蒙特卡罗方法在24博弈中的应用及其在数学教育中的应用

M. Fitrianawati, Zulhaj Aliansyah, N. R. Peni, I. Farid, L. Hakim
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引用次数: 1

摘要

学生们经常发现数学是一门具有挑战性的学科,并把它变成了他们的祸害。以游戏为基础的学习,如“24张牌游戏”,帮助学生参与一个自主的、有趣的学习过程,从而可以克服学生的数学焦虑,提高心理数学技能。本研究旨在探讨如何使用蒙特卡洛方法的24张牌的游戏工作和可能性,以克服学生的数学焦虑。采用元分析方法解释蒙特卡罗模拟求解游戏中所有可能的纸牌组合的解,并分别分配难度等级。学生的熟练程度是根据在87%的情况下解决处理组合所需的猜测次数的发散值来评估的,以显示完全熟练。评估还可以显示高级运算的数学难度,比如分数和分组游戏。与传统的、结构僵化的课堂讲座相比,这个游戏在培养学生的心理数学技能方面更有效。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Monte Carlo method at the 24 game and its application for mathematics education
Students often find mathematics a challenging subject and turn it into a scourge for them. Game-based learning, such as “24-card game”, help engage students in a self-paced and fun learning process and thus may overcome students’ math anxiety and promote mental math skills. This research aims to examine how the 24-card game works using the Monte Carlo method and the possibility to overcome students' mathematics anxiety. The meta-analysis method was used to explain Monte Carlo’s simulation to solve the solution for all possible combinations of cards in the game and respectively assign difficulty levels. The student's proficiency level was evaluated based on the divergence value in the number of guesses required to solve the dealt combination at 87% to show full proficiency. The evaluation could also show the math difficulty of advanced operations, such as fractions and grouping games. This game is more efficient in developing students' mental math skills compared to a conventional and rigidly structured classroom lecture.
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