Conceptual model for e-learners performance improvement based on game theory

K. Suwais, Ayham Fayyoumi, A. Zarrad
{"title":"Conceptual model for e-learners performance improvement based on game theory","authors":"K. Suwais, Ayham Fayyoumi, A. Zarrad","doi":"10.1109/CIVEMSA.2013.6617403","DOIUrl":null,"url":null,"abstract":"Information and Communication Technologies have changed the way people live and work. In the education field, the ICT evolution is increasingly supporting innovative methods of learning and many universities are investing in creating their own e-Learning Environments. Besides, learners' performance still and issue, the social learning theory states that people can learn by observing the behavior of others and the outcome of those behaviors. Furthermore, the theory also mentions that other people will most likely exhibit the behavior if the outcome is positive. This research proposes a game theory based model to enhance learners' performance (in terms of rate of interaction, participation/contribution and attendance). Researchers presented a novel model (CEM) composed of three loosely-coupled components for enhancing the cooperation and communication levels between learners in e-Learning Environments (eLE). Each learner represents a player in a “game” within the eLE. The model used for setting the list of positive and negative activities, storing players' actions and evaluating players' behavior throughout the game. The performance of CEM has been evaluated based on the mean values and the ratio of positive actions taken by all groups in a particular class session.","PeriodicalId":159100,"journal":{"name":"2013 IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications (CIVEMSA)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 IEEE International Conference on Computational Intelligence and Virtual Environments for Measurement Systems and Applications (CIVEMSA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIVEMSA.2013.6617403","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Information and Communication Technologies have changed the way people live and work. In the education field, the ICT evolution is increasingly supporting innovative methods of learning and many universities are investing in creating their own e-Learning Environments. Besides, learners' performance still and issue, the social learning theory states that people can learn by observing the behavior of others and the outcome of those behaviors. Furthermore, the theory also mentions that other people will most likely exhibit the behavior if the outcome is positive. This research proposes a game theory based model to enhance learners' performance (in terms of rate of interaction, participation/contribution and attendance). Researchers presented a novel model (CEM) composed of three loosely-coupled components for enhancing the cooperation and communication levels between learners in e-Learning Environments (eLE). Each learner represents a player in a “game” within the eLE. The model used for setting the list of positive and negative activities, storing players' actions and evaluating players' behavior throughout the game. The performance of CEM has been evaluated based on the mean values and the ratio of positive actions taken by all groups in a particular class session.
基于博弈论的网络学习者绩效提升概念模型
信息和通信技术改变了人们的生活和工作方式。在教育领域,信息通信技术的发展日益支持创新的学习方法,许多大学正在投资创建自己的电子学习环境。此外,学习者的表现仍然和问题,社会学习理论认为人们可以通过观察他人的行为和这些行为的结果来学习。此外,该理论还提到,如果结果是积极的,其他人最有可能表现出这种行为。本研究提出了一个基于博弈论的模型来提高学习者的表现(在互动率、参与/贡献和出勤率方面)。为了提高网络学习环境中学习者之间的合作与交流水平,研究人员提出了一个由三个松散耦合组件组成的新模型(CEM)。每个学习者代表eLE中“游戏”中的一个玩家。该模型用于设置积极和消极活动列表,存储玩家的行动并在整个游戏过程中评估玩家的行为。CEM的表现是根据在特定课堂上所有小组采取的积极行动的平均值和比率来评估的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信