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Designing a Health Education Card Game for Adolescents Based on Constructivist Learning Theory:A Case Study of“Night of Hospital”
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作者 You Zhou 《Journal of Contemporary Educational Research》 2025年第6期257-263,共7页
This study explores the design of functional health science games from the perspective of constructivist learning theory,with a particular focus on card-based gameplay.Using antibiotic-resistant bacteria and phage the... This study explores the design of functional health science games from the perspective of constructivist learning theory,with a particular focus on card-based gameplay.Using antibiotic-resistant bacteria and phage therapy as thematic content,the research proposes three core design principles:interactive exploratory environments,progressively challenging yet controllable level structures,and trial-and-error-based learning.These principles are applied in the prototype game Night of Hospital.The study details the design process across three key dimensions—visual environment,level mechanics,and deck-building systems—and demonstrates how knowledge construction can be embedded within the game system.The findings provide a viable framework for enhancing both the educational impact and entertainment value of science communication games. 展开更多
关键词 Constructivist learning theory Health science communication Card game design
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Balance between education and game-play— A case study of design and optimization of the mini-game book classification 被引量:4
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作者 Jianhua WU Yanan CHEN Xiangtao MA 《Chinese Journal of Library and Information Science》 2015年第1期53-65,共13页
Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for stri... Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for striking a balance between education and entertainment for the designers of quality IL games. Design/methodology/approach: The project team recruited 10 college students to play the game and post-game group interviews revealed problems and optimization priorities. The optimized game was tested among 50 college students. Based on a comparison of testing results of the two versions of the game, basic strategies for designing quality 1L games were summarized. Findings: The following 5 basic strategies can effectively promote combination of education and entertainment: l) using adventure games to enhance gaming experience, 2) plotting an intriguing story to attract players, 3) motivating players to engage in game play with game components such as challenge, curiosity, fantasy and control, 4) presenting learning materials through game props, and 5) assigning players tasks to be completed with subject knowledge. Research limitations: The 5 basic strategies have been tested only in the development process of one game, and the book classification knowledge in the mini-game is limited to the 22 major categories of the Chinese Library Classification. Practical implications: University libraries may refer to our experience to design and utilize educational games to promote the IL education for college students. Originality value: Few empirical studies tested and summarized strategies for combining learning and fun in the design of IL games for university students. The 5 strategies, which are summarized in the process of design and optimization of the mini-game book classification, are valuable for other designers of IL games. 展开更多
