English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113648/144635 (79%)
Visitors : 51583198      Online Users : 1011
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/122242


    Title: 應用資料探勘於創造力學習系統
    Other Titles: A Study of Applying Data Mining Techniques to Creativity Learning System
    Authors: 林俊甫
    葉玉珠
    Contributors: 師培中心
    Keywords: 決策樹;;個人化學習;;創造力訓練;
    Decision tree;Personalize learning;Creativity training
    Date: 2012-12
    Issue Date: 2019-01-31 16:26:14 (UTC+8)
    Abstract: 發展個人化與適性化數位學習系統,為近幾年數位學習發展的重要方向,主要是由於固定的學習風格、情境,學習路徑順序,並無法針對個人差異達到有效的學習,因此,我們發展一個代理人系統架構的創造力學習系統,並結合XML 技術建構智慧型創造力學習系統,系統可動態調整如執行時間,學習風格(語文、圖形),學習情境(高壓力、低壓力),遊戲路徑順序,建立符合目標的代理人並執行創造力學習系統所需執行的情境與任務。本研究使用決策樹演算法,收集42 位政治大學學生作為訓練樣本,由訓練後所建立決策樹模型可發現,使用決策樹演算法推薦訓練路徑,可有90%以上機率,使得學生創造力遊戲得分高於平均水準。
    In recently year, the digital learning is toward to personalize and adapt for learning system. The static leaning style, scenarios and path may not be adaptive for each learner. The aim of personalize learning system is to enhance learning efficiency of individual differences. Therefore, we proposed a rule-based personalize learning system, the XML is employed in system to develop
    intelligent creativity learning system. Learning style such as graphical or contextual expression, execution time, teaching procedure and learning scenarios (ex. high or low pressure). These learning materials could be dynamically controlled by system to adapt individual requirement. The agent system not only personalizes learning scenario, but also assistant learner to achieve the creativity
    training task. The decision tree algorithm is one of data mining method which applied in system to personalize learning path; 42 university students were included in this study to examine the effectiveness of the system. Experiment result show that learner have 90% probability get high creativity score than average.
    Relation: 2012 Third International Conference on Information,Communication and Education Application(ICEA 2012) , 会议时间:2012-12-30 , 会议地点:Singapore
    Data Type: conference
    Appears in Collections:[師資培育中心] 會議論文

    Files in This Item:

    File Description SizeFormat
    126-131.pdf772KbAdobe PDF2551View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback