谁Dunnit:分析网络结构和信息流的党谜游戏

Seungyoon Lee, Zachary Wittrock, Bailey C. Benedict
{"title":"谁Dunnit:分析网络结构和信息流的党谜游戏","authors":"Seungyoon Lee, Zachary Wittrock, Bailey C. Benedict","doi":"10.21307/connections-2019-005","DOIUrl":null,"url":null,"abstract":"Abstract The activity facilitates students’ understanding of network measures, including different types of node centrality, shortest paths, cliques, and communities, and their implications for information flow in groups or organizations. The goal of the game is for students (a minimum of 10 and maximum of 28 participants in a network; a larger class can be divided into two or more networks) to solve a company mystery by exchanging information clues with other students based on an imposed communication network configuration. The activity can be debriefed by discussing the game outcomes, analyzing the network structure (using a software to input data and calculate key network measures), and evaluating the practicality of the game. Examples of network configuration, data sets, and a script which uses the igraph package in R are included.","PeriodicalId":88856,"journal":{"name":"Connections (Toronto, Ont.)","volume":"39 1","pages":"1 - 18"},"PeriodicalIF":0.0000,"publicationDate":"2019-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Who Dunnit: The Party Mystery Game for Analyzing Network Structure and Information Flow\",\"authors\":\"Seungyoon Lee, Zachary Wittrock, Bailey C. Benedict\",\"doi\":\"10.21307/connections-2019-005\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract The activity facilitates students’ understanding of network measures, including different types of node centrality, shortest paths, cliques, and communities, and their implications for information flow in groups or organizations. The goal of the game is for students (a minimum of 10 and maximum of 28 participants in a network; a larger class can be divided into two or more networks) to solve a company mystery by exchanging information clues with other students based on an imposed communication network configuration. The activity can be debriefed by discussing the game outcomes, analyzing the network structure (using a software to input data and calculate key network measures), and evaluating the practicality of the game. Examples of network configuration, data sets, and a script which uses the igraph package in R are included.\",\"PeriodicalId\":88856,\"journal\":{\"name\":\"Connections (Toronto, Ont.)\",\"volume\":\"39 1\",\"pages\":\"1 - 18\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Connections (Toronto, Ont.)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21307/connections-2019-005\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Connections (Toronto, Ont.)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21307/connections-2019-005","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

摘要该活动有助于学生理解网络度量,包括不同类型的节点中心性、最短路径、派系和社区,以及它们对群体或组织中信息流的影响。游戏的目标是让学生(一个网络中至少有10名,最多有28名参与者;一个较大的班级可以分为两个或多个网络)根据强加的通信网络配置,通过与其他学生交换信息线索来解开公司之谜。可以通过讨论游戏结果、分析网络结构(使用软件输入数据并计算关键网络度量)以及评估游戏的实用性来汇报活动。包括网络配置、数据集和使用R中的igraph包的脚本的示例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Who Dunnit: The Party Mystery Game for Analyzing Network Structure and Information Flow
Abstract The activity facilitates students’ understanding of network measures, including different types of node centrality, shortest paths, cliques, and communities, and their implications for information flow in groups or organizations. The goal of the game is for students (a minimum of 10 and maximum of 28 participants in a network; a larger class can be divided into two or more networks) to solve a company mystery by exchanging information clues with other students based on an imposed communication network configuration. The activity can be debriefed by discussing the game outcomes, analyzing the network structure (using a software to input data and calculate key network measures), and evaluating the practicality of the game. Examples of network configuration, data sets, and a script which uses the igraph package in R are included.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信