Proceedings of the 2022 6th International Conference on Education and E-Learning最新文献

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Factors Affecting Grade Eight Students' Learning Motivation in Chinese Reading when Learning with Flipped Classroom Approach 八年级学生运用翻转课堂学习语文阅读学习动机的影响因素
Jiayao Tang, A. Tse
{"title":"Factors Affecting Grade Eight Students' Learning Motivation in Chinese Reading when Learning with Flipped Classroom Approach","authors":"Jiayao Tang, A. Tse","doi":"10.1145/3578837.3578850","DOIUrl":"https://doi.org/10.1145/3578837.3578850","url":null,"abstract":"With the spread of information technology in Chinese education, the flipped classroom, an innovative learning method with the potential to improve teaching effectiveness, is gradually gaining attention from scholars. However, limited research has been conducted on Chinese language teaching in the flipped classroom, which is a major subject for a large number of Chinese students. It has been shown that the motivation of students to study in flipped classroom activities can be affected by many factors and they may impact the effectiveness of the course. Therefore, this study randomly selected 48 Grade 8 students from Mainland China to participate in three-week Chinese reading flipped classroom activities. Both quantitative (questionnaires) and qualitative (interviews) methods were used to explore which factors significantly impacted students' motivation in the Chinese reading flipped classroom activities and how these factors influenced students from the student's perspective. The results showed that students' self-motivation (e.g., learning will) and self-efficacy (e.g., learning behavior) were the main factors influencing students' motivation to participate in the Chinese reading flipped classrooms, with averages of 4.239 and 4.163 respectively. And students' controlled motivation (e.g. study cognitive) was not a major factor with an average of 2.674. Through thematic analysis, it was concluded that students' self-achievement and exploratory desire stimulated their self-motivation and self-efficacy to learn in the Chinese reading flipped classrooms. In summary, this study provides educators with insights into how to increase student learning motivation.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113931482","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Discussion on Educational Games Based on Unity 基于Unity的教育游戏探讨
Zhiyong Hu, Qing Xu, Guang Huang
{"title":"Discussion on Educational Games Based on Unity","authors":"Zhiyong Hu, Qing Xu, Guang Huang","doi":"10.1145/3578837.3578847","DOIUrl":"https://doi.org/10.1145/3578837.3578847","url":null,"abstract":"At present, educational games have attracted more and more attention.Based on unity engine, an RPG puzzle game for children's education is designed and developed. On the premise of ensuring children's safety, children can explore freely in virtual reality and fully cultivate children's curiosity for knowledge.Let children acquire knowledge and achieve their own development by means of teaching in fun. The main work is as follows: 1. In the aspect of game character movement, the movement control of the character is realized by calling the relevant move function. In order to change the phenomenon that the character takes off when going downhill, the character movement vector is recalculated by ray detection to avoid this problem. 2. In the implementation of UI interaction, the interaction between players and game scenes is realized by adding callback functions. Static variables are defined between the roles of the environment, and the interaction status is determined by detecting the variables. 3. In terms of rendering methods, it imitates the non-photorealistic rendering methods in the game in recent years and replaces the default realistic rendering calculation of unity engine. Based on Phong lighting model, non-photorealistic rendering is realized by rewriting the shader. 4. In the game scene, the learning mode and breakthrough mode are constructed to achieve the effect of learning and practice. The purpose of this research paper is to improve the issue of children's education, which is not only an improvement in children's education methods, but also an improvement in the concept of children's parents, to understand education in the information age, and not limited to traditional teaching modes, and to pursue a broader world, and to view the process of the times with a development perspective. It mainly discusses the technology and concept of game scene construction, the implementation of character motion system, the establishment and discussion of UI interaction system, and the elaboration and reconstruction of rendering techniques.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126201213","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Big Data Technology and E-Learning for College Students from the Perspective of MOOCs mooc视角下的大数据技术与大学生E-Learning
Jingbo Zhen
