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Proceedings of the 2022 6th International Conference on Education and E-Learning最新文献

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Factors Affecting Grade Eight Students' Learning Motivation in Chinese Reading when Learning with Flipped Classroom Approach 八年级学生运用翻转课堂学习语文阅读学习动机的影响因素
Jiayao Tang, A. Tse
With the spread of information technology in Chinese education, the flipped classroom, an innovative learning method with the potential to improve teaching effectiveness, is gradually gaining attention from scholars. However, limited research has been conducted on Chinese language teaching in the flipped classroom, which is a major subject for a large number of Chinese students. It has been shown that the motivation of students to study in flipped classroom activities can be affected by many factors and they may impact the effectiveness of the course. Therefore, this study randomly selected 48 Grade 8 students from Mainland China to participate in three-week Chinese reading flipped classroom activities. Both quantitative (questionnaires) and qualitative (interviews) methods were used to explore which factors significantly impacted students' motivation in the Chinese reading flipped classroom activities and how these factors influenced students from the student's perspective. The results showed that students' self-motivation (e.g., learning will) and self-efficacy (e.g., learning behavior) were the main factors influencing students' motivation to participate in the Chinese reading flipped classrooms, with averages of 4.239 and 4.163 respectively. And students' controlled motivation (e.g. study cognitive) was not a major factor with an average of 2.674. Through thematic analysis, it was concluded that students' self-achievement and exploratory desire stimulated their self-motivation and self-efficacy to learn in the Chinese reading flipped classrooms. In summary, this study provides educators with insights into how to increase student learning motivation.
随着信息技术在中国教育中的普及,翻转课堂作为一种具有提高教学效果潜力的创新学习方式,逐渐受到学者们的关注。然而,对于翻转课堂中的汉语教学,研究却非常有限,而翻转课堂是众多中国学生关注的主要课题。研究表明,学生在翻转课堂活动中的学习动机会受到许多因素的影响,这些因素可能会影响课程的有效性。因此,本研究随机选取48名中国大陆的八年级学生参加为期三周的中文阅读翻转课堂活动。采用定量(问卷调查)和定性(访谈)两种方法,从学生的角度探讨哪些因素显著影响学生在语文阅读翻转课堂活动中的动机,以及这些因素是如何影响学生的。结果表明,学生的自我动机(如学习意愿)和自我效能感(如学习行为)是影响学生语文阅读翻转课堂参与动机的主要因素,其平均值分别为4.239和4.163。学生的可控动机(如学习认知)不是主要影响因素,平均得分为2.674分。通过主题分析,学生的自我成就和探索欲望激发了学生在语文阅读翻转课堂中学习的自我动机和自我效能感。总之,本研究为教育工作者提供了如何提高学生学习动机的见解。
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引用次数: 0
Discussion on Educational Games Based on Unity 基于Unity的教育游戏探讨
Zhiyong Hu, Qing Xu, Guang Huang
At present, educational games have attracted more and more attention.Based on unity engine, an RPG puzzle game for children's education is designed and developed. On the premise of ensuring children's safety, children can explore freely in virtual reality and fully cultivate children's curiosity for knowledge.Let children acquire knowledge and achieve their own development by means of teaching in fun. The main work is as follows: 1. In the aspect of game character movement, the movement control of the character is realized by calling the relevant move function. In order to change the phenomenon that the character takes off when going downhill, the character movement vector is recalculated by ray detection to avoid this problem. 2. In the implementation of UI interaction, the interaction between players and game scenes is realized by adding callback functions. Static variables are defined between the roles of the environment, and the interaction status is determined by detecting the variables. 3. In terms of rendering methods, it imitates the non-photorealistic rendering methods in the game in recent years and replaces the default realistic rendering calculation of unity engine. Based on Phong lighting model, non-photorealistic rendering is realized by rewriting the shader. 4. In the game scene, the learning mode and breakthrough mode are constructed to achieve the effect of learning and practice. The purpose of this research paper is to improve the issue of children's education, which is not only an improvement in children's education methods, but also an improvement in the concept of children's parents, to understand education in the information age, and not limited to traditional teaching modes, and to pursue a broader world, and to view the process of the times with a development perspective. It mainly discusses the technology and concept of game scene construction, the implementation of character motion system, the establishment and discussion of UI interaction system, and the elaboration and reconstruction of rendering techniques.
