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Research on the unification of dominant and subjectivity of ideological and political education in colleges and universities based on big data technology

  
Sep 26, 2025

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Introduction

With the in-depth development of economic globalization, the pace of China’s reform and opening up has been accelerating, and the intensity of Internet dissemination has been expanding, the influx of wrong values such as Western hedonism, liberalism, individualism and so on into the country has posed a serious challenge to China’s socialist core values [1-2]. Especially in the new era of college student youth groups, they accept new things with strong ability, more channels, high interest, and are easily influenced by the western wrong thinking, coupled with the fact that they themselves have not yet fully formed a systematic and correct world outlook, outlook on life and values, and do not yet have enough ability to distinguish the essence and influence of various wrong thinking, thus in the critical period of college students’ growth and achievement, it is necessary to play the role of the value leadership of the civic education class [3-6]. Civic and political science is a key course for the implementation of the fundamental task of establishing morality and educating people [7]. The young generation is the hope of the nation and the future of the country, and it is necessary to use the Civics class to guide college students to form a correct worldview, outlook on life and values, and to play the role of value leadership of Civics class to point out the direction for college students to move forward [8-9]. Nowadays, how to let college students form a correct understanding of the Civic and Political Science Class, so that they actively integrate into the teaching of Civic and Political Science Class is an important goal of the Civic and Political Science Class education and teaching reform [10]. To clearly put “adhere to the unity of dominance and subjectivity” as a basic principle to promote the reform and innovation of the ideological and political theory course in colleges and universities in the new era, which points out the direction to improve the effectiveness of the ideological and political theory course [11]. In order to adapt to the teaching requirements and objectives of ideological and political education in colleges and universities in the new era, China has reformed and innovated the education and teaching model, and emphasized the unity of the leading role and the subject position of teachers and students in the education and teaching process. But in the process of implementation, the two often fail to achieve a balance. To change this situation and improve the relevance and effectiveness of ideological and political theory courses in colleges and universities, it is necessary to start from both teachers and students at the same time [12-14]. Not only should the role of teacher guidance be fully demonstrated, but also the students’ intrinsic motivation should be fully mobilized to create a good teaching atmosphere and fully realize the unity of dominance and subjectivity.

Based on the evolutionary game theory, this paper constructs an evolutionary game model for students, teachers and schools, and solves and simulates it. Matlab software is used to carry out the simulation study to deeply analyze the behavioral strategy choices of students, instructors and schools under different parameter values. At the same time, we analyzed the changes of students’ and schools’ decision-making from the perspectives of costs, basic benefits, and additional academic benefits when instructors implement the “serious cultivation decision”. Based on the conclusions of the analysis, the practical path for the unification of dominance and subjectivity in college curriculum under the perspective of Marxian anthropology is proposed with the focus on the innovative construction of college curriculum.

A unified model of student dominance-subjectivity based on evolutionary game theory

Based on the evolutionary game theory, this paper constructs the evolutionary game model of students, tutors and schools to explore the factors affecting students’ active learning and analyze the evolutionary strategies of schools, tutors and students under limited rationality, so as to provide a basis for the unification of the path design of students’ dominance and subjectivity under the perspective of Marxist anthropology.

Theoretical Foundations of Game Modeling
Game theory

Game refers to all kinds of activities, interacting with each other to participate in the main body according to their own information and self-interest considerations so as to formulate the relevant decisions and programs. Game theory is in a particular environment or background, the participating subjects through a variety of comprehensive analysis of information and choose to benefit their own development of decision-making [15]. The implementation of game behavior usually includes the following basic elements: participating subjects, action information, action strategy, behavioral sequence and game results. The participating body is the key element of the game, where the participating body can be a specific actor, but also refers to the independent decision-making ability of the organization, such as enterprises, organizations, groups, institutions and so on. There are three main classifications of the game model, according to the behavioral characteristics of the participating subjects, it can be divided into static game and dynamic game. According to the game information situation of each participating subject, it can be divided into complete information game and incomplete information game. According to the way of implementing the game between subjects, it can be divided into cooperative game and non-cooperative game.