{"title":"Big Data Technology and E-Learning for College Students from the Perspective of MOOCs","authors":"Jingbo Zhen","doi":"10.1145/3578837.3578863","DOIUrl":"https://doi.org/10.1145/3578837.3578863","url":null,"abstract":"In order to realize college students' digital English learning, this paper will carry out relevant research from the perspective of big data technology and massive open online courses(MOOCs). This paper first introduces the basic concepts of big data technology, massive open online courses(MOOCs) and English digital learning and their relationships, then analyzes the advantages of English digital learning, and finally puts forward the realization methods of English digital learning. Based on big data technology and massive open online courses(MOOCs), digital English learning for college students can be realized. This learning method has more advantages and can improve the efficiency, convenience and final quality of students' learning.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134295171","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Gamification of the Middle Ages: Educational Discourse of “Kingdom Come: Deliverance” 中世纪的游戏化:“天国降临:救赎”的教育话语
A. Sukhov
{"title":"Gamification of the Middle Ages: Educational Discourse of “Kingdom Come: Deliverance”","authors":"A. Sukhov","doi":"10.1145/3578837.3578846","DOIUrl":"https://doi.org/10.1145/3578837.3578846","url":null,"abstract":"The growing attention to the Middle Ages in scientific discourse (neo-medievalism, H. Bull, A. C. Arend, S. J. Kobrin), in traditional media and popular culture (e.g. “The Last Kingdom” television series) in turn, led to a widespread representation of medieval theme in digital new media and virtual reality of modern video games. The paper investigates the gamification of the Middle Ages on the example of one of the most historically accurate video games, “Kingdom Come: Deliverance” (KCD). This role-playing game with its careful attention to historical heritage can be an educational game tutorial on medieval history (in the setting of the medieval Kingdom of Bohemia). KCD represents period-accurate society, politics and religion, as well as weapons, clothing, combat techniques, and architecture (recreated with the assistance of architects and historians), historical events, characters and immersive gameplay. The medieval history, boring for some students, takes on fascinating forms of a role-playing video game. The virtual world of KCD can help solve the problem of student motivation and “involvement” (E. Goffman). The emphasis, in this case, is not on the formal academic extrinsic motivation, but on the intrinsic motivation (A. Marczewski) and key drivers for motivation (Y.-K. Chou), provided by the detailed, and historically accurate virtual medieval world of KCD, both at the ludological (gameplay) and narratological (historical plot) levels. This allows us to speak of KCD, as, in fact, gamification of the Middle Ages. In terms of methodology, the study uses the actual models and theories of gamification (Y.-K. Chou, A. Marczewski, S. Deterding, R. Bartle), the dichotomy of ludology and narratology (G. Frasca, J. Juul), the non-reductionist approach (I. Bogost), the concept of the “involvement” (E. Goffman), the principle of historicism and regional typology. The findings of the paper can be useful for modern educational, historical, cultural and game studies.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133970790","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Interface design guidelines for low literature users: a literature review 低文学用户的界面设计指南:文献综述
Leonor GuimarãEs, Nuno Martins, Leonardo Pereira, E. Penedos-Santiago, Daniel Brandão
{"title":"Interface design guidelines for low literature users: a literature review","authors":"Leonor GuimarãEs, Nuno Martins, Leonardo Pereira, E. Penedos-Santiago, Daniel Brandão","doi":"10.1145/3578837.3578842","DOIUrl":"https://doi.org/10.1145/3578837.3578842","url":null,"abstract":"The study presented in this paper is part of the investigation project “Echoing the Communal Self (ECHO)”, consisting of the development of an online platform that identifies, interprets and disseminates current self-regulated community practices in social housing neighbourhoods in the city of Vila Nova de Gaia, in Portugal. This online platform intends to reach individuals of similar disadvantaged communities, aiming to stimulate, teach and guide them towards the replication of such good practices. Given that most of these individuals show low levels of education and literacy, this study intends to identify a set of guiding UX and UI principles that will serve as a base to the development of the online platform, guaranteeing its efficient usage by this target group. The methodologies were based on a literature review in the fields of UX and UI; serving as the basis for a first sketch of the interface. This study results show that UIs for low literacy users should be simple, clear and objective, considering the users pains and difficulties.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134604913","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Proceedings of the 2022 6th International Conference on Education and E-Learning 2022年第六届教育与电子学习国际会议论文集
{"title":"Proceedings of the 2022 6th International Conference on Education and E-Learning","authors":"","doi":"10.1145/3578837","DOIUrl":"https://doi.org/10.1145/3578837","url":null,"abstract":"","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116408619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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