is wrong with these violent games, but, since the violence is virtual rather than real, it is difficult to specify the nature of the wrongness. Since there is no proven causal connection between video-game violence and real violence, philosophical analysis can be particularly helpful in locating potential sources of wrongness in ultra-violent video games. To this end, this paper analyzes video game violence through the lens of utilitarian, Kantian, and post-modern perspectives. Through these analyses, several explanations of the wrongness in violent video games emerge.  相似文献   

15.
Today globally, more people die from chronic diseases than from war and terrorism. This is not due to aging alone but also because we lead unhealthy lifestyles with little or no exercise and typically consume food with poor nutritional content. This paper proffers the design science research method to create an artefact that can help people study the diffusion of serious games. The ultimate goal of the study is to create a serious game that can help people to improve their balance in physical exercise, nutrition and well-being. To do this, first we conducted 97 interviews to study if wearables can be used for gathering health data. Analysis indicates that designers, manufacturers, and developers of wearables and associated software and apps should make their devices reliable, relevant, and user friendly. To increase the diffusion, adoption, and habitual usage of wearables key issues such as privacy and security need to be addressed as well. Then, we created a paper prototype and conducted a further 32 interviews to validate the first prototype of the game, especially with respect to the diffusion possibilities of the game. Results are positive from a formal technology acceptance point of view showing relevance and usefulness. But informally in the open questions some limitations also became visible. In particular, ease of use is extremely important for acceptance and calling it a game can in fact be an obstruction. Moreover, the artefact should not be patronizing and age differences can also pose problems, hence the title not to make the serious game too serious. Future research plans to address these problems in the next iteration while the future implementation plan seeks for big platforms or companies to diffuse the serious game. A key theoretical contribution of this research is the identification of habit as a potential dependent variable for the intention to use wearables and the development of a diffusion model for serious games. The hedonic perspective is added to the model as well as trust and perceived risks. This model ends the cycle of critical design with an improvement of theory as result contributing to the societal goal of decreasing Obesities and Diabetes.  相似文献   

16.
杨慧 《中国科技信息》2009,(18):109-109,111
游戏作为人们主要的娱乐方式之一,已越来越受到欢迎.三维游戏的兴起,引领游戏进入新的发展时期.本文从游戏的形式及游戏的本质上,浅析了二维游戏和三维游戏的区别和联系.  相似文献   

17.
体育游戏在小学体育教学中的运用   总被引:1,自引:0,他引:1  
陈月荣 《大众科技》2012,(7):236-237
体育游戏是小学体育教学过程中必不可少的环节,将游戏渗透在体育课堂的各个环节,对于学生获得积极的情感体验,完成教学任务具有重要作用。通过查阅有关文献资料,结合本人实际教学工作进行分析和研究,旨在探讨体育游戏在小学体育教学中的重要意义和实际价值。  相似文献   

18.
A two-person game related to the connectivity among all vertices of a graph is defined. Necessary and sufficient conditions for the short, cut and neutral games are given in terms of the principal partition of a graph. Winning strategies are described.  相似文献   

19.
This paper studies the verification of multi-potential games with a given partition, and proposes a kind of multi-potential equation based on semi-tensor product of matrices. Firstly, the basis of each player’s potential function is constructed, based on which, a new formula is established for the calculation of each player’s potential function. Secondly, a new potential equation is proposed for the verification of potential games via each player’s potential function. Using the new potential equation, a kind of multi-potential equation is constructed for the verification of multi-potential games with a given partition. It is proved that a finite game is a multi-potential game with a given partition if and only if the multi-potential equation has solution. In addition, all possible potential functions are obtained for each group of the partition. An illustrative example is worked out to show the effectiveness of the obtained new results.  相似文献   

20.
In this paper it is shown that a class of pursuit-evasion games can be treated more simply by the geometrical approach with the topological properties of the reachable region and by the method of functional analysis. Conditions for capture and optimal strategies are derived. A numerical example is given to show both the optimal open-loop strategies of players and the optimal trajectories of the game.  相似文献   

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