关键词 Educational game design game balance design strategies of educationalgames Information literacy (IL) game Book classification
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Research on Children’s Game Activity Design Strategies Based on Embodied Cognition Theory
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作者 Xiangmiao He 《Journal of Contemporary Educational Research》 2024年第4期54-58,共5页
Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teach... Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teaching.Through investigation and analysis,it is found that the current kindergarten game activity design has the problem of improper combination of educational content and game form.The current kindergarten game activity design has problems such as stereotypes,children’s lack of active learning opportunities in activities,teachers’insufficient theoretical understanding,inappropriate teacher guidance methods,and so on.Embodied cognition theory attaches importance to the important role of the body in the development of cognition,provides new guidance for classroom teaching,and opens up a new path for classroom teaching reform.Based on the perspective of embodied cognition theory,the concept of body and mind integration should be adhered to in kindergarten teaching with games as the basic activity,experiential teaching situation should be created,children’s subjective experience should be respected,and games and interactions should be designed to promote children’s physical and mental participation,thus laying a foundation for the realization of children’s individual freedom,autonomy,and all-round development.Therefore,this paper aims at the existing problems in the current kindergarten gamification teaching and discusses the design strategy of children’s game activities based on embodied cognition theory. 展开更多
关键词 Embodied cognition Children’s play game activity design
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Design and implementation of somatosensory interactive game based on Leap Motion 被引量:2
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作者 Lu Ming Tan Xin Zhao Dongfeng 《Computer Aided Drafting,Design and Manufacturing》 2016年第4期37-40,共4页
Recently, virtual reality and interactive somatosensory technology has become one of the hot issues in the research of computer applications. Leap Motion is a new type of interactive somatosensory devices which bring ... Recently, virtual reality and interactive somatosensory technology has become one of the hot issues in the research of computer applications. Leap Motion is a new type of interactive somatosensory devices which bring users senses of immersion efficiently. This paper studies a interactive somatosensory game model based on Leap Motion and implemented with Unity. Based on the two core technology philosophy of Leap Motion, i.e., virtual reality technology and body sense of interactive technology, the design implementation of each sub module of the system and Leap Motion game algorithm are thoroughly addressed. This paper has certain significance for future application of Leap Motion in film, television, and interactive games. 展开更多