Fuzzy matrix games

The study of game problems has developed into the study of two-player finite zero-sum game (FTZG) problems, also known as matrix game problems, which are affected by the limitations of people’s cognitive level, the incompleteness of information, the complexity of the system structure and randomness and other uncertainties, so that in advance and people can’t give an accurate estimation of their game payoff function, which leads to the optimal choice process of the two parties in the game in terms of the optimal strategy. There are certain difficulties in the process of choosing the optimal strategy. Therefore, how to conduct fuzzy matrix game (FMG) under the condition of fuzzy payoff function and clear strategy value and scientifically select the optimal strategy has become the hot direction of the current matrix game research [16].

Fuzzy matrix game payment function determination has been mainly intuitionistic fuzzy number, interval intuitionistic fuzzy number, triangular intuitionistic fuzzy number and intuitionistic trapezoidal fuzzy number several forms. This paper is based on the interval intuitionistic trapezoidal fuzzy number to express the matrix game problem payment function to construct the trapezoidal fuzzy payment matrix, to explore the optimal path of the dominant subjective unity of the optimal path of the Marxist anthropological field of view of the method of seeking, in order to achieve the purpose of scientific and reasonable selection of the optimal path.

Parameter estimation

Based on the inspiration of related literature, the estimation of some indicators or parameters can be roughly summarized into the following forms of expression:

Deterministic form: i.e., a point estimate of an indicator or parameter is given, e.g., an estimate of the benefit to the person in the bureau is A = a, aR.

Interval number form: i.e., an interval estimate of an indicator or parameter is given, for example, the estimated gain value of a player in the game is A = [a, b], [a, b] ⊂ R. If a = b, then the interval number degenerates to a determinant number.

Triangular fuzzy number form: i.e., the subjective psychological point estimate of a certain indicator or parameter is given, for example, the estimated return value of the player in the game is A˜=(a,b,c),a,b,cR$$\tilde A = (a,b,c),a,b,c \in R$$, where: the most pessimistic point estimate is x = a, the most probable point estimate is x = b, and the most optimistic point estimate is x = c. If a = b or b = c, then the triangular fuzzy number degenerates to an interval number.

Trapezoidal fuzzy number form: that is to say, the subjective psychological interval estimation of a certain index or parameter is given, for example, the estimated return value of the player in the game is A˜=(a,b,c,d),a,b,c,dR$$\tilde A = (a,b,c,d),a,b,c,d \in R$$, in which: the most pessimistic interval estimation is [a, b], the most probable interval estimation is [b, c] ⊂ R, and the most optimistic interval estimation is [c, d] ⊂ R. If it is b = c, or a = b, or c = d, then the trapezoidal fuzzy number degenerates into the triangular fuzzy number.

It is easy to know that among the above four forms, the trapezoidal fuzzy number form has the least loss of information due to the consideration of the subjective psychological factors of human beings, and it is the closest to the actual situation, so it is more scientific and reasonable to adopt the form of trapezoidal fuzzy number in calculating the payment function of the game problem.

Evolutionary games

Evolutionary game theory refers to a process in which the subject of the game reaches a long-term stable equilibrium through continuous attempts, learning and timely adjustment of his strategic behavior under the premise of limited rationality [17]. It can be traced back to Darwin’s theory of biological evolution, through the promotion of many outstanding scholars, after continuous development and improvement, it has become an important method for analyzing the social system, strategy formation, etc., and its application in the field of education has been relatively mature. Based on the perspective of higher education, this paper constructs an evolutionary game model from three types of subjects: students, teachers and schools, analyzes the relevant behavioral strategies and mutual influence of each subject, and explores the specific path of unification of dominance and subjectivity under the Marxist anthropological perspective, i.e., human-centered concept.

