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Exploring the impact of smartphone dependency on real-life recreational activities: A theory of planned behaviour study 探索智能手机依赖对现实生活娱乐活动的影响:一种计划行为研究理论
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100906
Saqib Nawaz , Jahar Bhowmik , Tanya Linden , Matthew Mitchell
{"title":"Exploring the impact of smartphone dependency on real-life recreational activities: A theory of planned behaviour study","authors":"Saqib Nawaz ,&nbsp;Jahar Bhowmik ,&nbsp;Tanya Linden ,&nbsp;Matthew Mitchell","doi":"10.1016/j.entcom.2024.100906","DOIUrl":"10.1016/j.entcom.2024.100906","url":null,"abstract":"<div><div>Research indicates that the widespread adoption of smartphones globally has led to increasing instances of problematic use and dependence. This study applies the Theory of Planned Behaviour (TPB) to explore how current smartphone usage patterns influence engagement in Real-Life Recreational Activities (RLRA). In particular, it explores the discrepancy between users’ preference for smartphone use versus their actual use during RLRA, considering socio-demographic variables, overall smartphone usage, and dependency levels. Data were collected from 523 Australian adults via an online survey employing convenience and purposive sampling. Bivariate analysis using the Chi-square test indicated significant associations between preference and actual smartphone use during RLRA with factors like age, parental status, and smartphone dependency. Heavy social media, audio, video, and podcast users particularly demonstrated a higher preference and actual smartphone use during RLRA. Despite most users reducing their smartphone engagement during active participation in RLRA, some users reported unchanged or increased smartphone use due to habits or necessity. The study proposes a theoretical framework to understand the drivers behind increased smartphone use and dependency, particularly in the context of recreational activities. This study highlights the need for multidisciplinary efforts to develop effective interventions for managing excessive smartphone use and dependency, emphasising the importance of integrating various professional perspectives.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100906"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104275","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Design of virtual interactive educational games based on human perception 基于人的感知的虚拟互动教育游戏设计
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100891
Lin Zhao , Jing Huang
{"title":"Design of virtual interactive educational games based on human perception","authors":"Lin Zhao ,&nbsp;Jing Huang","doi":"10.1016/j.entcom.2024.100891","DOIUrl":"10.1016/j.entcom.2024.100891","url":null,"abstract":"<div><div>With the development of human body perception technology and virtual interactive experience, this technology has also been applied more in the field of driver education. However, the technology is not able to achieve 100 % real simulation in the process of simulating driving movement. In order to solve this problem, the study proposes to improve it by using the body sensing control wash-out filtering algorithm, and at the same time, further optimize it by genetic algorithm, and then carry out a study on the virtual interactive driving education game based on the improved technology. The proposed improved algorithm’s performance comparison results validated that it achieved the highest accuracy rate of 96 %, a final accuracy rate of 92 %, a final loss value of 1.99 %, a running time of 6.5 s, and a mean squared error of 3.8 %, all of which surpass the compared algorithm. After conducting experiments on the actual effectiveness of the designed driving education game, the maximum deviation between the simulated X-direction displacement curve of the game and the actual value was found to be 0.06 m, which outperformed the comparative experimental group. Additionally, both the angular displacement curve and perceived acceleration were the most accurate. In summary, the proposed virtual interactive driving education game based on human perception can more accurately reproduce the real scene during the driving process, providing users with better learning conditions.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100891"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104597","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm 基于 DTW 姿态匹配算法的武术动作识别系统
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100877
Guosong Wu , Chunhong Wen , Hecai Jiang