关键词 virtual reality technology unity3D game engine Leap Motion UI design
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Data-based Optimal Control for Discrete-time Zero-sum Games of 2-D Systems Using Adaptive Critic Designs 被引量:8
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作者 WEI Qing-Lai ZHANG Hua-Guang CUI Li-Li 《自动化学报》 EI CSCD 北大核心 2009年第6期682-692,共11页
关键词 自适应系统 最优控制 离散时间 自动化系统
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设计单位牵头的EPC项目设计优化激励机制研究——基于动态博弈视角
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作者 刘炳胜 崔巧艳 +2 位作者 郑贺民 王丹 陈媛 《土木工程学报》 北大核心 2026年第3期129-139,共11页
EPC项目设计优化产生的收益若能设置明确的分配机制,可以有效调动各主体参与设计优化的积极性。文章构建设计单位牵头的EPC项目设计优化激励博弈模型,并分析无激励、静态激励、动态激励策略下各参与主体的最优决策方案和激励策略。其次... EPC项目设计优化产生的收益若能设置明确的分配机制,可以有效调动各主体参与设计优化的积极性。文章构建设计单位牵头的EPC项目设计优化激励博弈模型,并分析无激励、静态激励、动态激励策略下各参与主体的最优决策方案和激励策略。其次,基于长期合作视角对博弈模型进行动态演化仿真,分析设计优化激励策略和各主体决策随时间的演化路径与趋势。研究结果表明,动态激励可更高效地实现设计优化激励效果;当联合体努力水平效率系数较高、项目规模较大、综合成本系数较小时,均可实现施工单位投入的提高;随着合作次数增加,各主体参与设计优化的积极性和总效益逐渐提高。文章揭示了EPC项目设计优化参与主体决策行为的交互影响及动态演化规律,为不同利益诉求和不确定环境下决策方案和激励策略制定提供理论依据。 展开更多
关键词 EPC项目 设计优化 激励机制 动态博弈
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博弈对抗驱动的杀伤网设计策略大空间探索与方案优化
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作者 李传浩 明振军 +4 位作者 王国新 阎艳 万斯来 陈刚 秦琳浩 《兵工学报》 北大核心 2026年第1期369-384,共16页
针对现有基于单边优化的杀伤网设计方法在博弈对抗中方案有效性不足,以及博弈机制引入后因策略空间巨大导致的求解瓶颈问题,提出一种博弈对抗驱动的杀伤网设计大空间策略探索与方案优化方法。为实现杀伤网博弈对抗的有效建模,结合观察... 针对现有基于单边优化的杀伤网设计方法在博弈对抗中方案有效性不足,以及博弈机制引入后因策略空间巨大导致的求解瓶颈问题,提出一种博弈对抗驱动的杀伤网设计大空间策略探索与方案优化方法。为实现杀伤网博弈对抗的有效建模,结合观察、判断、决策和行动循环理论,考虑侦察、指控和打击三类装备,设计了杀伤网博弈的策略空间与策略约束,引入敌方打击行为导致装备精度削弱进而降低作战效能的机制量化博弈对双方收益的影响,从而建立杀伤网设计的矩阵博弈模型;针对该模型中双方策略空间规模巨大,导致传统博弈求解方法难以实现方案的高效探索与优化的问题,设计一种基于模拟退火改进的双重预言算法,该算法融合了双重预言算法的策略池迭代机制与模拟退火算法的全局搜索能力,能够有效探索大空间博弈中的混合策略纳什均衡,进行杀伤网设计方案的高效优化。案例验证结果表明,所提方法能够实现博弈对抗场景下杀伤网设计最优方案的高效求解,相比传统单边优化算法显著提升了策略期望收益,为实际体系对抗中的杀伤网设计提供了理论支持和决策依据。 展开更多
关键词 杀伤网 博弈对抗 设计空间探索 博弈论 矩阵博弈 双重预言算法
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美国Games-to-Teach项目概述及启示 被引量:14
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作者 马红亮 马颖峰 +1 位作者 郑志高 贺宝勋 《开放教育研究》 CSSCI 2008年第5期102-107,共6页
随着电子游戏产业的不断发展,人们开始关注将这一新的媒体技术引入教育领域,开发具有独特教育目的、教育内容或教育方法的教育电子游戏。而在教育电子游戏研究领域中,麻省理工学院和微软研究院合作开展的Games-to-Teach项目无疑具有里... 随着电子游戏产业的不断发展,人们开始关注将这一新的媒体技术引入教育领域,开发具有独特教育目的、教育内容或教育方法的教育电子游戏。而在教育电子游戏研究领域中,麻省理工学院和微软研究院合作开展的Games-to-Teach项目无疑具有里程碑意义;该项目集聚了多个学科的学科专家、教育技术专家、游戏设计人员和学习者,是一项旨在开发下一代交互式娱教产品概念模型的研究。本文在介绍了Games-to-Teach项目的研究目标、主要实践性成果(15个概念模型及设计)以及主要研究结论的基础上,提出该项目对我国设计开发教育电子游戏的四点启示:①教育电子游戏具有广阔的教学前景;②教育电子游戏与课程内容的融合可以通过多种方式和途径来实现;③教育电子游戏的设计需要密切结合教与学的理论;④教育电子游戏的设计最好有教学针对性。 展开更多
关键词 games—to—Teach 教育电子游戏 概念模型 设计 启示
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Games-to-Teach理念中的外语类教育游戏概念模型设计 被引量:8
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作者 马颖峰 姚蓓 郑志高 《现代教育技术》 CSSCI 2009年第5期62-65,共4页
