EDUPERES 和 GAMERES:基础电路分析的智能互动教育平台和数字游戏化

IF 2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Seçkin Uluskan
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引用次数: 0

摘要

本文介绍了等效电阻教育平台(EDUPERES)和等效电阻游戏化平台(GAMERES),这是一个新的计算机辅助教育平台的两个不同部分,具有交互性和想象力的设计和游戏元素。在埃斯基谢希尔技术大学交通职业学校,电路分析是一门紧凑的课程,它详尽而快速地涵盖了所有直流和交流电路概念。在学习过程中,我们发现有些学生在一些基本能力方面存在困难,如标准电路或紧凑电路的等效电阻计算、电流的划分等。更可悲的是,这种困难会延续到整个学期。本研究旨在通过智能互动教育平台和游戏化来克服这一问题。第一部分,即 EDUPERES,将电路的解法可视化和动画化。为了让学生练习电路问题,它提供了一个模拟纸笔使用舒适度的界面。该平台采用智能算法,可以观察学生的几乎所有操作,并及时发出警告。它允许学生在电路还原过程中变换紧凑电路的形状。第二部分,即 "GAMERES",将电路问题想象性地转化为动作游戏、竞赛游戏、射击游戏、益智游戏和迷宫游戏。通过方框图和 Mann-Whitney-Wilcoxon 非参数检验表明,EDUPERES 和 GAMERES 能显著提高学生的学习效果。在讨论 EDUPERES 和 GAMERES 的成功之处时,还参考了以往的研究和游戏者的动机。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

EDUPERES and GAMERES: A smart interactive education platform and digital gamification for basic circuit analysis

EDUPERES and GAMERES: A smart interactive education platform and digital gamification for basic circuit analysis

This paper introduces Education Platform for Equivalent Resistance (EDUPERES) and Gamification of Equivalent Resistance (GAMERES), two different parts of a new computer aided education platform with interactive and imaginative design and game elements, which have been created during 4 years. In Vocational School of Transportation of Eskişehir Technical University, electrical circuit analysis is a compact course which exhaustively yet quickly covers all the DC and AC circuit concepts. During the course, it is observed that some students have difficulties in some basic capabilities such as calculation of equivalent resistance of either a standard or a compact circuit, dividing currents, and so on. More sadly, this inability spreads to the rest of the semester. This study aims to overcome this issue through a smart interactive education platform and gamification. The first part, that is, EDUPERES visualizes and animates the solutions of electrical circuits. To make the students exercise circuit questions, it provides an interface which simulates the comfort of using paper and pencil. This platform is powered by a smart algorithm to watch almost all of the actions of the students and to give prompt warnings. It allows students to transform the shapes of compact circuits during circuit reduction. The second part, that is, GAMERES imaginatively converts the circuit questions into action, competition, shooter, puzzle, and maze games. Via box plots and Mann–Whitney–Wilcoxon nonparametric tests, it is shown that EDUPERES and GAMERES can significantly increase students' learning. The success of EDUPERES and GAMERES is discussed with regard to previous studies and gamers' motivations.

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来源期刊
Computer Applications in Engineering Education
Computer Applications in Engineering Education 工程技术-工程:综合
CiteScore
7.20
自引率
10.30%
发文量
100
审稿时长
6-12 weeks
期刊介绍: Computer Applications in Engineering Education provides a forum for publishing peer-reviewed timely information on the innovative uses of computers, Internet, and software tools in engineering education. Besides new courses and software tools, the CAE journal covers areas that support the integration of technology-based modules in the engineering curriculum and promotes discussion of the assessment and dissemination issues associated with these new implementation methods.
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