{"title":"Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm","authors":"Guosong Wu ,&nbsp;Chunhong Wen ,&nbsp;Hecai Jiang","doi":"10.1016/j.entcom.2024.100877","DOIUrl":"10.1016/j.entcom.2024.100877","url":null,"abstract":"<div><div>Motion recognition technology is widely used in intelligent video surveillance, human-computer interaction and other fields. With the development of computer vision technology, improving the accuracy and efficiency of motion recognition has become the focus of research. The purpose of this study is to improve the performance of Wushu movement recognition through improved dynamic time warping algorithm and hierarchical model. Firstly, a high-dimensional feature vector is constructed by using the position, velocity and Angle changes of human bone joints. The actions are subdivided by the hierarchical model, and matched and recognized by the max-minimum dynamic time regularization model. Meanwhile, the K-class mean algorithm is combined to optimize the type of tree core, improve the performance of the model, reduce the interference of noise nodes, and effectively classify Wushu actions. Experimental verification was carried out on four public data sets of KTH, Olympic Sports, Hollywood2 and HMDB51. The experimental results showed that the recognition rate of the proposed model in KTH data set was 95.2%, and that in Olympic Sports data set was 91.4%. The Hollywood2 dataset was 66.7%, and the HMDB51 dataset was 61.2%. Comparing the results of different algorithms, the proposed method improved the recognition performance by 10% compared with long short-term memory network and gated cycle unit. Compared with one-dimensional convolutional neural network, the time of the proposed method was 15s longer, but the recognition rate was 1.6% higher. The results showed that the proposed method had significant performance advantages in diverse and complex action recognition tasks. Meanwhile, the results emphasized the factors to be considered in the design of the model, demonstrating its effectiveness in the application of Wushu movement recognition.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100877"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142191074","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Immersive human–computer interaction and digital entertainment new media application in English e-learning mode 沉浸式人机交互和数字娱乐新媒体在英语电子学习模式中的应用
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100878
Jing Yuan , Yuan Zhang , Daqing Li , Cailin Yang , Yuxin Xing , Zhanhao Jiang
{"title":"Immersive human–computer interaction and digital entertainment new media application in English e-learning mode","authors":"Jing Yuan ,&nbsp;Yuan Zhang ,&nbsp;Daqing Li ,&nbsp;Cailin Yang ,&nbsp;Yuxin Xing ,&nbsp;Zhanhao Jiang","doi":"10.1016/j.entcom.2024.100878","DOIUrl":"10.1016/j.entcom.2024.100878","url":null,"abstract":"<div><div>With the rapid development of e-learning, more and more learners use electronic devices to learn English. The traditional way of learning is often lack of interest and interaction, therefore, this paper discusses how to improve the effect of English learning through the application of immersive human–computer interaction and digital entertainment new media. Research on the selection of appropriate virtual reality, augmented reality or game platforms, design interactive content and scenes according to learning objectives, and use elements such as virtual scenes, virtual characters and audio-visual effects to improve learners’ immersion. Through careful design and production, learners can be presented with a lively, interesting and challenging learning environment to stimulate their interest and enthusiasm in learning. Develop interactive learning tools and applications that enable learners to interact with virtual environments or games, make appropriate adjustments and feedback based on learner feedback and behavior, and provide personalized learning support and guidance. Through the collection of learner feedback and behavioral data, combined with the evaluation indicators of learning outcomes, the immersive learning environment and content can be evaluated and improved and optimized according to the evaluation results, so as to further enhance learners’ learning motivation and learning outcomes.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100878"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142191076","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Research on digital entertainment media in English writing e-learning system based on interactive game learning method 基于互动游戏学习法的英语写作电子学习系统中的数字娱乐媒体研究
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100855
Li Tianyi
{"title":"Research on digital entertainment media in English writing e-learning system based on interactive game learning method","authors":"Li Tianyi","doi":"10.1016/j.entcom.2024.100855","DOIUrl":"10.1016/j.entcom.2024.100855","url":null,"abstract":"<div><div>As a new teaching tool, digital entertainment media has the potential to improve students’ learning effect and interest. This study aims to explore the application of digital entertainment media based on interactive game learning methods in English writing e-learning system, so as to improve students’ English writing ability and learning enthusiasm. By designing a digital entertainment media e-learning system based on interactive game learning method, this paper studies and designs an intuitive and easy to use interface, so that students can easily browse and participate in interactive game learning activities. Design various types of game tasks and challenges based on interactive game learning methods. Combined with the basic content and requirements of English writing teaching, a variety of interactive learning tools and activities are provided to stimulate students’ learning interest and writing ability. After the implementation of the digital entertainment media e-learning system, students demonstrated a more positive learning attitude and a higher level of English writing by participating in various activities and training provided by the interactive game learning method. They have made significant improvements in writing expression, grammar use and creative thinking.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100855"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141881466","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Research on the design of online gamified tourism education activities based on Moodle platform 基于 Moodle 平台的在线游戏化旅游教育活动设计研究