Games-to-Teach是麻省理工学院和微软公司的合作项目,旨在开发下一代交互式教学产品,已经设计了15个涉及不同学科的概念模型,引起了美国工业和教育业的广泛关注。文章对Games-to-Teach项目中的Periodista(一个外语类教育游戏)概念模型... Games-to-Teach是麻省理工学院和微软公司的合作项目,旨在开发下一代交互式教学产品,已经设计了15个涉及不同学科的概念模型,引起了美国工业和教育业的广泛关注。文章对Games-to-Teach项目中的Periodista(一个外语类教育游戏)概念模型进行了深入分析,并从该概念模型所涉及的游戏与教育结合的理念入手,探讨了其对我们设计开发新一代外语类教育游戏的一些启示,以期探索一条外语类教育游戏设计之路。 展开更多
关键词 games-to-Teach 外语 教育游戏 概念模型 设计
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跨理论模型视角下的体感游戏类上交叉综合征康复产品设计研究
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作者 张唯 《包装与设计》 2026年第1期24-26,共3页
本研究旨在探索跨理论模型指导下的上交叉综合征康复产品创新路径,以体感游戏的形式提升用户参与康复训练的主动性与持续性。首先,研究通过调研用户的行为阶段与使用特征,将目标用户划分为缓解型、康复型、训练型三类,并据此进行分阶段... 本研究旨在探索跨理论模型指导下的上交叉综合征康复产品创新路径,以体感游戏的形式提升用户参与康复训练的主动性与持续性。首先,研究通过调研用户的行为阶段与使用特征,将目标用户划分为缓解型、康复型、训练型三类,并据此进行分阶段的产品功能规划。其次,以MPU6050传感器与Unity 3D平台为技术基础,设计出一款康复体感游戏产品原型。最后,对原型进行可用性测试,结果表明,产品在舒适性、趣味性和可用性方面表现良好。研究验证了跨理论模型在康复产品设计中的可行性,拓展了体感交互在慢性疾病康复训练中的应用空间。 展开更多
关键词 跨理论模型 上交叉综合征 体感游戏 康复产品设计
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参与式教学在学前儿童游戏设计线下课程中的应用效果分析
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作者 李月星 归阳阳 田梦杰 《黑龙江科学》 2026年第3期133-135,共3页
为评估参与式教学在学前儿童游戏设计线下课程中的应用效果,对某高校80名学前教育专业学生开展对照实验,综合运用测试、量表评估与质性访谈等方法收集数据。研究发现,采用案例研讨、项目驱动、模拟实践与同伴互评等参与式教学方法的实... 为评估参与式教学在学前儿童游戏设计线下课程中的应用效果,对某高校80名学前教育专业学生开展对照实验,综合运用测试、量表评估与质性访谈等方法收集数据。研究发现,采用案例研讨、项目驱动、模拟实践与同伴互评等参与式教学方法的实验组后测知识总分显著高于对照组,游戏设计作品总分也显著优于对照组,学习态度与投入各维度后测得分均显著提升。回归分析显示,教学方式是影响学习效果的核心因素。参与式教学能有效促进学前教育专业学生知识、能力与态度的协同发展。 展开更多
关键词 参与式教学 学前儿童游戏设计 线下课程 教学效果
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基于认知发展理论的儿童皮影互动游戏设计研究
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作者 王璟璇 张敏言 《工业设计》 2026年第2期108-112,共5页
文章基于学龄期儿童的认知发展特征,以互动游戏为载体,探索将认知发展理论融入非物质文化遗产互动游戏的可行性。研究结合让·皮亚杰的认知发展理论与维克多·罗恩菲尔德的儿童艺术发展理论,通过分析实践案例,解构皮影艺术的核... 文章基于学龄期儿童的认知发展特征,以互动游戏为载体,探索将认知发展理论融入非物质文化遗产互动游戏的可行性。研究结合让·皮亚杰的认知发展理论与维克多·罗恩菲尔德的儿童艺术发展理论,通过分析实践案例,解构皮影艺术的核心要素,系统梳理儿童对非遗文化的认知发展路径,进而构建“非遗皮影—儿童认知发展”映射模型,并提出相应的互动游戏设计策略。该模型有助于指导面向儿童的皮影主题互动游戏设计,精准适配不同认知发展阶段儿童的体验需求,不仅为促进儿童认知发展提供了新途径,还为非遗文化在年轻群体中的传播及其现代化融合提供了新思路。 展开更多
关键词 儿童认知发展 学龄期儿童 皮影文化 互动游戏设计
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体育建筑创新设计与赛后可持续发展研究——以富阳银湖体育中心为例
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作者 吴强 《建筑与文化》 2026年第1期33-36,共4页
文章以2023年杭州亚运会富阳银湖体育中心为研究对象,立足于中国现代体育建筑绿色化、智慧化、多功能化、人文化及普惠化五大发展趋势,采用案例分析法,系统剖析其以《富春山居图》为灵感的创新设计与实践。本次研究重点论证了该体育中... 文章以2023年杭州亚运会富阳银湖体育中心为研究对象,立足于中国现代体育建筑绿色化、智慧化、多功能化、人文化及普惠化五大发展趋势,采用案例分析法,系统剖析其以《富春山居图》为灵感的创新设计与实践。本次研究重点论证了该体育中心通过“永久+临时”建设模式及智慧化管理等技术策略,将赛时功能与赛后“体育公园”及全民健身中心功能无缝衔接的可持续发展机制,旨在提炼一种可复制、可推广的“银湖模式”,为未来体育建筑实现从“赛事地标”向“城市活力公共服务综合体”成功转型提供坚实的理论支撑与实践范式。 展开更多
关键词 体育建筑 富阳银湖体育中心 创新设计 赛后利用 可持续发展
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基于Game Maker游戏设计在OOP教学中的应用
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作者 林清滢 《现代计算机(中旬刊)》 2012年第5期43-46,共4页
基于Game Maker设计游戏实例并应用于面向对象程序设计教学中。实践证明,这种方法可以帮助学生理解面向对象程序设计的基本概念和方法,还能够激发学生的学习兴趣和主动性,从而提高教学质量和学生学习的效率。
关键词 面向对象程序设计 game MAKER 游戏设计
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基于博弈论云模型的移动式打磨机器人用户体验评价研究
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作者 万钰 周祎德 +1 位作者 纪浩翔 李翰林 《包装工程》 北大核心 2026年第2期93-101,115,共10页
