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1.
Analysis on stability of strategic alliance: A game theory perspective   总被引:1,自引:0,他引:1  
INTRODUCTION Strategic alliances have become an increasing incidence and important practice of firms pursuing various kinds of economic objectives in the last two decades of the 20th century, as globalization becomes the most important feature of the global economy. From statistical data, there exist 60 strategic alliances on average over the time frame of the Fortune top 500 companies. As a newly emerging organization pattern, strategic alliances have been accepted as one of the most eff…  相似文献   

2.
Language tips语言小贴士Handin交上※Handyourpapersin.把你们的卷子交上来。Beallowedto允许做某事※MayIbeallowedtousethistypewriter?我能用一用这架打字机吗?文中“Rainstoppedplay”意思是“下雨,比赛取消”。46A game of cricket?~~  相似文献   

3.
INTRODUCTION The Santa Fe Institute Artificial Stock Market (SFI-ASM) is a stochastic discrete event agent based model that simulates a market in which a number of agents choose between investing in a risk-free bond with a fixed interest rate, and a stock with an autore- gressive stochastic dividend. In contrast to mathe- matical models of stock markets based on unrealistic assumptions of agents’ knowledge and processing power, the model had been shown to demonstrate features observe…  相似文献   

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5.
In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students?? learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning performance is often not as good as expected. Learning styles have been recognized as being an important human factor affecting students?? learning performance. Previous studies have shown that, by taking learning styles into account, learning systems can be of greater benefit to students owing to the provision of personalized learning content presentation that matches the information perceiving and processing styles of individuals. In this paper, a personalized game-based learning approach is proposed based on the sequential/global dimension of the learning style proposed by Felder and Silverman. To evaluate the effectiveness of the proposed approach, a role-playing game has been implemented based on the approach; moreover, an experiment has been conducted on an elementary school natural science course. From the experimental results, it is found that the personalized educational computer game not only promotes learning motivation, but also improves the learning achievements of the students.  相似文献   

6.
Educational technology research and development - Serious games for learning have received increased attention in recent years. However, empirical studies on students’ gaming experiences...  相似文献   

7.
This paper reports a novel, mobile-assisted, game-based learning design for Chinese character learning. In playing the ‘Chinese-PP’ game in a 1:1 (one-device-per-student) setting, each of the 31 target students in Primary 3 (9 years old) is assigned a Chinese character component. A student may make use of his/her own and peers’ character components to form a legitimate Chinese character, and invite the peers with matching components to join his/her group. The intention is to assist the students in developing general orthographic awareness (understanding the structures of Chinese characters) through social negotiation. In this paper, the students’ collaborative learning processes in three game sessions were analysed. The relationships between students with varied learning styles and their game behaviours and learning gains were unveiled as a result. Through the Chinese-PP learning activities that stimulated active peer coaching and social learning, we found that all the target students became active learning participants and achieved high learning gains in the last game session. Recommendations for the future development of such a novel learning approach will also be given.  相似文献   

8.
The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students’ performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies—RPG exploratory with worked-example and RPG exploratory without worked-example—and two levels of prior knowledge—high prior knowledge and low prior knowledge—were examined in the study. The 5E Instructional Model was employed as a learning framework in the RPG game design of The Alchemist’s Fort. One hundred and fifteen eighth-grade students from a Taiwanese school voluntarily participated in the 3-week experiment. The results indicate that (1) significant worked-example effect was revealed on knowledge comprehension and marginal worked-example effect occurred on knowledge application; (2) regardless of the type of exploratory strategy employed, learners showed mild positive motivation toward learning chemistry via a 3D RPG game; (3) higher prior-knowledge learners outperformed their lower prior-knowledge peers on performance measures; and (4) high prior-knowledge learners showed a higher degree of motivation in self-efficacy and science learning value than did the low prior-knowledge learners; however, lower prior-knowledge learners revealed higher learning environment stimulation than did their high prior-knowledge peers.  相似文献   

9.
《文科爱好者》2004,(22):50-54
学习要点预热 张老师:Hello,boys and girls!同学们:Hello,sir!张老师:我们每天会遇到很多的人和事,我们对这些事往往有自己的看法:或者喜欢.或者不喜欢。是吧.小明?  相似文献   

