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Understanding how educational gamification impacts users' behavior: a theoretical analysis 理解教育游戏化如何影响用户行为:理论分析
Yang Chen
Owing to the rapid development of gamification studies, more and more research started to consider involving game mechanics into instruction designs. Educational gamification introduced a new approach for impacting users' behaviors. Here, this study proposed the idea of figuring out the mechanism of how educational gamification impacts users' behavior. After reviewing behavior related educational gamification studies and the motivations of human behavior, this study analyzed the potential influencing factors based on the framework of the theory of planned behavior. According to the theoretical analysis, this article emphasized the significance of motivating users both intrinsically and extrinsically depends on specific cases. Then, users' attitude towards the behavior, subjective norms, and perceived behavior control were found having possibility in mediating educational gamification designs and users' behavior. Also, it was suggested that educational gamification designers need to adjust users' game flow experience and cognitive load properly in design practices. Limitations and future study recommendations of this article are presented in the end.
随着游戏化研究的迅速发展,越来越多的研究开始考虑将游戏机制融入到教学设计中。教育游戏化引入了一种影响用户行为的新方法。在这里,本研究提出了找出教育游戏化如何影响用户行为的机制的想法。在回顾了与行为相关的教育游戏化研究和人类行为动机的基础上,本研究基于计划行为理论的框架分析了潜在的影响因素。根据理论分析,本文强调了用户内在激励和外在激励的意义取决于具体案例。发现用户对行为的态度、主观规范和感知行为控制在教育游戏化设计和用户行为之间具有中介作用。此外,教育游戏化设计师需要在设计实践中适当调整用户的游戏流体验和认知负荷。最后提出了本文的局限性和未来的研究建议。
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引用次数: 7
Simulative performance of hybrid recursive combinatorial OCDMA subcarrier multiplexed technique based on single photodiode detection 基于单光电二极管检测的混合递归组合OCDMA子载波复用技术的仿真性能
N. Ahmad, M. Junita, S. Aljunid, C. Rashidi, R. Endut
This paper presents the simulative performance of optical CDMA system incorporated with subcarrier multiplexing (SCM) technique. The system is designed based on the Recursive Combinatorial (RC) code in the Spectral amplitude coding (SAC) - OCDMA. SAC-OCDMA approaches is capable to reduce the effect of Multiple Access Interference (MAI) using code sequences with fixed in-phase cross correlation. The performance of this hybrid system is shown through simulative experiment results of bit error rate (BER) and eye patterns for various numbers of subcarrier channels and frequencies. The simulation is done using Optisys version 7.0. The simulation results shows decreasing the number of weight will produce better performance compared to increasing the number of weight. Increasing the number of weight will increase the spectral chips and makes the system more sensitive to the noise. For the weight = 3, the transmission distance is up to 9.5 km.
本文介绍了结合子载波复用技术的光CDMA系统的仿真性能。该系统是基于频谱幅度编码(SAC) - OCDMA中的递归组合码(RC)设计的。SAC-OCDMA方法能够利用具有固定同相相互关的码序列来降低多址干扰(MAI)的影响。仿真实验结果显示了该混合系统在不同子载波数量和频率下的误码率和眼图的性能。仿真使用Optisys 7.0版本完成。仿真结果表明,减少权值的个数比增加权值的个数能产生更好的性能。增加权重会增加频谱芯片的数量,使系统对噪声更敏感。当重量= 3时,传输距离可达9.5 km。
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引用次数: 0
The characteristics of video programs 视频节目的特点
Junyi Men, Xingjun Wang, Li Ma
A large number of studies have shown that, the video traffic in the network has increased dramatically in the past several years, and it has already accounted for the most of the total traffic. What's more, the trend is predicted to continue to the foreseeable future. Therefore, to analyze the characteristics of video programs in the network is becoming increasingly significant and critical. In this paper, we summarize and analyze some important characteristics of the video program in the network, and then establish the suitable models to adapt them. According to the result, the network traffic can decrease greatly with the reasonable use of these characteristics, which leads to less network congestion, less network investment, less energy consumption, and then better user experience. The analysis results not only make the distribution and transmission of the video programs more efficient and economical, but also are helpful for the construction and development of the Internet. Overall, we are convinced that the results presented in this paper are very important and valuable to the whole network.