目的为改善移动式打磨机器人用户满意度低和操作体验差的现状,构建一种基于博弈论云模型的用户体验评价模型。方法首先根据移动式打磨机器人的产品特征,综合运用文献研究、用户访谈和德尔菲法确定用户体验评价指标;其次通过层次分析法... 目的为改善移动式打磨机器人用户满意度低和操作体验差的现状,构建一种基于博弈论云模型的用户体验评价模型。方法首先根据移动式打磨机器人的产品特征,综合运用文献研究、用户访谈和德尔菲法确定用户体验评价指标;其次通过层次分析法和熵权法分别计算各项评价指标的主、客观权重,引入博弈论进行组合赋权;最后通过云模型确定综合评价等级,运用IPA分析法对各指标进行重要性与绩效分析。结果以风电叶片打磨机器人作为评价实例,筛选出7个优先级较高的指标并进行针对性改进,根据用户评价结果显示,改进后方案有效提升了用户体验。结论该模型能够有效量化产品用户体验,定位设计要点,为其他智能制造装备的优化设计提供定量的理论指导。 展开更多
关键词 产品设计 移动式打磨机器人 博弈论组合赋权 云模型 用户体验评价
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基于双环博弈模型的信息安全教学模式探索
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作者 梁航 李景涛 《计算机教育》 2026年第1期199-203,共5页
针对信息安全传统教学模式在提升学生实际分析与应对安全威胁能力方面存在的局限,提出“双环博弈”理论,具体阐述如何构建一种以任务驱动为基础、以策略反思为导向的教学模式,包括“内环”任务博弈环和“外环”反思优化环,分别面向技能... 针对信息安全传统教学模式在提升学生实际分析与应对安全威胁能力方面存在的局限,提出“双环博弈”理论,具体阐述如何构建一种以任务驱动为基础、以策略反思为导向的教学模式,包括“内环”任务博弈环和“外环”反思优化环,分别面向技能训练与认知提升两个层面,以RSA加密体系中的典型攻击实验为案例,介绍教学任务设计,以及将其与五阶段教学流程相结合的方法,通过教学实践说明双环博弈教学模式有助于实现“实践—反思—优化”的教学闭环,为新工科背景下信息安全课程体系改革提供可行路径和理论支撑。 展开更多
关键词 信息安全 双环博弈 教学改革 教学设计
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基于Game理论交流接触器电磁系统多目标优化设计的软件实现 被引量:1
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作者 王健 高忠泽 苏秀苹 《低压电器》 2003年第4期13-15,共3页
以CJ2 0 2 5型交流接触器为例 ,重点介绍以Game理论为基础 ,结合面向对象程序设计 (OOP)技术对交流接触器电磁系统进行优化设计的具体实现方法。
关键词 交流接触器 电磁系统 多目标优化设计 game理论 CJ20-25型 电磁理论 可靠性 软件
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Androgenic-anabolic steroids and the Olympic Games 被引量:3
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作者 Kenneth D. Fitch 《Asian Journal of Andrology》 SCIE CAS CSCD 2008年第3期384-390,共7页
Androgenic-anabolic steroids (AAS) have been misused by athletes at the Olympic Games, both before and after they were prohibited in sport in 1974. Systematic doping with AAS occurred in the German Democratic Republ... Androgenic-anabolic steroids (AAS) have been misused by athletes at the Olympic Games, both before and after they were prohibited in sport in 1974. Systematic doping with AAS occurred in the German Democratic Republic (GDR) from 1965 to 1989 which assisted that country to win many medals at Olympic Games, especially in female events. Currently, AAS are the most frequent category of prohibited substances detected in the urine of athletes both globally and at the last two Summer Olympic Games. Scientific confirmation that AAS are effective in enhancing sports performance was difficult because ethical approval was difficult for research involving male subjects taking massive doses of androgens as some athletes and bodybuilders did. Methods to detect AAS have evolved gradually over the past three decades and currently, despite an impressive array of sophisticated analytical equipment and methods, anti-doping authorities and analytical scientists continue to face challenges as have occurred from the use by athletes of designer AAS during the past few years. The future development and use of selective androgen receptor modulators (SARMs) can be anticipated to pose problems in the years ahead. Endocrinologists should be aware that on occasions, replacement testosterone (T) therapy may be authorized in sport as a therapeutic use exemption (TUE) and these circumstances are discussed. 展开更多
