【24h】

Simulation and Gaming in Learning IT

机译:学习仿真和游戏

获取原文

摘要

The increasing proliferation of computer-aided learning software for the last ten years has been made possible by the rapid development in information technology, or IT in short. IT has also allowed computerisation of many simulation and gaming systems and made them even more realistic and captivating. Many of these simulation and gaming systems are used to support learning [Crookall & Arai, 1991], in areas ranging from language development and environmental economics to commercial negotiations. However, IT support in learning IT itself has not really been fully exploited in every possible fields of IT. Most of the courseware have also been largely lab-based, e.g., [Lin, Wu & Chiou, 1996]. In this paper, we want to share our experience in integrating an information system-based simulation and gaming system into the teaching of an essential IT subject. A simulated business game is able to provide an environment to enhance collaborative learning and to engage students in active problem solving tasks, It continuously provides feedback from task performance and allows students experience in the sense of lack, and therefore need, of intelligent and relevant information, in order to improve on performance. It also entices students into using the concepts learnt through formal lessons in building models, and applying them to support their problem solving activities. In the School of Computing at the National University of Singapore, we have been using a management simulation game, MAGNUS, or Management Game at National University of Singapore, in supporting a senior course in decision support systems, CS3250. The objective of this course is to provide students with an appreciation of decision making in organizations and the use of computer-based systems to support decision-making. Course materials such as lecture notes, tutorials and handouts are accessible on the internet [Yeo 1998a]. MAGNUS uses pure, general, theoretical functions to describe the business relationship and the game, with many revisions, has been running successfully over a decade. The game is designed to be played between a number of companies, over a number of periods as decided by the game administrator. Companies compete with one another within the same game zone and are unaffected by the decisions of companies from other game zones. In each period, every company makes decisions in production, sales and finance to compete in marketing a generic consumer product and bidding for contract sales of a substandard industrial product. Further information may be obtained from the web site [Yeo 1998b].
机译:通过信息技术的快速发展,越来越多的计算机辅助学习软件的增长增加,或者简而言之,是可能的。它还允许多种仿真和游戏系统的计算机化,并使它们变得更加逼真和迷人。其中许多仿真和游戏系统用于支持学习[Crookall&Arai,1991],在语言开发和环境经济到商业谈判的领域。但是,它支持学习本身并没有真正在其它可能的领域中充分利用。大多数课件也基本上是基于实验室的,例如[林,武友,1996]。在本文中,我们希望分享我们将基于信息系统的仿真和游戏系统集成到必要的IT主题的教学中的经验。一个模拟的商业游戏能够提供一个环境,以加强协作学习,并从事主动问题解决任务的学生,它不断提供任务性能的反馈,并允许学生在缺乏的感觉中经历,因此需要智能和相关信息。 ,为了提高性能。它还吸引了学生通过在建筑模型中使用正式课程学习的概念,并将其应用于解决他们的问题解决活动。在新加坡国立大学的计算学校,我们一直在使用新加坡国立大学的管理模拟游戏,马格努斯或管理游戏,支持决策支持系统CS3250的高级课程。本课程的目标是为学生欣赏在组织中的决策和使用基于计算机的系统来支持决策。课程材料如讲座,教程和讲义,可在互联网上访问[Yeo 1998a]。 Magnus使用纯,一般,理论函数来描述业务关系和游戏,在许多修订中,已经在十年内成功运行。游戏旨在在游戏管理员决定的许多公司之间播放。公司在同一游戏区内彼此竞争,不受来自其他游戏区域的公司的决定。在每个时期,每个公司都在生产,销售和金融方面做出决定,以竞争销售普通消费产品和招标,以获得不合格工业产品的合同销售。可以从网站[YEO 1998B]获得更多信息。

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