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11.
This paper describes an innovative way of randomly collecting handwritten homework in calculus classes with approximately 50 students using a standard deck of cards, which does not place an excessive burden on faculty with regard to grading. In addition to the increased awareness students develop in structuring a mathematical solution, the strategy has been successful in increasing classroom attendance, which the literature suggests leads to increased attainment. Along with personal observations and empirical data indicating that the scores from the randomly collected homework assignments strongly correlate with exam performance, perceptions of students are included, which show that students are strongly supportive of the method used.  相似文献   
12.
The impact of the Covid-19 pandemic has presented challenges in medical education particularly, with development of online learning in a short time period. Notably there has been a significant increase in the use of digital technology applications to meet this challenge. For instance, in the first quarter of 2020 the game-based software Kahoot! reported a threefold increase in players and a fivefold increase in asynchronous learning globally. However, there is limited research into the use of game-based digital technology applications such as Kahoot! and the associated learning theories, particularly in histology, anatomy, and medical education. This scoping review explored the utilization, outcome scores, and student perceptions of learning with the application of Kahoot! in histology, anatomy, and medical education. Online databases were used to identify articles published between 2013 and 2021 from which 12 articles were included in the review. The majority of articles supported positive student outcomes including improved collaborative learning, improved knowledge of content, attendance, and participation. Minor negative aspects included increased time on task, overwhelming learning content, and distractions due to gadgets. None of the articles included a control group. The main educational theories identified were active learning followed by social and constructivism learning theory. In light of the Covid-19 pandemic a rapid and fundamental shift in how digital applications are being used in educational institutions has evolved. Further research on learning frameworks and studies with control groups is required to evaluate Kahoot! as a potentially valuable online application in histology, anatomy, and medical education.  相似文献   
13.
[目的/意义]对国外高校图书馆游戏与游戏化实践进行调查,总结其经验与教训,得出对我国高校图书馆开展游戏与游戏化实践的启示。[方法/过程]通过文献研究法和网络调查法,总结出国外高校图书馆开展游戏与游戏化的三种形式:游戏馆藏、基于游戏的学习和游戏化,分析其各自作用,指出存在的问题并提炼可供国内高校图书馆借鉴的内容。[结果/结论]由国内外实践情况引发对图书馆内游戏与游戏化服务的思考,提出相关建议,其中设立专门的游戏实验室/创客空间、对多平台的支持、引进相关人才、发动校内学生群体、与校内外部门机构开展合作是成功进行此类实践的保障。  相似文献   
14.
刘世豪 《教育技术导刊》2019,18(11):222-224
随着教育信息化的发展,教育游戏积极融入教学活动之中,已拥有广大受众。它既符合当代信息化教育发展趋势,本身也具有黏性作用。从动机性刺激、沉浸式体验、迎合本能性3个方面对教育游戏化的黏性进行分析,以期为教育游戏开发合理性与创新性研究提供参考,改进教学模式。  相似文献   
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16.
Most graduate programs in management require students to carry out a substantive research project. However, few management students have a comfortable command of the statistical techniques needed to realize such quantitative projects. This can lead to student anxiety and stress, which challenges instructors to devise ways to build students’ self-efficacy with statistical analysis. Drawing on game-based learning principles, we developed an exercise to help students in a graduate-level research methods course practice these statistical techniques. Designed around a series of four gamified challenges, students perform basic statistical analyses (correlations, t-tests, and simple linear regression) to solve puzzles and unlock a reward hidden in a mysterious red envelope. We used the exercise on seven occasions (five times in the methods course and twice in a graduate program preparatory course). After launching it in fall 2021, we observed that students were engaged and enthusiastic about the exercise. To ascertain its effectiveness more systematically, we collected data in five subsequent sections using a pretest/posttest design (N = 84) which showed that perceptions of statistics self-efficacy increased following the exercise. We conclude by suggesting that our exercise can be tailored to other learning contexts such as management and statistics-centered courses.  相似文献   
17.
Gamification is defined as the use of game design elements in a nongame context. While gamification is not a new concept, new dynamics are unfolding that may cause more businesses, educators, and librarians to consider the use of game-like elements into future endeavors. In addition to more generation Y or millennials entering higher education and the workplace, there has been a significant acceptance of routinely using smartphones and playing games. This column will explain what gamification is, provide an overview of the benefits and concerns surrounding gamification, and describe how and where it is currently being used.  相似文献   
18.
[目的/意义]针对新生代用户群体对信息检索系统的需求,提出一种游戏化信息检索系统的理论模型,实现激发用户使用检索系统的兴趣,支持用户的信息检索与交互以及鼓励用户持续使用的目标。[方法/过程]基于游戏化基础理论、相关框架及信息检索系统的机制,对不同游戏元素进行组合,在考虑不同游戏元素与规则之间关系的前提下,设计具有特定功能的模块,实现游戏元素在非游戏情境中的应用。[结果/结论]为构建游戏化信息检索系统的理论模型,确定20种游戏元素,并按其功能进行组合,设计出12类游戏模块,包括5类简单模块和7类复合模块,使信息检索系统具备游戏功能。提出的构建思路和理论模型弥补当前游戏化信息检索领域研究的不足,为开发游戏化信息检索系统及后续的相关研究提供了理论框架。  相似文献   
19.
[目的/意义]探讨公众科学,即一种通过招募普通大众协作进行科研工作的众包模式下,任务特征及游戏化设计对用户参与意愿影响,为有效优化公众科学项目任务设计及游戏化应用提供指导建议。[方法/过程]基于工作特征模型和自我决定理论,构建公众科学项目用户参与意愿的影响因素理论模型,解释公众科学任务特征如何通过满足公众的基本心理需求进而影响公众参与意愿,并讨论游戏元素对任务特征与基本心理需求关系的调节作用。实证采用组间实验(游戏化设计组vs.对照组)获取506份有效数据,并通过结构方程模型方法对理论模型进行验证。[结果/结论]数据分析结果表明,个体的三种基本心理需求对参与意愿都具有正向影响作用;公众任务的重要性对归属有正向影响作用,反馈性对胜任有正向影响作用,复杂性对胜任有反向影响作用;而游戏化设计对任务特征与参与者心理需求的关系存在调节作用。  相似文献   
20.
为厘清 Hyperledger Fabric 的两级证书系统设计思路,深入理解与运用 Fabric 项目的身份管理模块,依 据“Fabric 协议规范”内容整理并简要阐述 Fabric 两级证书体系设计方案,着重分析交易证书结构、公私钥对生成算法及身份监管实现方法。在此基础上,指出交易证书结构及密钥对生成算法存在的不足,提出一种改进方案,并论证改进方案在实现交易之间无关联、交易匿名与身份追溯功能方面的可行性,发现其算法效率较“Fabric 协议规范”中方案具有一定提升。  相似文献   
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