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1.
Abstract

Learning objects are interactive online tools that support the acquisition of specific concepts. Limited research has been conducted on factors that affect the use of learning objects in K–12 mathematics classrooms. The current study examines the influence of student characteristics (gender, age, computer comfort level, subject comfort level, and mathematics grade), instructional design (structured vs. open ended), and teaching strategy (teacher led vs. student based) on student attitudes toward the use of learning objects and learning performance. Data in the form of surveys and pre- and posttests were collected from 286 middle and secondary school students. Higher computer and subject area comfort ratings were significantly correlated with more positive student attitudes about learning objects. Older students in higher grades learned more than younger students in lower grades after using learning objects. Learning performance was significantly higher for students who used structured (vs. open-ended) learning objects and participated in teacher-led (vs. student-based) lessons. It is speculated that younger students might need more scaffolding when using mathematics-based learning objects.  相似文献   

2.
游戏化是未来趋势,将游戏化设计融入到非游戏内容中是机遇也是挑战。文章通过对国内外案例分析,探讨了如何将游戏化设计思路引进企业发展战略中,分析了将游戏化设计应用的实践意义。  相似文献   

3.
关华  郭立  李文  魏一方 《计算机工程》2011,37(19):207-209
提出一种人体三维Reeb计算方法。利用人体三维网格数据的顶点坐标,求取顶点的测地距离,构造Morse函数,依据顶点的三角面关系提取人体三维模型的Reeb图,给出基于Reeb图的一般人体骨架结构表示。通过计算Reeb图上弧的曲率,判断是否需要增加关节节点,从而能更准确地描述人体三维模型的拓扑结构。实验结果表明,该方法计算量小、适用性广。  相似文献   

4.
The Simoy method of computation of transfer functions from transition curves is modified and improved such that selection of an optimal structure for a transfer function from synthesized variants for the channel of action of an element and computation of its parameters are implemented sequentially and automatically, and then the optimal values of computed parameters of transfer functions are determined by minimizing the approximation error. This method enhances the accuracy of computation of dynamic characteristics at least by 20%.Translated from Avtomatika i Telemekhanika, No. 4, 2005, pp. 60–69.Original Russian Text Copyright © 2005 by Arunyants, Rutkovskii, Salikhov, Stolbovskii.This paper was recommended for publication by V.N. Bukov, a member of the Editorial Board  相似文献   

5.
Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human–computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human–computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects.  相似文献   

6.
The gamification software development gave emphasis to the role played by the users to test and improve the software. This study presents a framework for software gamified in e-banking, taking a users' groups and a qualitative research approach, to check the users' design preferences in five cases of banking software gamified (Futebank, Dreams, Galaxy, Olympics, and Warrants). After software presentation, and usage experience, 53 participants, responses to a survey with six open questions. The data were analyzed through a text semantic software, to detect and classify lexical items in, accordance, with standard of software quality characteristics and user experiences. Two primary categories were identified, as well five dimensions in each element and characteristic categories. The results show five characteristic dimensions (design, appearance, functionality, rules, and objectives) and five element dimension (game, product, security, process, and information). These findings provide a framework for web designers and e-business, highlighting the most important software features when dealing with serious applications with game design. It adds value to the current literature on understanding the customer relationship with the game and the financial product, identifying new dimensions (game and product) on the approach of thinking and design gamification in e-banking. Our finding contributes to a better understanding of key elements and characteristics in e-banking software design and has important practical implications for software development and marketing practices. Thoughts on the users' software design preferences identified, should propel increase adoption and attractiveness of online banking.  相似文献   

7.
律睿慜  杨帆  陆菁  陈伟 《计算机应用》2019,39(8):2456-2461
当前的研究普遍关注于运用游戏化来提高学习的参与度,但对于色彩教育这样的特定领域的游戏化研究还不充分,而且缺少对游戏化要素及学习效果影响因素的分析。针对这一问题,设计了一款用于训练色彩辨识能力的游戏模型。首先设计了核心玩法相同、但交互方式不同的两种玩法;然后在这两种玩法中都加入了相同的虚拟奖励;最后分别比较在有或无虚拟奖励的情况下两种玩法对训练效果的影响,以及在相同玩法下有无虚拟奖励对训练效果的影响。结果显示,玩法设计影响学习效率,而虚拟奖励显著影响参与度。  相似文献   