大量的研究表明,在过去的几年里,网络中的视频流量急剧增长,已经占据了总流量的大部分。更重要的是,这一趋势预计将持续到可预见的未来。因此,分析网络视频节目的特点就显得越来越重要和关键。本文总结和分析了网络视频节目的一些重要特点,并建立了相应的模型来适应这些特点。结果表明,合理利用这些特性可以大大减少网络流量,从而减少网络拥塞,减少网络投资,减少能耗,从而提高用户体验。分析结果不仅使视频节目的分发和传播更加高效和经济,而且对互联网的建设和发展也有一定的帮助。总的来说,我们相信本文的结果对整个网络是非常重要和有价值的。
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引用次数: 1
Design of user driven facility management system for universities 用户驱动的高校设施管理系统设计
G. L. Intal, R. A. C. Robielos, Alysia Georgia B. Ortega
Reservation and monitoring of facilities are some of the regular activities in management of facilities in academic institutions. However, users have encountered some problems in reservation and monitoring activities such as identifying the available facilities that can be used, securing approval for request if signatories are not available or loss of documents due to manual processing. This paper proposes a new design for Facility Management System which is based on customer requirements. Using criteria analysis, technical specification alternatives were defined and the best option that will satisfy the customer requirements had been selected and incorporated in the design of the automated system. A prototype computer system was made and tested to a group of users for effectiveness. The results showed significant improvement in the reservation and monitoring processes in terms of the level of customer satisfaction.
设施的保留和监测是学术机构设施管理中的一些常规活动。但是,用户在保留和监测活动方面遇到了一些问题,例如确定可以使用的现有设施,在签署人不在的情况下确保请求获得批准或由于手工处理而丢失文件。本文提出了一种新的基于客户需求的设备管理系统设计方案。使用标准分析,定义了技术规格备选方案,并选择了将满足客户需求的最佳选择,并将其纳入自动化系统的设计中。制作了一个原型计算机系统,并对一组用户进行了有效性测试。结果显示,就客户满意度而言,预订和监控流程有了显著改善。
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引用次数: 2
Matelogic: interactive mathematical learning based on challenges matellogic:基于挑战的交互式数学学习
Jhon Edilberto Monroy Barrios, Diego Alonso Iquira Becerra, Fabián Hugo Rucano Páucar, Fabiola Mary Talavera Mendoza
The use of the Unity3D video game engine was chosen for the development of the prototype, focusing on the subject of tangible programming, In order to improve the traditional methods of teaching mathematics. The tests were made to 8-year-old students who were in the third grade of elementary school. The focus of the design was given according to trial and error sessions, which helped to improve the understanding of the movement based on mathematical challenges. To develop the video game "MATELOGIC" the pattern Pipes and Filters combined with the ACOT model were chosen. In the present investigation it was possible to verify that the combination of algorithmic thinking concepts and the interaction of video games provide favorable results in learning, surpassing traditional methods.
本文选择使用Unity3D视频游戏引擎进行原型的开发,着重于主题的有形编程,以改进传统的数学教学方法。测试对象是8岁的小学三年级学生。设计的重点是根据试验和错误会话,这有助于提高对基于数学挑战的运动的理解。为了开发电子游戏“MATELOGIC”,选择了管道和过滤器模式与ACOT模型相结合。在目前的研究中,有可能验证算法思维概念与电子游戏互动的结合在学习中提供了优于传统方法的有利结果。
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引用次数: 4
The expectation of faculty on english language skills study through online learning 教师对在线英语语言技能学习的期望
S. Sela, J. Luke, M. Putri
This paper focuses on the expectation of faculty on English training and the English language skills they want to improve through online learning. There are two kinds of English language skills to aim, the skills related to academic writing and TOEFL preparation. To identify the required skills to be improved aligned with the expectation, questionnaires have been spread through online to collect data from faculty members in all majors. Collected data consists of faculties' identification, the learning difficulties, the expectation and the required skills. The result shows the required skills that are possible to be learned through online and the expectations of the faculties that are realistic to be fulfilled. The result will be used to develop online English language trainings to improve the required skills of faculty.
本文的重点是教师对英语培训的期望以及他们希望通过在线学习提高的英语语言技能。有两种英语语言技能要瞄准,与学术写作和托福准备相关的技能。为了确定需要提高的技能与期望一致,调查问卷已经在网上传播,从所有专业的教师那里收集数据。收集的数据包括教师的认同、学习困难、期望和所需的技能。结果表明,通过在线学习所需的技能是可能的,院系的期望是现实的,可以实现的。结果将用于开发在线英语语言培训,以提高教师所需的技能。
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引用次数: 1
Co-education of master course students and business people 硕士生与商务人士同校
Hiroyuki Chishiro, Y. Chubachi, Morikazu Nakamura
Project Based Learning (PBL) is a teaching and learning method in which students solve real-world problems and gain knowledge and skills for actual problem-solving. Advanced Institute of Industrial Technology (AIIT) gives the master's degree based on the PBL activity, called AIIT PBL, to master course students. Most of the students in AIIT are business people, and hence the co-education of master course students and business people is an important topic for PBL educations. We present the co-education of master course students and business people by PBL in Education Network for Practical Information Technologies (enPiT) performed by Ministry of Education, Culture, Sports, Science and Technology in the Japanese government. We introduce the AIIT enPiT curriculum and perform the PBL with master course students and business people. The effectiveness of our coeducation is evaluated in questionnaires. The answers to the questionnaires show that our co-education is effective and we learn three lessons.
