检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
机构地区:[1]中国科学院 [2]华中师范大学国家数字化学习工程技术研究中心
出 处:《现代远程教育研究》2010年第4期8-14,共7页Modern Distance Education Research
基 金:国家科技支撑计划"村镇教育资源配置与远程服务关键技术研究"(2006BAJ07B06)和"数字教育公共服务示范工程"(2006BAH02A24)
摘 要:教育信息化不仅是教育技术问题,而且是一个社会问题。围绕教育软件的有效应用,从教育信息化利益相关者角度,在教育信息化进程中形成了教育软件企业、教师和学生、政府人员、专家等不同利益群体。教育软件企业之间、企业与教师之间、政府人员与企业之间、专家与企业之间的利益博弈,形成了多种利益冲突和"囚徒困境"。运用博弈论的方法分析各利益群体在不同策略选择下的付出、收益和风险,探寻可能达到的平衡状态以及谋求理想的共赢状态,这就需要建立规范来协调,以合作代替冲突,平衡多元利益主体的诉求,选择互利性的博弈方式,达到各群体之间的社会利益最大化。The education information is not only an issue of educational technology but also an issue of society. Centering on the effective application of educational software, different interest groups among educational software enterprises, teachers, students, government officials and experts have come into being in the process of education information from the perspective of relevant beneficiaries of education information. The game among these interest groups has given rise to multiple interest conflicts and "prisoner's dilemma". The game theory is employed to analyze payment, benefits and risks resulting from various strategy choices of interest groups to reach tile possible equilibrium state and achieve the desired win-win state. The situation demands the establishment of regulations to coordinate interest groups, replaces the conflicts with cooperation, balance the requirements of multiple interest subjects and choose the mutual beneficial way of game to maximize the social interest of all groups.
分 类 号:G40-057[文化科学—教育学原理]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.33