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1.
This letter proposes a categorization matrix to analyze the playing style of a computer game player for a shooting game genre. Our aim is to use human-centered modeling as a strategy for adaptive games based on entertainment measure to evaluate the playing experience. We utilized a self-organizing map (SOM) to cluster the player's style with the data obtained while playing the game. We further argued that style-based adaptation contributes to higher enjoyment, and this is reflected in our experiment using a supervised multilayered perceptron (MLP) network.  相似文献   

2.
“宝塔体”是中国传统文学的一种游戏性文体,由于体现了中国文字、文学、文化的独特性而受到人们的喜爱。“宝塔体”练习以“宝塔诗”为原型,不仅是汉字、词语,而且可以是语法、语用的有效教学工具。对于对外汉语教师来说,“宝塔体”练习具有较强的实用性和可操作性。对于学生来说,它又具有较强的游戏性——在学习汉语的同时,学生可以获得游戏的快乐,体验中国文字、文学、文化的独特魅力。  相似文献   

3.
This study was conducted to determine factors that promote success in an introductory college computer science course and to determine what, if any, differences appear between genders on those factors. The model included math background, attribution for success/failure, self-efficacy, encouragement, comfort level in the course, work style preference, previous programming experience, previous non-programming computer experience, and gender as possible predictive factors for success in the computer science course. Subjects included 105 students enrolled in an introductory computer science course. The study revealed three predictive factors in the following order of importance: comfort level (with a positive influence), math background (with a positive influence), and attribution to luck (with a negative influence). No significant gender differences were found in these three factors. The study also revealed that both a formal class in programming (which had a positive correlation) and game playing (which had a negative correlation) were predictive of success. The study revealed a significant gender difference in game playing with males reporting more experience with playing games on the computer than females reported.  相似文献   

4.
建筑造型设计通常受到多种限制条件的制约,对限制条件的认知和把握在很大程度上决定了建筑造型设计。文章分析了建筑造型设计的多种制约条件,以此为基础,研究了限制条件对建筑造型设计思考的双重作用。  相似文献   

5.
Gender differences and styles in the use of digital games   总被引:1,自引:0,他引:1  
This paper reports work in progress investigating gender differences and styles in the use of digital games amongst advanced level biology students. It is an elaboration on previous work exploring the relationship between cognitive style and academic performance in Maltese students taking biology at advanced level. In this previous work the cognitive style of 581 (212 male and 369 female) advanced biology students was correlated with their academic performance in five different subjects. Pearson's correlation showed that the wholist–analytic dimension, the verbal–imagery dimension, and gender were not correlated. Regression analysis showed that none of the style dimension combinations had a significant effect on performance in any of the subjects. However, gender proved to be a stronger determinant of performance. These results were interpreted from a cognitive neuroscience perspective. Numerous studies have consistently found gender differences in language and visuospatial skills. Female superiority is seen on tests of both receptive and productive language, and on more complex tasks such as making analogies and creative writing. Males have an advantage in visuospatial reasoning, being more adept at performing disembedding and internal spatial transformations. In view of these results and the constantly reported gender difference in the use of digital games, this paper describes the initial stage of an investigation about gender‐determined propensities to digital media. Different studies claim that males dedicate more time than female students to playing digital games. A marked emphasis on the use of particular game genres by the different sexes is also reported. This reported phenomenon is investigated within the context of Maltese students taking advanced biology. Through a questionnaire, data were collected about the time students spend playing digital games, their preferred platform, and their preferred games. Data were analysed to establish gender differences in the time spent on playing digital games, the preferred platform, the most popular digital games amongst males and female students, and the preferred game genre. The results are interpreted from neurocognitve and psychosocial perspectives. Suggestions are made for possible integration of digital games in learning.  相似文献   

6.
服装造型有立体造型,平面造型,立体平面相结合三种方法。服装造型(结构设计)是款式造型的生命。结构造型设计是服装款式设计的重要表现形式。我国的服装造型(结构设计)处于薄弱现状。我们应将结构造型设计训练纳入款式设计教学中;应加重结构造型设计课的识时量,大力培养学生独立的服装结构造型能力。  相似文献   

7.
直拍反胶打法作为直拍快攻打法的演变打法对延续直拍打法有重大的意义.本人通过对当今世界上优秀的直板反胶运动员马林近几年来十场比赛中左半台的技战术统计分析,发现马林作为一名直板选手能在强调力量和速度的当代乒乓球氛围中依然能打出一片天下与其稳定的三五板技术组合方式有着必然的联系.  相似文献   

