手机教育游戏对当代用户学习行为的影响

IF 4.5 3区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE Journal of Global Information Management Pub Date : 2022-04-07 DOI:10.4018/jgim.313196
Jian Huang, Gege Fang, Yang Liu, Menghan Zhang
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引用次数: 0

摘要

目的是为了应对移动教育游戏用户持续使用率低的问题。本文创新性地引入了深度学习技术来研究移动教育游戏与学习者学习行为的关系。研究发现,学习者的游戏体验与游戏满意度显著相关。估计算法是基于卷积神经网络(CNN)设计的,采用问卷调查法。估计算法的设计工具是计算机系统,问卷使用社交软件。估计算法设计中使用的数据集来源是“世界数独锦标赛”。游戏满意度问卷和学习行为问卷的受试者分别是60名小学生和300名大学生。
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The Impact of Mobile Educational Games on Contemporary Users' Learning Behavior
The purpose is to cope with mobile educational game users' low continuous utilization rate. This thesis innovatively introduces the deep learning technology to study and the relationship between the mobile educational game and learners' learning behavior. It is found that learners' game experience is significantly correlated with game satisfaction. The estimation algorithm is designed based on the convolutional neural network (CNN), and the questionnaire method is adopted. The design tool of the estimation algorithm is a computer system, and the social software is used for the questionnaire. The dataset source used in the estimation algorithm design is “World Sudoku Championship.” The game satisfaction questionnaire and learning behavior questionnaire subjects are 60 primary school students and 300 college students, respectively.
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来源期刊
Journal of Global Information Management
Journal of Global Information Management INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
5.80
自引率
14.90%
发文量
118
期刊介绍: Authors are encouraged to submit manuscripts that are consistent to the following submission themes: (a) Cross-National Studies. These need not be cross-culture per se. These studies lead to understanding of IT as it leaves one nation and is built/bought/used in another. Generally, these studies bring to light transferability issues and they challenge if practices in one nation transfer. (b) Cross-Cultural Studies. These need not be cross-nation. Cultures could be across regions that share a similar culture. They can also be within nations. These studies lead to understanding of IT as it leaves one culture and is built/bought/used in another. Generally, these studies bring to light transferability issues and they challenge if practices in one culture transfer.
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