Interval Intuitionistic Trapezoidal Fuzzy Numbers

Relevant Definitions In the decision-making process of the players in the game, both parties are accomplished under incomplete information, and both need to make trial and error, learn and then make decisions. In this process, the decision maker can not circumvent the limited rationality and psychological factors, therefore, the use of the exact value to construct the game payment matrix has some shortcomings. There are fuzzy numbers, interval numbers and triangular fuzzy numbers, etc. It is found that the trapezoidal fuzzy number form has the least loss of information and is the closest to the actual situation, so it is more scientific and reasonable to use the trapezoidal fuzzy number form in calculating the payment function of the game.

Definition 1 Let R be the set of real numbers, XR be the set of nonempty numbers, and the domain U be the continuous set, then it is said: A˜=([a,b,c,d];μA˜),([a1,b,c,d1];νA˜)$$\tilde A = \langle ([a,b,c,d];{\mu_{\tilde A}}),([{a_1},b,c,{d_1}];{\nu_{\tilde A}})\rangle$$

A˜$$\tilde A$$ is the intuitionistic trapezoidal fuzzy number where: 0μλ¯1,0νλ¯1,0μλ¯+νλ¯1$$0 \leq {\mu_{\bar \lambda }} \leq 1,0 \leq {\nu_{\bar \lambda }} \leq 1,0 \leq {\mu_{\bar \lambda }} + {\nu_{\bar \lambda }} \leq 1$$; a1, d1R; −∞ < abcd < ∞; if the affiliation function μλ˜:R[0,1]$${\mu_{\tilde \lambda }}:R \to [0,1]$$ of xX and the non-affiliation function vA¯:R[0,1]$${v_{\bar A}}:R \to [0,1]$$ satisfy the following equations (2) and (3): μA˜(x)={ xabaμA˜, ax<b μA˜, bxc dxdcμA˜, c<xd 0, otherwise$${\mu_{\tilde A}}(x) = \left\{ {\begin{array}{*{20}{l}} {\frac{{x - a}}{{b - a}}{\mu_{\tilde A}},}&{a \leq x < b} \\ {{\mu_{\tilde A}},}&{b \leq x \leq c} \\ {\frac{{d - x}}{{d - c}}{\mu_{\tilde A}},}&{c < x \leq d} \\ {0,}&{otherwise} \end{array}} \right.$$ vA˜(x)={ bx+vA˜(xa1)ba1 a1x<b vA˜ bxc xc+vA˜(d1x)d1c c<xd1 0 otherwise$${v_{\tilde A}}(x) = \left\{ {\begin{array}{*{20}{c}} {\frac{{b - x + {v_{\tilde A}}(x - {a_1})}}{{b - {a_1}}}}&{{a_1} \leq x < b} \\ {{v_{\tilde A}}}&{b \leq x \leq c} \\ {\frac{{x - c + {v_{\tilde A}}({d_1} - x)}}{{{d_1} - c}}}&{c < x \leq {d_1}} \\ 0&{otherwise} \end{array}} \right.$$

In (2) and Eq. (3) there is usually [a,b,c,d] = [a1,b,c,d1], and for this reason it can be noted A˜=([a,b,c,d];μA¯,vA¯)$$\tilde A = ([a,b,c,d];{\mu_{\bar A}},{v_{\bar A}})$$. If b = c, the intuitionistic trapezoidal fuzzy number degenerates into an intuitionistic triangular fuzzy number.

Definition 2: If μλ¯(x)$${\mu_{\bar \lambda }}(x)$$ and vA¯(x)$${v_{\bar A}}(x)$$ are not expressed numerically using exact real numbers, but are instead expressed interval-wise using closed subintervals on [0, 1], then the intuitionistic trapezoidal fuzzy number at this point is called the interval intuitionistic trapezoidal fuzzy number [18], and is denoted as: A˜=([a,b,c,d];[μ_,μ¯],[v_,v¯])$$\tilde A = ([a,b,c,d];[\underline \mu, \bar \mu],[\underline{v} ,\bar v])$$

Eq. (4) has: [μ_,μ¯][0,1],[v_,v¯][0,1]$$[\underline \mu, \bar \mu] \subseteq [0,1],[\underline{v} ,\bar v] \subseteq [0,1]$$ and 0μ¯+v¯1$$0 \leq \bar \mu + \bar v \leq 1$$. The interval intuitionistic trapezoidal fuzzy numbers degenerate to intuitionistic trapezoidal fuzzy numbers when μ¯=μ_=1$$\bar \mu = \underline \mu = 1$$ and v¯=v_=1$$\bar v = \underline v = 1$$.