10.
Educational technology research and development - Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the...  相似文献   

11.
Today’s societies place challenging demands on individuals, who are confronted with complexity in many parts of their lives. What do these demands imply for key competencies that individuals need to acquire? Defining such competencies can improve assessments of how well prepared young people and adults are for life’s challenges, as well as identify overarching goals for education systems and lifelong learning. Why are competencies so important today? The PISA 2000 results underline the importance of student engagement. PISA found strong relationships between students’ attitudes, learning strategies and performance. In addition to skills related to specific parts of the school curriculum, students need to be equipped with some general competencies to solve life’s challenges. As they progress to adulthood, they need to learn to be able to complete not just pre-rehearsed exercises, but must also be able to solve problems set in unfamiliar situations by thinking flexibly and pragmatically. PISA 2003 therefore made a first-time assessment of students’ problem-solving skills. Findings revealed that just under one in five 15-year-olds in OECD countries are ‘reflective, communicative problem solvers’ able to tackle difficult tasks and also just under one in five students have problem-solving skills that cannot even be classified as ‘basic problem solvers’. What could be the basic problem and what resolution can be sought for? There are several examples in learning theory that suggests promises which need to be revisited. Barr and Tagg [From teaching to learning. Change. November/December pp. 13–25. Retrieved June 15, 2006 from http://critical.tamucc.edu/~blalock/readings/tch2learn.htm, 1995] defined the differences of paradigms in terms of learning theory comparing the notions of ‘teaching’ and that of ‘learning’, obviously expressing preferences to the later for its more in-depth effect on the learner. One of the main learner-centric approaches providing adequate positive results is problem based learning (PBL). This paper revisits the pedagogic theory behind PBL and examines it through a practical case study of a TeaM challenge game [TeaM challenge games: http://kihivas.ini.hu] with respect to its value in teacher education. It will concentrate on issues centred around:
  • Traces of use of higher order thinking skills—according to Bloom’s taxonomy.
  • Pedagogic pre-assumptions (designer’s side): requirements for design and supposed impact of students and teachers.
  • Assignment within teacher training (training side): as the task of setting up such game is performed within Informatics teacher training at ELTE University and games were launched into public education.
  • Pedagogic realities (facilitator’s side): how the teachers at a specific participant school viewed their role, the game, its impact and pedagogic value, its role in fulfilling the National Curriculum and its benefit for students.
  • Indirect impact (staff’s side): how the game has affected the whole staff at school and what impact it had of the attitude of teachers.
  • Results (evaluator’s side): how the game was evaluated in several ways and what new methods it has introduced into public education.
  相似文献   

12.
Jerold Mathews 《Resonance》2009,14(2):172-178
This is an expository article showing how Zeck-endorf’s Theorem (every positive integer can be represented in one and only one way as the sum of non-consecutive Fibonacci numbers) can be used to construct a number-guessing game invented by Professor George Andrews. Jerold Mathews is professor (emeritus) of mathematics at Iowa State University, Ames, Iowa, USA, where he served on the faculty from 1961–1995. His interests include research in point set topology, history of mathematics and writing textbooks. He enjoys reading, photography and helping international students learn English.  相似文献   

13.
The purpose of this study is to examine the effects of different modes of competition on science learning in a game-based learning (GBL) environment. Some key motivational constructs such as learning goals, performance goals, and perceived ability were also investigated. One hundred ninety-five students from a secondary school in Taiwan were randomly assigned to three conditions (anonymous competition, non-anonymous competition, and a control group) in a GBL environment to learn the concepts of force and balance. The results suggested that students in both the anonymous competition and non-anonymous competition groups outperformed students in the control groups. Additionally, we found that the students in the anonymous competition group reported higher learning goals and higher perceived ability than the control group did, whereas students in the non-anonymous competition group reported higher performance goals than the control group did. This study extends findings from previous research on the influences of GBL on learning and motivation.  相似文献   

14.
从2006年6月9日起一个月内全世界将高唱同一首歌,这就是世界杯主题曲。动人的弦律、激昂的歌声一定会打动全世界人民的心,给他们留下永恒的回忆。  相似文献   

15.
王者归来 《成长》2006,(6):73-73
两年前,刚刚上大一的我,在一个同学的带领下,参加了北京的一个war game俱乐部,也就是通常所说的仿真枪战游戏。第一次玩这种枪战游戏,我就对它着了迷。当时,我们还什么都不懂,只是一人拎着一把仿真枪,在俱乐部事先设置好的障碍物之间和“敌人”交上了火。那时,我们几个同学都是新手,也不懂得什么战术,只是捧着枪,一顿疯狂扫射。  相似文献   