8.
围绕教育信息化应用背景,在分析目前计算机程序设计类课程教学满意度现状的基础上,探究计算机程序设计类课程游戏化教学的影响因素.经调查分析得出,大部分学生都有学计算机程序设计类课程的经历和玩电脑游戏的经历,计算机程序设计类课程的教学模式乏味是学生最关心的问题,认为游戏化教学可以提高计算机程序设计类课程的趣味性,而排名、虚拟物品奖励、积分等游戏激励元素可以提升学习积极性,研究结果为计算机程序设计类课程的教学模式改革提供些许参考.  相似文献   

9.
针对灾难中被困者的识别问题,提出了一种遮挡状态下的非完整人体特征检测方法。基于头部、腿部等可能暴露在外的人体特征,先构造相交检测窗口,重新检测目标图像块内的方向梯度直方图(HOG)特征,并结合基于子单元插值的方法计算块内特征,从而实现了基于优化HOG特征的非完整人体特征检测。实验结果表明,该优化HOG特征计算后的非完整人体检测方法可显著提高人体检测的检测速度和准确性,降低误检率。  相似文献   

10.
围绕教育信息化应用背景,在分析目前计算机程序设计类课程教学满意度现状的基础上,探究计算机程序设计类课程游戏化教学的影响因素.经调查分析得出,大部分学生都有学计算机程序设计类课程的经历和玩电脑游戏的经历,计算机程序设计类课程的教学模式乏味是学生最关心的问题,认为游戏化教学可以提高计算机程序设计类课程的趣味性,而排名、虚拟物品奖励、积分等游戏激励元素可以提升学习积极性,研究结果为计算机程序设计类课程的教学模式改革提供些许参考.  相似文献   

11.
Organizing for idea generation is a recurring challenge in intensive innovation contexts. The literature on ideation has reached a compelling consensus on the features that such organizational devices must possess to support sufficient creativity: learning processes and a creative climate of confidence to promote collaboration. However, current practical methodologies struggle to simultaneously realize these two features. In this paper, we explore the potential of Serious Games, a collaborative tool that has been used since the 1960s to facilitate learning processes through the simulation of reality and a role‐playing game, to induce an immersive experience and, more recently, to support the ideation process. To do so, we conducted an exploratory case study using a Serious Game to support ideation in a French medium‐sized business. We then assess the strengths and areas for improvement of this Serious Game with respect to an ideation performance framework based on the existing literature. Our findings show that Serious Games are efficient tools for supporting existing knowledge exchange between participants and collaboration by providing a creative climate, but they may not sufficiently support learning of the external knowledge required to attain high levels of originality. Accordingly, we discuss some crucial parameters to be further explored to allow for the effective managerial use of such methodologies, such as the fine‐tuning of the knowledge content that serves as a basis for the game.  相似文献   

12.
王畅 《福建电脑》2022,38(5):35-38
在五年制高职游戏化教学中,实现游戏与教学目标深度融合离不开合理有效的游戏应用规则.为了避免出现因脱离游戏规则而造成的"重游戏,轻教育"的后果,本文界定了五年制高职游戏化教学的内涵,对五年制高职游戏化教学提出了四个方面的应用规则.教学实践表明,遵循这些规则能够帮助和引导学生产生积极的学习行为,在寓教于乐的氛围中真正实现"...  相似文献   

13.
为提高监测系统中的视频压缩比,在研究监测系统中视频图像特性的基础上,提出了针对人的头部分割的视频压缩算法:首先,用运动信息分割出人体轮廓;其次,运用形态数学的方法实现人头部区域分割;最后,用小波变换和描述人头部对象的差分链码技术来实现高效的视频压缩.本文提出的视频压缩算法比MPEG算法提高了图像的PSNR近3dB.  相似文献   

14.
Gamification has recently been receiving increased attention in corporate innovation and business research alike. In this article, we first outline the main streams of research on gamification in the creativity and innovation literature. We then introduce the selection of contributions to this special section by theoretically embedding them in their application contexts. Thus referring to research fields as different as business model innovation, design thinking and crowdsourcing, we indicate theoretical challenges for future research on gamification, among the most important of which we count theoretical approaches to the question of whether and how organizations actually can play with persons.  相似文献   