8.
游戏是促进学前儿童身心发展的基本途径。日本幼儿园教育高度重视游戏活动的作用,并且在保育实践活动中赋予游戏以重要的地位,这是有其深刻历史渊源的。  相似文献   

9.
The purpose of this investigation was to explore if and how players of digital games think about knowledge and knowing in the context of playing a game. Specifically, the objectives of the study were to examine whether players of an educational simulation game engage with epistemic aims, epistemic ideals, and reliable processes in the context of the game and to describe the nature of these aims, ideals, and processes. An exploratory, multiple-case qualitative study design was employed. Adolescent gamers were asked to think aloud while playing a sustainable development simulation game and were subsequently interviewed about the game. The results revealed that players adopted specific epistemic aims, epistemic ideals, and reliable processes in the context of the game. These were related to three layers of knowing: knowing in the game, knowing about playing the game, and knowing about the game as a representational artifact. Although players were adept in achieving epistemic aims related to knowing in the game and knowing about playing the game, they did not spontaneously engage in critical examination of the game as a representation. The study sheds light on challenges of epistemic thinking in digital games and on some of the ways in which game design can support epistemic thinking.  相似文献   

10.
The study evaluates the linear number board game 100 House. Taking into account Krajewski's (2003, 2013) development model of mathematical competencies, this game supports the development of mathematical competencies in 6-year-old children. The board game design is based on the American cognitive alignment framework approach and aims to enhance the number board game Race to Space (Laski & Siegler, 2014). German 6-year-old children (N = 48) received four game-playing sessions, either counting on from their current position on the board game (count-on condition) or counting their steps from one (count-from-1 condition). In a pretest, posttest, and follow-up session, children's mathematical performance was assessed. The results show that playing the game led to stable improvements, especially in mathematical competencies of the first and second level of the underlying development model. Children in the count-on condition displayed a greater benefit. Supporting mathematical competencies by playing number board games is discussed.  相似文献   

11.
This study explored the in‐game experiences of massively multiplayer online role‐playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play and others. In this study, a total of 808 Korean online gameplayers participated in an online survey. Amongst them, 300 MMORPG players were used as the final sample group. The results showed that joining a game community and playing in teams may help players build their leadership experience in games. The findings also suggest that there is a significant positive relationship between in‐game leadership and offline leadership. However, there were no significant differences in gender regarding in‐game and offline leadership. This study suggests that MMORPGs offer a useful place where people can grow their leadership skills and potentially transfer them into the real world.  相似文献   

12.
目前学前儿童玩电子游戏逐渐趋于普遍化,学前儿童玩电子游戏的大部分原因是为了娱乐放松,玩时很少有家长陪同。针对上述情形,电子游戏设计者应依据儿童的身心特点和年龄特征设计电子游戏,家长应尽量参与儿童玩电子游戏过程以帮助儿童选择游戏类型、控制游戏时间并享受亲子过程。  相似文献   

13.
Research Findings: In Study 1, we observed 32 Chinese kindergarteners playing a number board game with their caregivers in dyads. Number board game playing provided important opportunities for kindergarteners and their caregivers to talk about an array of number concepts, but their numeracy-related exchanges rarely went beyond counting. In Study 2, 88 Chinese kindergarteners and their parents were randomly assigned to 1 of 4 groups, namely, the game with parent training group, the game without parent training group, the exercise book group, and the control group. After a 4-week intervention, kindergarteners in the 3 treatment groups who began as relatively unskilled in numeracy showed comparable improvement in 3 numeracy tasks, and the effect sizes were often larger in the game with parent training group than in the game without parent training group. Moreover, kindergarteners in the 2 game groups tended to show relatively heightened mathematics interest. Practice or Policy: Findings of these 2 studies suggest that number board game playing has the potential benefit of promoting kindergarteners’ numeracy competence and mathematics interest. Training of parents might even optimize kindergarten children’s gains from parent–child number board game playing.  相似文献   

