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1.
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is replaced with game-based learning. Keeping the total lesson time (40 min) identical, the control group (N = 33) received traditional instruction, and the experimental group (N = 32) was presented with a blended learning approach spending half of the class time (20 min) playing tablet-based fraction games, where each of the learners had their own tablet. The results suggested that in the posttest, the experimental group achieved similar learning gains to the control group and appear to have achieved better performance in the transfer test than the control group. This paper also discusses the efficiency of game-based learning, the mechanism of how fraction games might enhance learning, and the potential of integrating game-based learning in educational settings.  相似文献   
2.
In this research, we propose a novel framework referred to as collective game behavior decomposition where complex collective behavior is assumed to be generated by aggregation of several groups of agents following different strategies and complexity emerges from collaboration and competition of individuals. The strategy of an agent is modeled by certain simple game theory models with limited information. Genetic algorithms are used to obtain the optimal collective behavior decomposition based on history data. The trained model can be used for collective behavior prediction. For modeling individual behavior, two simple games, the minority game and mixed game are investigated in experiments on the real-world stock prices and foreign-exchange rate. Experimental results are presented to show the effectiveness of the new proposed model.  相似文献   
3.
运动会新闻发布系统的设计与实现   总被引:2,自引:0,他引:2  
针对运动会比赛期间随时需要方便、快捷、高效地更新大量新闻的需求 ,研制和开发一套运动会新闻发布系统。利用微软最新推出的asp .net动态网页开发工具 ,采用web分布式三层设计模型设计实现了一套操作简单、功能完善、具有通用性的运动会新闻发布系统  相似文献   
4.
Students may choose to play drinking games not only for reasons related to alcohol consumption but also because of incentives related to other aspects of play (competition, fun, interpersonal dominance, etc.). College students (120 men and 167 women) completed measures of motives for playing (based on T. J. Johnson, S. Hamilton, & V. L. Sheets, 1999) and consequences of playing drinking games. Exploratory principal-components analysis identified 8 reasons for playing. Men and women differed in their endorsement of the factors. Motives for play directly predicted consequences of play independently of alcohol consumption. Specific motives predicted specific types of consequences. In multiple regression analyses, Conformity motives were negatively related to consequences and may represent a form of protective motive. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   
5.
郭文革 《控制与决策》1995,10(1):40-44,79
基于争议双地仲裁人的裁决值有不同的概率估计,而这些估计是双方共同知识这一前提分析最终报价中仲裁,把它构造成一个不完全信息的非零和对策模型。然后给出了局部、全局Nash平衡报价策略存在唯一的充分条件,最后探讨了双方认识存在的差异对争议人报价行为的影响。  相似文献   
6.
The objective of this study is to explore the possibility of capturing the reasoning process used in bidding a hand in a bridge game by an artificial neural network. We show that a multilayer feedforward neural network can be trained to learn to make an opening bid with a new hand. The game of bridge, like many other games used in artificial intelligence, can easily be represented in a machine. But, unlike most games used in artificial intelligence, bridge uses subtle reasoning over and above the agreed conventional system, to make a bid from the pattern of a given hand. Although it is difficult for a player to spell out the precise reasoning process he uses, we find that a neural network can indeed capture it. We demonstrate the results for the case of one-level opening bids, and discuss the need for a hierarchical architecture to deal with bids at all levels.  相似文献   
7.
We deal with a complex game between Alice and Bob where each contender’s probability of victory grows monotonically by unknown amounts with the resources employed. For a fixed effort on Alice’s part, Bob increases his resources on the basis of the results for each round (victory, tie or defeat) with the aim of reducing the probability of defeat to below a given threshold. We read this goal in terms of computing a confidence interval for the probability of losing and realize that the moves in some contests may bring in an indeterminacy trap: in certain games Bob cannot simultaneously have both a low probability-of-defeat measure and a narrow confidence interval. We use the inferential mechanism called twisting argument to compute the above interval on the basis of two joint statistics. Careful use of such statistics allows us to avoid indeterminacy.  相似文献   
8.
9.
Since Samuel's work on checkers over thirty years ago, much effort has been devoted to learning evaluation functions. However, all such methods are sensitive to the feature set chosen to represent the examples. If the features do not capture aspects of the examples significant for problem solving, the learned evaluation function may be inaccurate or inconsistent. Typically, good feature sets are carefully handcrafted and a great deal of time and effort goes into refining and tuning them. This paper presents an automatic knowledge-based method for generating features for evaluation functions. The feature set is developed iteratively: features are generated, then evaluated, and this information is used to develop new features in turn. Both the contribution of a feature and its computational expense are considered in determining whether and how to develop it further.
This method has been applied to two problem-solving domains: the Othello board game and the domain of telecommunications network management. Empirical results show that the method is able to generate many known features and several novel features and to improve concept accuracy in both domains.  相似文献   
10.
无线传感器网络易遭到各种内部攻击,入侵检测系统需要消耗大量能量进行攻击检测以保障网络安全。针对无线传感器网络入侵检测问题,建立恶意节点(malicious node,MN)与簇头节点(cluster head node,CHN)的攻防博弈模型,并提出一种基于强化学习的簇头入侵检测算法——带有近似策略预测的策略加权学习算法(weighted policy learner with approximate policy prediction,WPL-APP)。实验表明,簇头节点采用该算法对恶意节点进行动态检测防御,使得博弈双方快速达到演化均衡,避免了网络出现大量检测能量消耗和网络安全性能的波动。  相似文献   
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