Definition 3: The interval intuitionistic trapezoidal fuzzy set is: A{x,A˜|xX}={x,[a,b,c,d];[μ_,μ¯],[v_,v¯]|xX}$$A \triangleq \left\{ {\langle x,\tilde A\rangle |x \in X} \right\} = \left\{ {\langle x,[a,b,c,d];[\underline \mu, \bar \mu],[\underline v ,\bar v]\rangle |x \in X} \right\}$$

Definition 4: The hesitancy of the interval intuitionistic trapezoidal fuzzy number is: πA˜=1μA˜vA˜$${\pi_{\tilde A}} = 1 - {\mu_{\tilde A}} - {v_{\tilde A}}$$

The smaller πA˜$${\pi_{\tilde A}}$$ in Eq. (6), the more certain the fuzzy number is.

Operational properties of interval intuitionistic trapezoidal fuzzy number and comparison regulation

Interval intuitionistic trapezoidal fuzzy number of arithmetic properties

Let any interval intuitionistic trapezoidal fuzzy number A˜i=([a1,b1,c1,d1];[μi,μ¯i]$${\tilde A_i} = ([{a_1},{b_1},{c_1},{d_1}];[{\mu_i},{\bar \mu_i}]$$, [v_i,v¯i])$$[\underline v_i,{\bar v_i}])$$ and another interval intuitionistic trapezoidal fuzzy number A˜2=([a2,b2,c2,d2];[μ_2,μ¯2],[v_2,v¯2])$${\tilde A_2} = ([{a_2},{b_2},{c_2},{d_2}];[\underline \mu_2,\bar \mu_2],[\underline v_2,{\bar v_2}])$$, the fuzzy algorithm is as follows:

Addition rule: A˜1+A˜2 = ([a1+a2,b1+b2,c1+c2,d1+d2,] [μ_1+μ_2μ_1μ_2,μ¯1+μ¯2μ¯1μ¯2] [v_1v_2,v¯1v¯2])$$\begin{array}{rcl} {{\tilde A}_1} + {{\tilde A}_2} &=& ([{a_1} + {a_2},{b_1} + {b_2},{c_1} + {c_2},{d_1} + {d_2},] \\ &&[{\underline{\mu}_1} + {\underline{\mu}_2} - {\underline{\mu}_1} \cdot {\underline{\mu}_2},{{\bar \mu }_1} + {{\bar \mu }_2} - {{\bar \mu }_1} \cdot {{\bar \mu }_2}] \\ &&[{{\underline v }_1} \cdot {{\underline v }_2},{{\bar v}_1} \cdot {{\bar v}_2}]) \\ \end{array}$$

The number multiplication rule: λA˜1=([λa1,λb1,λc1,λd1][1(1μ)λ,1(1μ1)λ],[v1λ,v1λ])$$\lambda \cdot {\tilde A_1} = ([\lambda \cdot {a_1},\lambda \cdot {b_1},\lambda \cdot {c_1},\lambda \cdot {d_1}][1 - {(1 - \mu )^\lambda },1 - {(1 - {\mu_1})^\lambda }],[v_1^\lambda ,v_1^\lambda ])$$

In Eq. (7) and Eq. (8): a1, λ ≥ 0.

