首页> 外文会议>International Conference on Electrical Engineering/Electronics, Computer, Telecommunications and Information Technology >Supervised Classification of Board Games for Active Learning to Enhance Business Knowledge and Skills
【24h】

Supervised Classification of Board Games for Active Learning to Enhance Business Knowledge and Skills

机译:主动学习的棋盘游戏监督分类,以增强业务知识和技能

获取原文

摘要

Active learning is recognized as one of the innovative and successful education types. Also, game-based learning has been used as an active learning tool in the past decades. Recently, Board games have been recognized and used as a supporting tool in the learning process at various educational levels. So, the purpose of this paper is to develop the learning in business knowledge and skills by gathering, analyzing, and categorizing board games which to be used for each business knowledge and skill learning. In this research, a preliminary experiment is investigated by acquiring 100 games from related economic categories with four different complexity levels. Board game characteristics are extracted as features and five-fold crossvalidation with a stratified sampling technique is applied. The result shows the characteristic of board games categorized into five main business learning fields based on several criteria such as game type, complexity, playing time, and the number of players. Furthermore, the properties of board games can be used to support business knowledge and skills with 49% accuracy using the decision tree classification model.
机译:主动学习被认为是创新和成功的教育类型之一。另外,在过去的几十年中,基于游戏的学习已被用作一种积极的学习工具。最近,棋盘游戏已被认可并用作各种教育水平的学习过程中的辅助工具。因此,本文的目的是通过收集,分析和分类用于每种业务知识和技能学习的棋盘游戏来发展业务知识和技能的学习。在这项研究中,通过从具有四个不同复杂性级别的相关经济类别中获取100个游戏来研究初步实验。棋盘游戏特征被提取为特征,并采用分层抽样技术进行五重交叉验证。结果显示了棋盘游戏的特征,该棋盘游戏根据游戏类型,复杂性,游戏时间和玩家数量等几个标准被分为五个主要的业务学习领域。此外,使用决策树分类模型,棋盘游戏的属性可用于以49%的准确性支持业务知识和技能。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号