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A shiny update to an old experiment game
The American Statistician ( IF 1.8 ) Pub Date : 2018-11-13 , DOI: 10.1080/00031305.2018.1505659
Robert B. Gramacy 1
Affiliation  

ABSTRACT Games can be a powerful tool for learning about statistical methodology. Effective game design involves a fine balance between caricature and realism, to simultaneously illustrate salient concepts in a controlled setting and serve as a testament to real-world applicability. Striking that balance is particularly challenging in response surface and design domains, where real-world scenarios often play out over long time scales, during which theories are revised, model and inferential techniques are improved, and knowledge is updated. Here, I present a game, borrowing liberally from one first played over 40 years ago, which attempts to achieve that balance while reinforcing a cascade of topics in modern nonparametric response surfaces, sequential design, and optimization. The game embeds a blackbox simulation within a shiny app whose interface is designed to simulate a realistic information–availability setting, while offering a stimulating, competitive environment wherein students can try out new methodology, and ultimately appreciate its power and limitations. Interface, rules, timing with course material, and evaluation are described, along with a “case study” involving a cohort of students at Virginia Tech. Supplementary materials for this article are available online.

中文翻译:

旧实验游戏的闪亮更新

摘要游戏可以成为学习统计方法的强大工具。有效的游戏设计涉及漫画和现实主义之间的微妙平衡,以在受控环境中同时说明突出概念并证明现实世界的适用性。在响应面和设计领域取得这种平衡尤其具有挑战性,在这些领域中,真实世界的场景通常会在很长一段时间内发生,在此期间理论会得到修正,模型和推理技术得到改进,知识也会得到更新。在这里,我展示了一个游戏,它大量借鉴了 40 多年前第一次玩的游戏,它试图在加强现代非参数响应面、序列设计和优化中的一系列主题的同时实现这种平衡。该游戏在闪亮的应用程序中嵌入了一个黑匣子模拟,该应用程序的界面旨在模拟真实的信息可用性设置,同时提供一个刺激的、竞争性的环境,学生可以在其中尝试新方法,并最终了解其力量和局限性。描述了界面、规则、课程材料的时间安排和评估,以及一个涉及弗吉尼亚理工大学学生的“案例研究”。本文的补充材料可在线获取。以及一项涉及弗吉尼亚理工大学学生的“案例研究”。本文的补充材料可在线获取。以及一项涉及弗吉尼亚理工大学学生的“案例研究”。本文的补充材料可在线获取。
更新日期:2018-11-13
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