摘要
通过自助式、游戏式学习来认知图书馆是图书馆开展用户教育的新尝试。中国矿业大学图书馆设计了一套融合情感认知、视觉感知、情景交融、模仿学习、虚拟场景、慕课(MOOC)课堂和问答测试等多维度的自助式学习系统。文章阐述了系统平台的设计与实现,通过积分系统的穿插引导,将新生入馆教育系统性地分解为八大任务,在运用常规数字化教学方法的同时,采用2.5D技术将图书馆场景虚拟化以实现插件式的动画教学互动,并嵌入"Living Library"与"Second Life"来创新用户培训的模式,进而形成集教育、学习、游戏、激励与交互为一体的网络虚拟化新生入馆教育平台。最后通过数据对比,得出了应用自助式新生入馆教育平台开展新生培训,效果优于传统模式的结论。
This paper presents the concepts of self-service and game-based cognitive learning and its im- plementation for library orientation system. It proposes design of a multi-dimensional self-orientation sys- tem, consisting of concepts of emotional cognitive, visual perception and scene, imitation learning, virtual scene, the tent of meeting and in-class quiz. The Paper expounds the design and implementation of the plat- form. Using conventional digital teaching method, as well as 2.5 D technology, the library scene will be virtualized in order to realize the plug-in animation scene teaching interaction. The system is also embedded "Living Library" and "Second Life" to innovate user training mode, and integrating education, study, game, incentive and interaction for the integration of network virtualization in the Library new education platform. Finally, the paper concludes that the new model of library orientation platform is better than the traditional model.
出处
《大学图书馆学报》
CSSCI
北大核心
2016年第5期103-109,共7页
Journal of Academic Libraries
基金
教育部人文社会科学研究规划基金项目"机构知识资源知识关联揭示方法与关键问题研究"(批准号:15YJAB70003)
江苏省教育科学"十二五"规划课题重点项目"高校学科及人才评估体系研究"(编号:B-a/2015/01/024)
中国矿业大学教育教学改革与建设课题"自助式用户学习平台的建设--以大学生信息素养培训平台为例"(编号:2015YB52)的研究成果之一
关键词
新生入馆教育
自助式学习
游戏式学习
多元化学习
虚拟场景
Freshman-library Entry Education
Self-learning
Game-based Learning
Diversified Learn-ing
Virtual-scene