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100823
Teng Gao
{"title":"Research on the design of online gamified tourism education activities based on Moodle platform","authors":"Teng Gao","doi":"10.1016/j.entcom.2024.100823","DOIUrl":"10.1016/j.entcom.2024.100823","url":null,"abstract":"<div><div>With the rapid development of information technology and the popularization of online education, more and more educators are exploring integrating gamified elements into online teaching activities to enhance student’s learning interests and participation. Especially in the field of tourism education, due to its unique practicality and experiential nature, gamified education has more significant potential and application value. However, current research primarily focuses on traditional classroom teaching environments, and there is relatively little research on the design of online gamified tourism education activities based on the Moodle platform. Therefore, this study aims to fill this gap and provide new ideas and methods for online tourism education. This article uses the Moodle platform to research gamified tourism education activities, including the following aspects. Firstly, gamification theory was combined with the classic ARCS education model to stimulate students’ enthusiasm for learning and improve the quality of online teaching. Secondly, using the Moodle platform for educational activity design, secondary development is carried out based on the original functions of the platform, and a platform that conforms to gamified tourism education activities is constructed through LAMP technology to achieve personalized customization. Thirdly, it is proposed to use the KNN-NDS algorithm for comment polarity annotation, and a computational model is constructed. The algorithm’s efficiency is verified from four parts: “an optimal number of neighbors,” training efficiency comparison test, classification efficiency comparison test, and classification quality test. Fourthly, through platform trial operation, a platform satisfaction survey will be conducted to analyze the contribution of gamification and specialization to gamified educational activities in depth.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100823"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141852091","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Design and evaluation of an English speaking recommender system using word networks and context-aware techniques 使用词网络和上下文感知技术的英语口语推荐系统的设计和评价
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100920
Zhenyue Ding
{"title":"Design and evaluation of an English speaking recommender system using word networks and context-aware techniques","authors":"Zhenyue Ding","doi":"10.1016/j.entcom.2024.100920","DOIUrl":"10.1016/j.entcom.2024.100920","url":null,"abstract":"<div><div>Speaking is an important part of language communication, but mastering speaking skills and rich vocabulary is a challenge for non-native speakers. To address this problem, the study designs an English speaking recommendation system that incorporates word networks as well as user-based context-aware and semantic-aware techniques. The word network identifies associations between words by analyzing extensive English-speaking learning resources. While the user-based context-aware and semantic-aware techniques generate recommendation results by analyzing the similarity of users. Meanwhile, Precision, Recall, and F1 were selected for comparison. Precision indicates the fraction of cases labeled as positive that are truly positive. Recall indicates the fraction of actual positive cases that are correctly predicted as positive. The F1 score is the average of precision and recall, calculated as their harmonic mean. The results show that each recommendation evaluation index of the spoken English recommendation system shows a tendency of increasing and then decreasing with the increase of the interest similarity weight value W<sub>ic</sub>. Meanwhile, the individual recommendation evaluation indexes of the English speaking recommender system decrease with the increase of α value. Among them, when the α value is 0.5, the system has the best recommendation results with Precision, Recall, and F1 as high as 75.69 %, 25.81 %, and 37.48 %, respectively. In addition, each interface of the system provides good response time under high concurrency. In particular, the response time of the login interface is as low as 120 ms and the response time of the recommendation interface is as high as 328 ms on average. Compared to current recommendation systems, the average response time has been improved by at least 50 ms. It shows that the English speaking recommendation system designed by the Institute has good performance advantages and feasibility. It provides reliable technical support for modern spoken English teaching.