摘要
计算博弈项目既融合了智能科学技术,又能激发学生科技创新的兴趣。该文针对培养高校大学生创新能力,提出了以计算机博弈项目为引导的全过程培养方式;通过制定全过程的培养计划、采用案例贯穿式教学方法、开展博弈社团活动、组建博弈项目团队及借鉴成功经验,有效提高了学生自主学习的积极性、创新能力以及综合能力。
Computational game projects not only integrate intelligent science and technology,but also stimulate interest in technological innovation.This article proposes a full process training approach guided by computer game projects to cultivate the innovation ability of college students.By developing a comprehensive training plan throughout the entire process,using case based teaching methods,conducting game club activities,building game project teams,and drawing on successful experiences,students'enthusiasm for self-directed learning,innovation ability,and comprehensive ability have been effectively improved.
作者
杨煦
王亚杰
郑志勇
李飞
邱虹坤
YANG Xu;WANG Yajie;ZHENG Zhiyong;LI Fei;QIU Hongkun(College of Computer Science,Shenyang Aerospace University,Shenyang Liaoning,110136,China;Engineering Training Center,Shenyang Aerospace University,Shenyang Liaoning,110136,China)
出处
《创新创业理论研究与实践》
2024年第21期76-79,共4页
The Theory and Practice of Innovation and Enterpreneurship
基金
2019年辽宁省“兴辽英才计划”教学研究项目(XLYC1906003)
2023年度沈阳航空航天大学教学改革项目“基于计算机博弈项目的专创融合教学改革与实践”(JG2023023)
关键词
计算机博弈项目
创新能力
全过程培养
案例贯穿
博弈社团
社团活动
Computer game projects
Innovation capability
Whole process cultivation
Case studies run through
Game society
Club activities
作者简介
杨煦(1981—),女,辽宁阜新人,硕士研究生,工程师,研究方向:机器博弈。