关键词 DOPING androgenic-anabolic steroids history Olympic games detection designer steroids therapeutic use exemption
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Solving the Balance Problem of On-Line Role-Playing Games Using Evolutionary Algorithms
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作者 Haoyang Chen Yasukuni Mori Ikuo Matsuba 《Journal of Software Engineering and Applications》 2012年第8期574-582,共9页
In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a functi... In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a function of the character’s level, which are called Ability-Increasing Functions (AIFs). A well-balanced on-line RPG is characterized by having a set of well-balanced AIFs. In this paper, we propose an evolutionary design method, including integration with an improved Probabilistic Incremental Program Evolution (PIPE) and a Cooperative Coevolutionary Algorithm (CCEA), for on-line RPGs to maintain the game balance. Moreover, we construct a simplest turn-based game model and perform a series of experiments based on it. The results indicate that the proposed method is able to obtain a set of well-balanced AIFs efficiently. They also show that in this case the CCEA outperforms the simple genetic algorithm, and that the capability of PIPE has been significantly improved through the improvement work. 展开更多
关键词 game design game BALANCE COOPERATIVE Coevolutionary Algorithm PROBABILISTIC INCREMENTAL Program Evolution
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A Competitive Markov Approach to the Optimal Combat Strategies of On-Line Action Role-Playing Game Using Evolutionary Algorithms
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作者 Haoyang Chen Yasukuni Mori Ikuo Matsuba 《Journal of Intelligent Learning Systems and Applications》 2012年第3期176-187,共12页
In the case of on-line action role-playing game, the combat strategies can be divided into three distinct classes, Strategy of Motion(SM), Strategy of Attacking Occasion (SAO) and Strategy of Using Skill (SUS). In thi... In the case of on-line action role-playing game, the combat strategies can be divided into three distinct classes, Strategy of Motion(SM), Strategy of Attacking Occasion (SAO) and Strategy of Using Skill (SUS). In this paper, we analyze such strategies of a basic game model in which the combat is modeled by the discrete competitive Markov decision process. By introducing the chase model and the combat assistant technology, we identify the optimal SM and the optimal SAO, successfully. Also, we propose an evolutionary framework, including integration with competitive coevolution and cooperative coevolution, to search the optimal SUS pair which is regarded as the Nash equilibrium point of the strategy space. Moreover, some experiments are made to demonstrate that the proposed framework has the ability to find the optimal SUS pair. Furthermore, from the results, it is shown that using cooperative coevolutionary algorithm is much more efficient than using simple evolutionary algorithm. 展开更多
关键词 game design game BALANCE COMPETITIVE MARKOV DECISION Process Cooperative Coevolutionary Algorithm COMPETITIVE Coevolution
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