16.
Spirit of the game: Empowering students as designers in schools?   总被引:1,自引:0,他引:1  
The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engagement among students. It is not the intention of the papers to dismiss existing classroom practices or overlook accounts of innovative practices in schools; the papers' aim is to provide educators who are interested in exploring the use of computer games in schools with information and ideas about how these games may be effectively used to engage students in their learning. This paper questions whether the empowerment of students to create games for one another based on the school curriculum may address the insignificance of computer games in the sociocultural setting of the school. Both papers have been commissioned by Microsoft (Asia‐Pacific) under the Partners‐In‐Learning Initiative. Under this initiative, Microsoft establishes partnerships with ministries of education, national and local government bodies, and other stakeholders to empower students and teachers to realize their full potential, mediated by information and communication technologies.  相似文献   

17.
IntroductionTaxisthemainsourceofthefinancialrevenueofacountry.Itdependslargelyonthegrossnationalproduction,whichisinturndeterminedtoasignificantextentbythegrowthoffirms[1-2].So,inordertoincreasetaxrevenues,thegovernmentshouldpaysufficientattentiontothechoiceoftaxrateswhichmayaffecttheeconomicbehaviorofafirm,suchasinvestmentstrategy,capitalstructureanddividendpolicy[3-5].Therefore,itisinappropriateforthegovernmenttotakesomeofthekeyeconomicvariablesofthefirmasexogenousinalongperiod.Whenselectin…  相似文献   

18.
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in raising awareness about educational topics, acquiring new knowledge and skills by enabling learners to engage and participate in situations that would otherwise be impossible to experience (Corti 2006). Although learning with the use of serious games is similar to traditional learning in several cognitive respects, there are noted differences in the learning style and structure of learning using serious games. The success of learning using serious games lies in the actual involvement of a participant playing the game, which in turn, creates increased cognitive links with real-life situations allowing the individual to make relevant associations, to use mnemonic strategies with the facilitation of multi-dimensional educational aids (e.g., visual, auditory). Some of the beneficial aspects of learning with the use of serious games include the elevation of several cognitive skills, which are directly or indirectly implicated in the learning process. Among them are attention and visuo-spatial abilities, memory and motor skills. However, several barriers have been noted that fall into two general categories: a) health issues (e.g., cognitive strain, headaches) and b) psychological issues (e.g., social isolation, emotional disturbances). Since the training conditions are learner-centered and highly determined by the individual, there is increased need for evaluating the learning outcomes using specific success indicators. Examples of games that are designed to facilitate IGL are scarce, while there are no examples of IGL games in most EU countries. The purpose of this paper is to critically evaluate the current literature of theories on learning through serious games in adults and the elderly with reference to the cognitive mechanisms implicated, benefits and barriers in learning using new technologies in different generations. Secondly, this paper reviews the existence of serious games designed to facilitate IGL in Europe, as well as the characteristics of serious games in raising awareness that could be used to facilitate IGL. In doing so, specific focus is placed on the development of success indicators that determine the effectiveness of serious games on raising awareness on IGL.  相似文献   

19.
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the development of a software project. Through the simulation of a real-life company, the game aims to enhance experiential learning of human-related issues, such as project team members’ communication and collaboration, which are not easy to be taught through ordinary teaching methods. Roles are assigned to the participating students, who have to overcome problems initiated by non-player-units (software controlled units) while collaborating with other students and the instructor. The instructor, holding a key role in the game, is able to observe the players, intervene and dynamically alter specific game scenario parameters adapting to player encounter difficulties. The environment is combining the experience of a typical game (based on an event-driven SPM scenario and interaction with non-player-units), with the experience of a virtual world (interacting with other players) and has been positively evaluated by the participants regarding the overall game experience and the learning effect.  相似文献   

20.
The aim of this study was to determine the effects of an educational computer game, Lola’s World, on low-performing children’s early numeracy skills. Four preschools with 33 children from families of low socio-economic status (M age = 5.5 years) took part in this study. Of the 33 children, 23 were split randomly into two groups: an intervention group playing a numeracy game (Lola’s World) and an active control group playing an early reading skills game (Lola’s ABC party). The remaining 10 children served as a passive control group. The intervention phase lasted three weeks, during which time the children played the games daily for about 15 min. The children’s numeracy skills were measured using the Early Numeracy Test. Those children (n = 22) who exhibited low numeracy (i.e. at risk for learning difficulties in mathematics) were included in the analyses. The three groups did not differ in terms of parental educational levels or home languages. They were comparable in terms of nonverbal reasoning and the amount of time spent playing. The Lola’s World group improved its early numeracy performance from pretest to post-test. No between-group differences were found. The results are discussed in relation to providing game-based support for low-performing preschoolers.  相似文献   

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