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100920"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104596","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploring distilled spirits brewing: Utilizing multimodal interaction and intelligent virtual avatars in a VR liquor culture museum 探索蒸馏酒酿造:在VR酒文化博物馆中利用多模式交互和智能虚拟化身
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100909
Dong Liu , NengLun Chen , Xu Lang , ZhiGeng Pan , Hongyi Ren , SiYuan Lin , MingMin Zhang , HuaBiao Li , QianWei Huang
{"title":"Exploring distilled spirits brewing: Utilizing multimodal interaction and intelligent virtual avatars in a VR liquor culture museum","authors":"Dong Liu ,&nbsp;NengLun Chen ,&nbsp;Xu Lang ,&nbsp;ZhiGeng Pan ,&nbsp;Hongyi Ren ,&nbsp;SiYuan Lin ,&nbsp;MingMin Zhang ,&nbsp;HuaBiao Li ,&nbsp;QianWei Huang","doi":"10.1016/j.entcom.2024.100909","DOIUrl":"10.1016/j.entcom.2024.100909","url":null,"abstract":"<div><div>The distilled liquor brewing technique is one of China’s national-level intangible cultural heritages, and it has a rich history. In order to enhance public awareness and understanding of this technique, previous researchers have utilized digital technologies such as virtual reality to create virtual museums for disseminating and showcasing its cultural significance. However, existing virtual museums often employ passive roaming displays, lacking interactivity, immersion, and engagement, which makes it challenging to attract the younger generation. This paper introduces a multimodal interactive virtual liquor culture museum system. By incorporating sensory feedback such as visual, auditory, tactile, and temperature cues, participants can learn about and experience the art of distilled liquor brewing. Within the museum, three virtual avatars (visitor, guide, poet) are implemented and powered by advanced language models, enabling continuous dialogue and interactive gameplay with participants and enhancing immersion and interest. The study, validated through evaluations involving 30 participants, demonstrates the usability and effectiveness of the System.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100909"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104620","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Playing to learn: Game-based approach to financial literacy for generation Z 从游戏中学习:以游戏为基础的Z世代金融知识学习方法
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100896
Lisana Lisana, Hendra Dinata, Gabriela Valencia Tanudjaja
{"title":"Playing to learn: Game-based approach to financial literacy for generation Z","authors":"Lisana Lisana,&nbsp;Hendra Dinata,&nbsp;Gabriela Valencia Tanudjaja","doi":"10.1016/j.entcom.2024.100896","DOIUrl":"10.1016/j.entcom.2024.100896","url":null,"abstract":"<div><div>This quantitative study assessed the effectiveness of game-based learning in improving financial literacy among Generation Z. Conducted with 32 urban participants, the study involved the use of a board game and a mobile application, designed with input from financial literacy experts. Participants underwent a pretest to gauge their initial financial knowledge, engaged with the game, and completed a posttest to measure learning outcomes. Statistical analysis, including paired sample t-tests, compared pretest and posttest scores, revealing a significant enhancement in financial literacy post-gameplay. Furthermore, a questionnaire evaluated user satisfaction regarding the game, assessing metrics like enjoyment, ease of use, and perceived usefulness. Results demonstrated not only an improvement in financial knowledge but also high satisfaction among users, indicating that game-based learning can be a valuable tool for teaching financial concepts to Generation Z. These findings contribute to the understanding of game-based learning’s potential in financial education and provide insights for educators and parents. However, the study’s limitations suggest areas for future research to explore and refine the use of educational games in financial literacy.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100896"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172230","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method 基于模糊联合分析法的游戏化课堂教学模式设计研究
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100901
Tingxin Song, Chaofeng Zhang, Wei Wang
{"title":"Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method","authors":"Tingxin Song,&nbsp;Chaofeng Zhang,&nbsp;Wei Wang","doi":"10.1016/j.entcom.2024.100901","DOIUrl":"10.1016/j.entcom.2024.100901","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100901"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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