As If … A Game Theory Perspective on Self-Access Learning

IF 0.4 Q4 EDUCATION & EDUCATIONAL RESEARCH
Dominic G. Edsall
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引用次数: 0

Abstract

The applicability of game theory (Osborne, 2004) to the design and management of learning activities within a self-access learning center is discussed in relation to encouraging unmotivated students to engage more with autonomous study. Through discussion of some basic principles of game theory and how they might apply to self-access learning, a theoretical example is used to demonstrate how the costs and rewards of activities can be balanced using game theory in such a way as to encourage students to complete activities in order to foster autonomy and motivation. Further examples from game theory are provided to show how it can explain some of the counterintuitive results often seen in self-access learning at Japanese universities. Possible future quantification metrics are briefly discussed in relation to the human-capital and social-capital costs and payoffs involved in student use of self-access learning centers. A game theory perspective on self-access learning may offer the potential benefit of providing a quantitative model that might allow the application of artificial intelligence and a complex dynamic systems approach to student usage data.
自我获取学习的博弈论视角
讨论了博弈论(Osborne,2004)在自主学习中心内学习活动的设计和管理中的适用性,以鼓励没有动力的学生更多地参与自主学习。通过讨论博弈论的一些基本原则以及它们如何应用于自主学习,以一个理论例子来展示如何利用博弈论来平衡活动的成本和回报,从而鼓励学生完成活动,以培养自主性和动机。提供了博弈论的进一步例子,展示了它如何解释日本大学自主学习中经常出现的一些违反直觉的结果。简要讨论了未来可能的量化指标与学生使用自助学习中心所涉及的人力资本和社会资本成本和收益的关系。从博弈论的角度看待自我访问学习可能会提供一个定量模型的潜在好处,该模型可能允许将人工智能和复杂的动态系统方法应用于学生使用数据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Studies in Self-Access Learning Journal
Studies in Self-Access Learning Journal EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
1.40
自引率
50.00%
发文量
32
审稿时长
8 weeks
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