目前,教育类游戏越来越受到人们的关注。基于unity引擎,设计开发了一款面向儿童教育的RPG益智游戏。在保证儿童安全的前提下,儿童可以在虚拟现实中自由探索,充分培养儿童的求知欲。让孩子在寓教于乐中获取知识,实现自我发展。主要工作如下:1。在游戏角色移动方面,通过调用相关的移动函数来实现角色的移动控制。为了改变角色下坡时起飞的现象,通过光线检测重新计算角色运动向量,避免了这个问题。2. 在UI交互的实现中,通过增加回调函数来实现玩家与游戏场景的交互。在环境角色之间定义静态变量,通过检测变量确定交互状态。3.在渲染方法上,模仿了近年来游戏中的非真实感渲染方法,取代了unity引擎默认的真实感渲染计算。基于Phong光照模型,通过重写着色器实现非真实感渲染。4. 在游戏场景中,构建学习模式和突破模式,达到学与练的效果。本研究论文的目的在于改善儿童教育问题,这不仅是对儿童教育方法的改进,也是对儿童家长观念的改进,理解信息时代的教育,而不局限于传统的教学模式,追求更广阔的世界,用发展的眼光看待时代的进程。主要讨论了游戏场景构建的技术和概念,人物运动系统的实现,UI交互系统的建立和讨论,渲染技术的阐述和重构。
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引用次数: 0
Big Data Technology and E-Learning for College Students from the Perspective of MOOCs mooc视角下的大数据技术与大学生E-Learning
Jingbo Zhen
In order to realize college students' digital English learning, this paper will carry out relevant research from the perspective of big data technology and massive open online courses(MOOCs). This paper first introduces the basic concepts of big data technology, massive open online courses(MOOCs) and English digital learning and their relationships, then analyzes the advantages of English digital learning, and finally puts forward the realization methods of English digital learning. Based on big data technology and massive open online courses(MOOCs), digital English learning for college students can be realized. This learning method has more advantages and can improve the efficiency, convenience and final quality of students' learning.
为了实现大学生数字化英语学习,本文将从大数据技术和大规模在线开放课程(MOOCs)的角度进行相关研究。本文首先介绍了大数据技术、大规模在线开放课程(MOOCs)和英语数字化学习的基本概念及其关系,然后分析了英语数字化学习的优势,最后提出了英语数字化学习的实现方法。基于大数据技术和大规模在线开放课程(MOOCs),可以实现大学生数字化英语学习。这种学习方法有更多的优点,可以提高学生的学习效率、方便性和最终的学习质量。
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引用次数: 0
Gamification of the Middle Ages: Educational Discourse of “Kingdom Come: Deliverance” 中世纪的游戏化:“天国降临:救赎”的教育话语
A. Sukhov
The growing attention to the Middle Ages in scientific discourse (neo-medievalism, H. Bull, A. C. Arend, S. J. Kobrin), in traditional media and popular culture (e.g. “The Last Kingdom” television series) in turn, led to a widespread representation of medieval theme in digital new media and virtual reality of modern video games. The paper investigates the gamification of the Middle Ages on the example of one of the most historically accurate video games, “Kingdom Come: Deliverance” (KCD). This role-playing game with its careful attention to historical heritage can be an educational game tutorial on medieval history (in the setting of the medieval Kingdom of Bohemia). KCD represents period-accurate society, politics and religion, as well as weapons, clothing, combat techniques, and architecture (recreated with the assistance of architects and historians), historical events, characters and immersive gameplay. The medieval history, boring for some students, takes on fascinating forms of a role-playing video game. The virtual world of KCD can help solve the problem of student motivation and “involvement” (E. Goffman). The emphasis, in this case, is not on the formal academic extrinsic motivation, but on the intrinsic motivation (A. Marczewski) and key drivers for motivation (Y.-K. Chou), provided by the detailed, and historically accurate virtual medieval world of KCD, both at the ludological (gameplay) and narratological (historical plot) levels. This allows us to speak of KCD, as, in fact, gamification of the Middle Ages. In terms of methodology, the study uses the actual models and theories of gamification (Y.-K. Chou, A. Marczewski, S. Deterding, R. Bartle), the dichotomy of ludology and narratology (G. Frasca, J. Juul), the non-reductionist approach (I. Bogost), the concept of the “involvement” (E. Goffman), the principle of historicism and regional typology. The findings of the paper can be useful for modern educational, historical, cultural and game studies.