15.
In this study, parallel computation of blood flow in a 1-D model of human arterial network has been carried out employing a Taylor Galerkin Finite Element Method. Message passing interface libraries have been used on Origin 2000 SGI machine. A Greedy strategy for load-distribution has been devised and data-flow graphs necessary for parallelization have been generated. The performance of parallel implementation measured in terms of speedup and efficiency factors is found to be good. Further, the parallel code is used in simulating the propagation of pressure and velocity waveforms in our 1-D arterial model for two different inflow pressure pulses. Also, the influence of consideration of terminal resistance on pressure and velocity waveforms have been analyzed.  相似文献   

16.
Conclusion Computer-assisted instruction in philosophy has been successful in both supplementary and primary teaching applications. The programs used in computer-assisted instruction in philosophy are sophisticated, have proved to be acceptable over a long term, and embody aspects of fundamental research and knowledge in philosophy. The computer-assisted instruction effort in college-level philosophy has not been, nor is it likely to be, dominated by the simpler test-and-branch methods made possible by courseware authoring systems. The efforts in philosophy described in this paper provide a sound basis for forming expectations of how computers will affect college teaching in the future.  相似文献   

17.
随着互联网的飞速发展,网络信息的安全显得尤为重要,特别是用户的密码和重要信息的安全问题更是重中之重。本文对目前常用的三种加密算法DES加密算法、RSA算法和PGP算法的原理和实现过程结合笔者的工作实践作了详细探析,并阐述它们这三种加密算法的优缺点。  相似文献   

18.
The use of leaderboards is a common approach to the gamification of employee performance, but little is known about the specific mechanisms and mediating processes by which leaderboards actually affect employee behavior. Given the lack of research in this domain, this study proposes goal-setting theory, one of the most well-established motivational theories in psychology, as a framework by which to understand these effects. In this study, a classic brainstorming task is gamified with a leaderboard in order to explore this. Participants were randomly assigned to four classic levels of goal-setting (do-your-best, easy, difficult and impossible goals) plus a leaderboard populated with initials and scores representing identical goal-setting conditions. The presence of a leaderboard was successful in motivating participants to performance levels similar to that of difficult and impossible goal-setting, suggesting participants implicitly set goals at or near the top of the leaderboard without any prompting to do so. Goal commitment, a common individual difference moderator in goal-setting theory, was also assessed and behaved similarly in the presence of the leaderboard as when traditional goals were provided. From these results, we conclude that goal-setting theory is valuable to understand the success of leaderboards, and we recommend further exploration of existing psychological theories, including goal-setting, to better explain the effects of gamification.  相似文献   

19.
对应问题是从图像恢复物体三维几何形状的核心问题,也是计算机视觉领域长久以来没有很好解决的问题.尽管文献中 有大量对应点匹配算法报道,但这些主体基于数学和工程的方法,在鲁棒性方面离人类视觉还有很大的差距.所以,建立基于生理机理的 立体感知模型,可望有效提高匹配的鲁棒性.然而,要建立这种基于生理机制的计算模型, 需要对生物立体感知的机理有所了解.基于此,本文对近年来 关于生物立体感知的进展和主要研究成果进行了总结,包括初级区域V1, V2, V3区,以及 背部通道的MT, MST, IPS和腹部通道的V4, IT区.除了对这些区域 关于神经生理的成果进行介绍外,我们还简单介绍了著名的视差能量模型及其推广模型.本文对研究计算机视觉的人员有一定的参考价值.  相似文献   

20.
Human-automated judge learning (HAJL) is a methodology providing a three-phase process, quantitative measures, and analytical methods to support design of information analysis automation. HAJL's measures capture the human and automation's judgment processes, relevant features of the environment, and the relationships between each. Specific measures include achievement of the human and the automation, conflict between them, compromise and adaptation by the human toward the automation, and the human's ability to predict the automation. HAJL's utility is demonstrated herein using a simplified air traffic conflict prediction task. HAJL was able to capture patterns of behavior within and across the three phases with measures of individual judgments and human-automation interaction. Its measures were also used for statistical tests of aggregate effects across human judges. Two between-subject manipulations were crossed to investigate HAJL's sensitivity to interventions in the human's training (sensor noise during training) and in display design (information from the automation about its judgment strategy). HAJL identified that the design intervention impacted conflict and compromise with the automation, participants learned from the automation over time, and those with higher individual judgment achievement were also better able to predict the automation.  相似文献   

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