基于项目的学习(Project Based Learning, PBL)是一种让学生解决现实问题并获得实际解决问题的知识和技能的教学方法。高等工业技术学院(AIIT)基于PBL活动(称为AIIT PBL)向硕士班学生授予硕士学位。AIIT的学生以商务人士居多,因此研究生与商务人士的共同教育是PBL教育的一个重要课题。本文介绍了日本政府文部科学省实施的实用信息技术教育网络(enPiT)中,利用PBL对硕士班学生和商务人士的共同教育。我们引进AIIT enPiT课程,并与硕士生和商务人士进行PBL。我们男女同校的有效性是通过问卷来评估的。调查问卷的答案表明,我们的男女同校是有效的,我们学到了三个教训。
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引用次数: 1
Study on the correlation of mental health, resilience and stress events of college students 大学生心理健康、心理弹性与应激事件的相关性研究
Wu Yue, Liu Fangli
Objective: to observe and discuss the correlation of mental health, resilience and stress events of college students. Method: a total of 320 undergraduates were surveyed through questionnaires by using College Students Resilience Scale, Adolescent Stress Event Scale and Symptom Check List 90. Results: the correlation between resilience and mental health is significant (P <0.05 or P <0.01), and the resilience could predict the mental health positively; the correlation between the resilience and the stress events is significant (P <0.05 or P <0.01); stress events is significantly positively correlated with mental health (P <0.01). Conclusion: The correlation of college students' mental health, resilience and stress events is significant, and improving the resilience level of college students is helpful to reduce the adverse effects of stress events and improve the mental health of college students.
目的:观察和探讨大学生心理健康、心理弹性与应激事件的相关性。方法:采用《大学生心理弹性量表》、《青少年应激事件量表》和《症状检查表90》对320名大学生进行问卷调查。结果:心理弹性与心理健康呈显著或极显著相关(P <0.05或P <0.01),心理弹性对心理健康有正向预测作用;弹性与应激事件的相关性显著(P <0.05或P <0.01);应激事件与心理健康呈显著正相关(P <0.01)。结论:大学生心理健康、心理弹性与应激事件的相关性显著,提高大学生心理弹性水平有助于减少应激事件的不良影响,改善大学生心理健康状况。
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引用次数: 1
Research on enhancing non-major students' abilities based on constructivism 基于建构主义的非专业学生能力提升研究
Xinxiu Wen, Zeping Yang, Zhanquan Wang
Improving students' abilities of computational thinking and professional problems solving is an urgent issue for non-major students who live in the information age. This paper first analyzes the reasons of the above issue from time gap and guide absence. Constructivism learning theory is then introduced as the guiding principle, and its four core characteristics are elaborated by the computer innovative practice base of East China University of Science and Technology (ECUST). Furthermore, the project based collaborative learning process is illustrated step by step to solve the existed problem. In the end, four years' experimental result shows the method is effective in improving students' abilities of analyzing professional problems, solving professional problem and cultivating computational thinking.
提高学生的计算思维能力和解决专业问题的能力是生活在信息时代的非专业学生迫切需要解决的问题。本文首先从时间差距和指导缺失两方面分析了造成上述问题的原因。以建构主义学习理论为指导思想,结合华东理工大学计算机创新实践基地阐述了建构主义学习理论的四个核心特征。在此基础上,逐步阐述了基于项目的协同学习过程,以解决存在的问题。最后,四年的实验结果表明,该方法对提高学生分析专业问题、解决专业问题和培养计算思维的能力是有效的。
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引用次数: 0
A case study of ICT used by big data processing in education: discuss on visualization of RE research paper 信息通信技术在教育大数据处理中的应用——关于RE研究论文可视化的探讨
Keiko Tsujioka
The latest technologies and information have been introduced one after another at the present field of education. On the other hand, however, it is questionable, whether those technologies and information are understood conveniently. In the case of research papers, for example, is really it true that the paper has been written well about her/his idea, in which the author would like to express? From those questions, we have carried out a survey of research papers. In this paper, we have an awareness especially concerning with academic writing as our core research question. As one of the problem solving, we have extracted the main problems of writing and found out the solution by referring to visualized RE research paper in the field of mechanical technologies. We consider that the contents of the visualized RE (Rotary Engine) research paper are written clearly and logically about the latest technologies and information.
在当今的教育领域,最新的技术和信息层出不穷。然而,另一方面,这些技术和信息是否被方便地理解是值得怀疑的。例如,在研究论文的情况下,这篇论文是否真的写得很好,关于她/他的想法,作者想表达的?根据这些问题,我们对研究论文进行了调查。在本文中,我们特别关注学术写作作为我们的核心研究问题。作为问题的解决之一,我们通过参考机械技术领域的可视化RE研究论文,提取了写作中的主要问题,并找到了解决方案。我们认为可视化的RE(旋转发动机)研究论文的内容写得清晰而有逻辑,涉及最新的技术和信息。
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引用次数: 6
期刊
Proceedings of the 6th International Conference on Information and Education Technology
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