科学话语(neo- medialism, H. Bull, a . C. Arend, S. J. Kobrin)、传统媒体和流行文化(如《最后的王国》电视剧)对中世纪的关注不断增加,导致中世纪主题在数字新媒体和现代电子游戏的虚拟现实中得到广泛体现。本文以历史上最准确的电子游戏之一《Kingdom Come: Deliverance》(KCD)为例,研究中世纪的游戏化。这款关注历史遗产的角色扮演游戏可以作为中世纪历史的教育游戏教程(游戏邦注:以中世纪的波西米亚王国为背景)。KCD代表了准确的社会,政治和宗教,以及武器,服装,战斗技术,建筑(在建筑师和历史学家的帮助下重建),历史事件,人物和沉浸式游戏。对一些学生来说很无聊的中世纪历史,呈现出一种令人着迷的角色扮演电子游戏形式。KCD的虚拟世界有助于解决学生的动机和“参与”问题(E. Goffman)。在这种情况下,重点不是正式的学术外在动机,而是内在动机(A. Marczewski)和动机的关键驱动因素(Y.-K.)。,由KCD提供详细的,历史上准确的虚拟中世纪世界,无论是在游戏学(游戏玩法)还是叙事学(历史情节)层面。这让我们可以说KCD,实际上是中世纪的游戏化。在方法论上,本研究采用了游戏化的实际模型和理论(y - k。Chou, A. Marczewski, S. Deterding, R. Bartle), ludology和叙事学的二分法(G. Frasca, J. Juul),非还原主义方法(I. Bogost),“参与”的概念(E. Goffman),历史主义原则和区域类型学。本文的研究结果对现代教育、历史、文化和游戏研究具有借鉴意义。
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引用次数: 0
Interface design guidelines for low literature users: a literature review 低文学用户的界面设计指南:文献综述
Leonor GuimarãEs, Nuno Martins, Leonardo Pereira, E. Penedos-Santiago, Daniel Brandão
The study presented in this paper is part of the investigation project “Echoing the Communal Self (ECHO)”, consisting of the development of an online platform that identifies, interprets and disseminates current self-regulated community practices in social housing neighbourhoods in the city of Vila Nova de Gaia, in Portugal. This online platform intends to reach individuals of similar disadvantaged communities, aiming to stimulate, teach and guide them towards the replication of such good practices. Given that most of these individuals show low levels of education and literacy, this study intends to identify a set of guiding UX and UI principles that will serve as a base to the development of the online platform, guaranteeing its efficient usage by this target group. The methodologies were based on a literature review in the fields of UX and UI; serving as the basis for a first sketch of the interface. This study results show that UIs for low literacy users should be simple, clear and objective, considering the users pains and difficulties.
本文中提出的研究是“回应社区自我(ECHO)”调查项目的一部分,该项目由一个在线平台的开发组成,该平台识别、解释和传播葡萄牙新盖亚市社会住房社区中当前自我监管的社区实践。这个在线平台旨在接触类似弱势群体的个人,旨在激励、教育和引导他们复制这些良好做法。考虑到这些人中的大多数人的教育水平和文化水平都很低,本研究打算确定一套指导用户体验和用户界面的原则,这些原则将作为开发在线平台的基础,保证目标群体对其的有效使用。这些方法是基于UX和UI领域的文献综述;作为第一个界面草图的基础。本研究结果表明,低文化水平用户的ui设计应该简单、清晰、客观,考虑到用户的痛苦和困难。
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引用次数: 3
Proceedings of the 2022 6th International Conference on Education and E-Learning 2022年第六届教育与电子学习国际会议论文集
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引用次数: 0
期刊
Proceedings of the 2022 6th International Conference on Education and E-Learning
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