{"title":"基于博弈论的网络学习者绩效提升概念模型","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":"{\"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}","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}
Conceptual model for e-learners performance improvement based on game theory
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.