{"title":"Game Analysis of College Students' Academic Achievements and Interpersonal Relationships","authors":"Yansha Guo","doi":"10.1109/ICET52293.2021.9563137","DOIUrl":null,"url":null,"abstract":"Based on the game analysis of college students' academic achievements and interpersonal relationships, it has been found that: (1) In a single game, “Non-Communication” is the best strategy for college students at different levels, everyone depends on the other player to get the course information for improving their academic performances, but it is the worst choice for college students in four years. (2) In the repeated game, the college students' trajectory of interpersonal communication in four years is consistent with KMRW reputation model: the first and second years are the intensive periods of curriculum learning and participating activities, the active interactions among students at each level can promote mutual help to increase their achievements and develop good learning habits; In the third year, the excellent students with good professional skills go to enterprises for their internships, which weaken the interpersonal relationships between the students, the middle-poor students can continue to follow up the courses and maintain their academic achievements based on the solid foundation and the good habits; In the fourth year, everybody is busy with graduation and job hunting, and the interpersonal relationships among students are weak, but it does not affect everyone's successful graduation. Educators should be good at creating and taking full advantage of opportunities to make students form a stable and positive interpersonal network, so as to improve students' overall performances.","PeriodicalId":432459,"journal":{"name":"2021 IEEE International Conference on Educational Technology (ICET)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE International Conference on Educational Technology (ICET)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICET52293.2021.9563137","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Based on the game analysis of college students' academic achievements and interpersonal relationships, it has been found that: (1) In a single game, “Non-Communication” is the best strategy for college students at different levels, everyone depends on the other player to get the course information for improving their academic performances, but it is the worst choice for college students in four years. (2) In the repeated game, the college students' trajectory of interpersonal communication in four years is consistent with KMRW reputation model: the first and second years are the intensive periods of curriculum learning and participating activities, the active interactions among students at each level can promote mutual help to increase their achievements and develop good learning habits; In the third year, the excellent students with good professional skills go to enterprises for their internships, which weaken the interpersonal relationships between the students, the middle-poor students can continue to follow up the courses and maintain their academic achievements based on the solid foundation and the good habits; In the fourth year, everybody is busy with graduation and job hunting, and the interpersonal relationships among students are weak, but it does not affect everyone's successful graduation. Educators should be good at creating and taking full advantage of opportunities to make students form a stable and positive interpersonal network, so as to improve students' overall performances.