Abstract:PurposeToday's logistics industry is facing severe challenges since global transportation demand increases substantially. Carriers are urged to reduce empty loads and CO2 emissions through collaboration. Therefore, the concept of Physical Internet (PI) came into being. However, PI is still in its infancy. It is difficult to understand its sophisticated coordination mechanism, which makes learning of the concept more complicated.Design/methodology/approachGamification is an effective approach to help students i… Show more
“…Por su parte, Sannathimmappa et al (2022) encontraron que los estudiantes disfrutaron de los juegos, los encontraron divertidos e interesantes, y les ayudaron a comprender los temas y mejorar su metodología de estudio. Wang et al (2022) observaron cambios positivos en el comportamiento y la psicología de los participantes chinos, además de mejoras en el pensamiento crítico y las habilidades de aprendizaje. Por su parte, Wannapiroon y Pimdee (2022) encontraron que el diseño gamificado fortalece la creatividad, la crítica y el pensamiento innovador en los estudiantes, y Rui et al (2020) demostraron que la gamificación fomenta la ideación y el desarrollo de habilidades críticas.…”
El objetivo de la investigación fue examinar los impactos de la aplicación de estrategias gamificadas en el desarrollo del pensamiento crítico en estudiantes de nivel primario. Se llevó a cabo un estudio preexperimental con 39 alumnos de una Institución Educativa ubicada en Trujillo, Perú, comprendiendo 17 estudiantes varones y 22 estudiantes mujeres, cuyas edades oscilaban entre los 8 y 11 años. Se les administró el Cuestionario de Pensamiento Crítico y expuso a un programa gamificado compuesto por 10 sesiones presenciales, cada una con una duración máxima de 260 minutos. Los resultados obtenidos demostraron que la implementación de la gamificación entre el pretest y postest produjo efectos positivos y significativos en el desarrollo del pensamiento crítico de los niños de primaria en todas las áreas evaluadas. Por consiguiente, es posible concluir que el programa empleado permitió a los estudiantes mejorar considerablemente su capacidad para pensar críticamente.
“…Por su parte, Sannathimmappa et al (2022) encontraron que los estudiantes disfrutaron de los juegos, los encontraron divertidos e interesantes, y les ayudaron a comprender los temas y mejorar su metodología de estudio. Wang et al (2022) observaron cambios positivos en el comportamiento y la psicología de los participantes chinos, además de mejoras en el pensamiento crítico y las habilidades de aprendizaje. Por su parte, Wannapiroon y Pimdee (2022) encontraron que el diseño gamificado fortalece la creatividad, la crítica y el pensamiento innovador en los estudiantes, y Rui et al (2020) demostraron que la gamificación fomenta la ideación y el desarrollo de habilidades críticas.…”
El objetivo de la investigación fue examinar los impactos de la aplicación de estrategias gamificadas en el desarrollo del pensamiento crítico en estudiantes de nivel primario. Se llevó a cabo un estudio preexperimental con 39 alumnos de una Institución Educativa ubicada en Trujillo, Perú, comprendiendo 17 estudiantes varones y 22 estudiantes mujeres, cuyas edades oscilaban entre los 8 y 11 años. Se les administró el Cuestionario de Pensamiento Crítico y expuso a un programa gamificado compuesto por 10 sesiones presenciales, cada una con una duración máxima de 260 minutos. Los resultados obtenidos demostraron que la implementación de la gamificación entre el pretest y postest produjo efectos positivos y significativos en el desarrollo del pensamiento crítico de los niños de primaria en todas las áreas evaluadas. Por consiguiente, es posible concluir que el programa empleado permitió a los estudiantes mejorar considerablemente su capacidad para pensar críticamente.
“…The researchers used simulation software to construct practical project assignments, which significantly increased students' involvement in teaching activities. Literature [21] designed and implemented a transportation teaching game in the context of information technology teaching, oriented to the learning difficulties of the Internet of Things, and constructed a gamified experimental teaching process. A series of statistical analyses demonstrated that the teaching method enhances students' understanding of knowledge.…”
The traditional music teaching method in the informationization era has been difficult to adapt to the needs of modern teaching and must be reformed in the direction of informationization. In this paper, based on the closure, inflection point and outer enclosing box features of the stroke line element, the recognition of handwritten notes is carried out from the three categories of straight line segments, folded line segments and quadratic curves. Meanwhile, for the binarized music score image, the multi-directional LBP features for spectral line detection are improved, and the computation method of multi-scale spectral line detection LBP features is established. The Manhattan distance is used to evaluate and select the features, which are inputted into XGBoost for classification and recognition training based on the statistical distribution characteristics of the features. Note recognition and spectral line recognition are applied to college music teaching, and the effectiveness of teaching is explored. In the rhythm-recognition path, the recognition teaching based on multi-scale and multi-directional LBP features led to an increase in students’ mastery of the musical score by 2.8 and in the phrasing and segmentation path by 3.5. Informational teaching led to a deepening of students’ mastery of the notes and musical scores.
“…The essence of educational gamification is to motivate students to actively engage, enabling them to achieve the desired learning objectives while also experiencing the enjoyment of playing games [11]. Therefore, effective evaluation of students' learning participation not only helps teachers understand their actual learning situations but also provides educators with more targeted teaching strategies [12][13][14][15][16]. In addition, conducting a thorough analysis of interactive evolution in the process of educational gamification helps to uncover the dynamic relationships between students, educational content, and teachers.…”
With the integration of advanced methods and technologies in higher vocational education, educational gamification has emerged as a new approach to encourage students’ active participation in learning. However, it is difficult to accurately evaluate student participation in this environment and delve into the process of interactive evolution. Most existing research methods primarily focus on qualitative analysis, while attempts to conduct quantitative analysis are often constrained by traditional statistical methods. Moreover, these methods frequently fail to consider the interactive dynamics that occur between teachers and students. This study proposes a method to evaluate learning participation in educational gamification. K-means clustering was used, and a framework for educational gamification was constructed using a process interaction evolutionary game. By conducting a thorough analysis of the interactive dynamics between teachers and students, this study offers practical guidance and strategies for educators.
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