新冠肺炎疫情期间电子学教学过程网络游戏的构建

R. Salas-Rueda, C. Alvarado-Zamorano, J. Ramírez-Ortega
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引用次数: 0

摘要

背景/目的-在2019冠状病毒病大流行期间,教师被要求使用各种技术工具更新学校活动。本混合研究的目的是通过数据科学对电子学3.0版组合电路单元的教学过程中的数字游戏进行构建和使用分析。材料/方法- DGE 3.0版本促进了远程模式下新教育空间的构建。这个网页游戏由一个模拟器组成,它通过逻辑门呈现两个变量的输出函数的内容和它们的表示。该研究的参与者是15名电子和电气工程专业的学生,他们在2021学年在墨西哥国立自治大学学习了数字设计课程。结果-机器学习(线性回归)结果表明,DGE 3.0版网页游戏的界面、设计和颜色对学生在电子领域的知识吸收和技能发展有积极的影响。另一方面,决策树技术确定了关于DGE 3.0版本使用的六个预测模型。结论——网络游戏等技术进步可以促进任何地点的教学过程。
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Construction of a Web Game for the Teaching-Learning Process of Electronics during the COVID-19 Pandemic
Background / purpose – During the COVID-19 pandemic, teachers were required to update school activities using various technological tools. The aim of this mixed research was the construction and usage analysis of the Digital Game for the teaching-learning process on Electronics (DGE) version 3.0 in the Combinational Circuits unit through data science. Materials / methods – DGE version 3.0 facilitates the construction of new educational spaces in the distance modality. This web game consists of a simulator that presents the contents of the output function for two variables and their representation through logic gates. The participants of the study were 15 electronic and electrical engineering students who took a digital design course at the National Autonomous University of Mexico during the 2021 academic year. Results – The machine learning (linear regression) results indicate that the interface, design, and color of the DGE version 3.0 web game positively influenced the students’ assimilation of knowledge and skills development in the field of electronics. On the other hand, the decision tree technique identified six predictive models with regards to the use of the DGE version 3.0. Conclusion – Technological advances such as web gaming can facilitate the teaching-learning process from virtually any location.
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来源期刊
Educational Process International Journal
Educational Process International Journal Social Sciences-Education
CiteScore
3.40
自引率
0.00%
发文量
10
审稿时长
20 weeks
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