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The benefits of game use in a signal processing graduate class

机译:在信号处理研究生课程中使用游戏的好处

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It is important in the age of the INTERNET and video games to keep students engaged in the classroom. One way of doing this is through the use of games and simulations. TABOO™ is a card game which involves getting players to say a keyword without saying five forbidden words1. This can be adapted for any number of different subjects. In this paper the game was adapted for use in “Detection and Estimation” (EENG663) class at the Air Force Institute of Technology (AFIT). A study was conducted to see if there is a difference in the scores of the final examination for two different groups. Data was obtained on the students. Their project, midterm and final exam scores were recorded. Group one took EENG663 without the additional game preparation, group two had the additional review given right before the final exam. A statistical analysis of the scores is presented in this paper. Some students also completed a survey that asked their opinions on using the game in the classroom. Results show that there was a statistically significant difference in the mean final exam scores for the two groups.
机译:在互联网和视频游戏时代,让学生参与课堂活动很重要。一种方法是通过使用游戏和模拟。 TABOO™是一种纸牌游戏,涉及使玩家说出一个关键词而不说五个禁忌词1。这可以适用于许多不同的主题。在本文中,该游戏适用于空军技术学院(AFIT)的“检测与估算”(EENG663)课程。进行了一项研究,以查看两个不同组的期末考试分数是否存在差异。获得了有关学生的数据。记录他们的项目,期中和期末考试成绩。第一组在没有其他游戏准备的情况下参加了EENG663,第二组在期末考试之前进行了附加审核。本文对分数进行了统计分析。一些学生还完成了一项调查,询问他们对在课堂上使用游戏的看法。结果表明,两组平均期末考试成绩在统计上有显着差异。

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