Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Tingxin Song, Chaofeng Zhang, Wei Wang
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引用次数: 0

Abstract

Operations research is an applied mathematics discipline aimed at providing optimal solutions for complex systems and decision-making processes. However, the theoretical aspects of operations research can often be abstract, making it challenging and potentially tedious for students with a weaker foundational background. To address this issue, game-based learning has been introduced into operations research education in recent years, demonstrating promising results. In this context, gamified learning is seen as a potential solution to enhance student motivation and classroom engagement. Although gamification has been explored in education, its application in operations research, especially within a complex mathematical domain, remains under-researched. These games transform abstract operations research theories into concrete scenarios and problems, allowing students to learn and apply operations research knowledge through interactive play. This study aims to investigate students’ perceptions and attitudes toward game-based operations research classrooms using fuzzy set joint analysis. By employing fuzzy conjoint analysis, we aim to provide a nuanced understanding of student preferences and optimize gamified teaching strategies. In the investigation process, 83 students from School D were selected as the research subjects, and a questionnaire encompassing 16 items was administered. These items covered various aspects of integrating operations research board games into the classroom, including students’ engagement, cooperation, understanding, and application of operations research knowledge during the game process. By utilizing a Likert seven-point scale to collect students’ responses to each item, the data were subsequently converted into fuzzy sets to assess students’ views on game-based operations research classrooms. The results were used to provide targeted optimization for gamified teaching. Group experimental results involving the 83 students showed that gamified teaching in operations research has a positive impact on students’ learning of the subject. This finding holds significant implications for educators and teaching practices, offering valuable insights for the design and implementation of future operations research teaching methods.
基于模糊联合分析法的游戏化课堂教学模式设计研究
运筹学是一门应用数学学科,旨在为复杂系统和决策过程提供最佳解决方案。然而,运筹学的理论方面往往是抽象的,对于基础背景较弱的学生来说,这使得它具有挑战性和潜在的乏味。为了解决这一问题,近年来将基于游戏的学习引入运筹学教育,并取得了可喜的成果。在这种情况下,游戏化学习被视为提高学生积极性和课堂参与度的潜在解决方案。虽然游戏化已经在教育中进行了探索,但它在运筹学中的应用,特别是在复杂的数学领域,仍然没有得到充分的研究。这些游戏将抽象的运筹学理论转化为具体的场景和问题,让学生在互动游戏中学习和应用运筹学知识。本研究旨在运用模糊集联合分析法,探讨学生对游戏型运筹学课堂的认知与态度。通过使用模糊联合分析,我们的目标是提供对学生偏好的细致理解,并优化游戏化教学策略。在调查过程中,选取了D学校的83名学生作为研究对象,进行了包含16个项目的问卷调查。这些项目涵盖了将运筹学桌游融入课堂的各个方面,包括学生在游戏过程中对运筹学知识的投入、合作、理解和应用。通过使用李克特七分制来收集学生对每个项目的反应,随后将数据转换为模糊集,以评估学生对基于游戏的运筹学教室的看法。研究结果可为游戏化教学提供针对性的优化。83名学生的小组实验结果表明,运筹学游戏化教学对学生的学科学习有积极的影响。这一发现对教育工作者和教学实践具有重要意义,为未来运筹学教学方法的设计和实施提供了有价值的见解。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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