Font Size: a A A

Data Analysis And Gamification Platform In Smart Class

Posted on:2018-08-04Degree:MasterType:Thesis
Country:ChinaCandidate:Z LiFull Text:PDF
GTID:2348330515996695Subject:Engineering
Abstract/Summary:PDF Full Text Request
With the rapid development of national comprehensive national strength and the arrival of the third industrial revolution,the information technologies in various fields have been widely used.Each industry is in the direction of information technology development.Our country is very concerned about the informatization in the field of education.In the 13 th Five-Year Plan outline wrote: to promote modernization of education,we should give priority to the development of education and speed up the improvement of modern education system.Therefore,how to promote the development of educational modernization is an urgent problem.The smart class is a kind of means to realize the modernization of education.The universities in China and abroad are all supporting the development of the smart class.The smart class has the strong practical significance to the classroom in the higher education.It is not only necessary to students in the course of their assessment,more conducive to teachers at any time to track student learning dynamics.It can also provide personalized help.So it has a great value to the students.In this paper,it uses the research and other empirical research methods to investigate the current university classroom teaching mode and the interaction between teachers and students,mainly including the MOOC,SPOC,flip the classroom,etc.It found that the current interaction cannot improve the efficiency of teacher-student interaction.Therefore,this paper uses Internet technology and mobile Internet devices to realize real-time interaction and real-time feedback in classroom and teach process,improve the traditional classroom teaching mode.The system combine O2O(Online to Offline)into the "Smart Class",so that the traditional classroom can be extended,not only including teaching links,but also providing class online learning activities.As the carrier of the smart classroom,this paper independently developed a gamification platform.It is divided into interactive system in class and stage mode system after class.In the class,the system provides the ability to shake and bullet so that students can not only shake the phone for recording the blind spot of knowledge,but also through the bullet to contact with the teacher directly.Teachers can also track a large number of learning data through the stage mode system after class.Students need to complete the stage we have set up,these stages have different areas of direction,students can be free choice based on interest.In the end of the assessment,in order to improve the students’ subjective initiative,scores are free to choose,but the participants need to team up to complete the corresponding part of the project requirements.After submitting the project,the system will generate a transcript for each student which is similar to "medical report".The transcripts show students’ performance,learning time and good areas of this semester through the data,charts and other means.Combined with these large number of process data,the system use big data technology to analysis data.The analysis result is available to teachers in order to provide data support in the aspect of teaching content,teaching methods and teaching methods.The paper uses basic statistical methods and the classic K-means method for all students clustering.Based on the self-developed gamification platform,the paper select three eigenvalues,including the number of students shaking the phone,job completions and the final scores.After the data is normalized,the results are clustered for k = 3 and k = 4 respectively.After school,we have explained the blind knowledge spot of each class,and made a new round of testing.The experimental data show that,compared with the semesters that do not use the game platform,almost all students have increased the completion rate of normal tasks.The number of interactive sessions increased significantly.The excellent rate of final results is greatly improved.The main content of this paper is divided into six parts.First introduce state of the art about the smart class in China and abroad.It proves the necessity of developing smart class for personalized learning.On this basis,the author introduces the gamification theory and data mining technology of intelligent classroom application.After that,this paper introduces the realization process of the gamification platform in class.It includes the system requirements analysis,design,implementation and development tools used.Finally,through the student data mining analysis,It provides the protection of personalized learning for the smart class.
Keywords/Search Tags:smart class, gamification, K-means, personalized learning
PDF Full Text Request
Related items