14.
We present a card game suitable for classroom use to provide an interactive and lively experience while studying organometallic reactions, synthesis and catalysis. It is based on a deck of playing cards, and we call it CARS (Catalysis and Reaction Sequences). The object is to arrange a set of random cards served to the player in a correct sequence. The correct sequence is based on the sequence of steps found in the catalytic cycle of a set of reactions. The game is similar to the popular multiplayer card game rummy. We illustrate the game with a set of cards based on the C—C bond forming reactions, but it can be modified by the teacher to suit the topics being taught and could even be converted to a web-based version or a stand-alone study tool operating on a computer.  相似文献   

15.
Theoretical analyses of the development of numerical representations suggest that playing linear number board games should enhance young children's numerical knowledge. Consistent with this prediction, playing such a game for roughly 1 hr increased low-income preschoolers' (mean age = 5.4 years) proficiency on 4 diverse numerical tasks: numerical magnitude comparison, number line estimation, counting, and numeral identification. The gains remained 9 weeks later. Classmates who played an identical game, except for the squares varying in color rather than number, did not improve on any measure. Also as predicted, home experience playing number board games correlated positively with numerical knowledge. Thus, playing number board games with children from low-income backgrounds may increase their numerical knowledge at the outset of school.  相似文献   

16.
Choosing a career is one of the most important decisions that youth has to take but many young people find this a hard issue to engage with. Current career counselling practice does not appear very compelling or motivating to young people. Professional games could provide a more engaging and motivating way of acquiring professional awareness and competence for career decision making and learning. We present the design and effects of playing a game that aims to increase career awareness and adaptabilities in youth (13–19 years). In a Randomized Controlled Trial, 93 high school students from Iceland and Romania were asked to carry out career-oriented activities, with half playing an interactive game and the other half performing a paper-and-pencil version of the same activities. The students were compared on career adaptability, career learning and career awareness scores before and after these interventions. Main results show that engaging players in these career-oriented activities has short term effects on outcome scores for career adaptabilities and for perceptions of career learning competences. Students who played the game report significantly faster growth on career adaptabilities that deal with “concern”, “control” and “confidence”. It can therefore be concluded that introducing game-based learning in career decision support for youth is a promising endeavour.  相似文献   

17.
This study investigated whether competitive and noncompetitive educational mathematics computer games influence four‐ to seven‐year‐old boys’ and girls’ recall of game‐playing experience. A qualitative analysis was performed to investigate what preschool children may have learned through their selective recall of game‐playing experience. A difference emerged in six‐ to seven‐year‐old boys’ and girls’ recall after playing a competitive computer mathematics game, such that boys tended to first recall the consequence of ‘winning and losing’ whereas girls of the same age focused on ‘friendship among animated characters’ in the game. Thus, the qualitative results suggest the possibility that selective attention or selective recall might be partially influenced by gender schemas. Based on the recall sequences, educational noncompetitive computer mathematics games may lead to a better learning outcome for older boys.  相似文献   

18.
为探究暴力游戏中的合作情境是否能够对玩家的攻击性与合作性产生长期影响,以及玩家对于不同人群的攻击性和合作性是否存在差异,对260名宁波在校大学生的游戏经验以及合作和攻击行为进行测量。研究结果发现:(1)相对于以单人形式进入游戏的玩家,长期处于合作情境中的暴力游戏玩家的合作性较高,攻击性较低,这说明暴力游戏中的合作情境能够增加玩家的合作性倾向,降低其攻击性倾向;(2)对于不同的攻击对象,玩家对于游戏内对手的攻击性显著高于对游戏内同伴和现实他人的攻击性,由此说明暴力游戏玩家的攻击性仅针对于游戏内对手,而不会迁移到普遍他人。  相似文献   

19.
20.
In this article, we address how the design of educational scenarios can support teachers’ adoption of both technology and open-ended projects indorsing creativity and innovation. We do that by describing how groups of teachers develop digital learning environments supporting using a combination of GeoGebra and Google sites. Both teachers and pupils work with the concept of “game” as something they design, and furthermore, the pupils immerse themselves into the scenarios that the teachers create in a way similar to “playing a game.” We investigate teachers participation in collaborative development and testing through qualitative means, aiming to describe the teachers’ appropriation of (1) GeoGebra as a tool for doing and teaching mathematics, and (2) game as a metaphor supporting open-ended projects addressing creativity and innovation in the classroom. The data from the project suggest that the notion of “game” can support collaborative scenario design is a viable way of introducing technology and open-ended projects to primary school teachers.  相似文献   

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