Comparison rule for interval intuitionistic trapezoidal fuzzy numbers

Definition 5: In order to compare the size of two interval intuitionistic trapezoidal fuzzy numbers, firstly, the score function S(A˜)$$S(\tilde A)$$ of any interval intuitionistic trapezoidal fuzzy number A˜=([a,b,c,d];[μ_,μ¯],[v_,v¯])$$\tilde A = ([a,b,c,d];[\underline{\mu} ,\bar \mu ],[\underline{v} ,\bar v])$$ is defined as shown in Eq. (9) and the exact function H(A˜)$$H(\tilde A)$$ is shown in Eq. (10): S(A˜)=12E(μ_v_+μ¯v¯)$$S(\tilde A) = \frac{1}{2}E(\underline{\mu} - \underline v + \bar \mu - \bar v)$$ H(A˜)=12E(μ_+v_+μ¯+v¯)$$H(\tilde A) = \frac{1}{2}E(\underline{\mu} + \underline v + \bar \mu + \bar v)$$

In equations (9) and (10): E=14(a+b+c+d)$$E = \frac{1}{4}(a + b + c + d)$$ is the expected value function.

Let any interval intuitionistic trapezoidal fuzzy number A˜1=([a1,b1,c1,d1];[μ1,μ¯1],[v1,v¯1])$${\tilde A_1} = ([{a_1},{b_1},{c_1},{d_1}];[{\mu_1},{\bar \mu_1}],[{v_1},{\bar v_1}])$$ and another interval intuitionistic trapezoidal fuzzy number A˜2=([a2,b2,c2,d2];[μ2,μ¯2],[v2,v¯2])$${\tilde A_2} = ([{a_2},{b_2},{c_2},{d_2}];[{\mu_2},{\bar \mu_2}],[{v_2},{\bar v_2}])$$, then its comparison law is as follows:

If S(A˜1)>S(A˜2)$$S({\tilde A_1}) > S({\tilde A_2})$$, then A˜1>A˜2$${\tilde A_1} > {\tilde A_2}$$.

If S(A˜1)=S(A˜2)$$S({\tilde A_1}) = S({\tilde A_2})$$, then: If H(A˜1)>H(A˜2)$$H({\tilde A_1}) > H({\tilde A_2})$$, then A˜1>A˜2$${\tilde A_1} > {\tilde A_2}$$. If H(A˜1)=H(A˜2)$$H({\tilde A_1}) = H({\tilde A_2})$$, then A˜1=A˜2$${\tilde A_1} = {\tilde A_2}$$.

Application Process of Evolutionary Game Theory in Educational Research

In recent years, the evolutionary game theory has been widely used in the field of educational research, showing strong theoretical advantages and practical characteristics, and producing more research results with practical value, but the existing research is only the application of the theory, and fails to systematically summarize its methodology, and clarifying the application process of the evolutionary game theory in educational research is of great significance to the educational researchers to use the theory and to exert the unique advantages of the theory in the field of education. The process of clarifying the application of evolutionary game theory in educational research is of great significance for educational researchers to use the theory and utilize its unique advantages in the field of education. Considering the development history of evolutionary game theory and the nature of education, this study, based on a comprehensive analysis of a large number of related literature in the fields of economics, management and education, refines the application process of evolutionary game theory, which mainly includes five core steps: determining the main body of the educational game, assuming the model situation, constructing the evolutionary game model, solving the evolutionary game model, and analyzing the game in numerical simulation.

Determination of the subject of the educational game

Determine the subject of the educational game is the application of evolutionary game theory to carry out educational research the first premise, the subject of the educational game refers to the development of educational issues have an important impact on the limited rationality of the core subjects, these subjects are involved in a variety of interests, through the game behavior of each other to understand the information of all parties in order to pursue their respective interests of the maximization of the researcher needs to clarify the main players in the process of the occurrence of the educational issues, and to their The researcher needs to clarify the main players in the process of educational problems and define the subjects in order to sort out the inter-subjective interests and practical demands. It is worth noting that the number of subjects in the educational game varies from one educational problem to another. For example, the subjects of the educational game of multi-party cooperative education are schools, enterprises and students, while the subjects of the educational game of teacher teamwork are teachers. In this paper, the subjects of education game are schools, teachers and students.

Model Context Assumptions

On the basis of determining the subject of the educational game, the researcher needs to assume the behavioral strategies and interests of the subject of the educational game in different educational situations, which contains two phases of the assumption of the game strategy and the assumption of the educational situation.

Game strategy assumption stage. In the game system, each game subject i contains a finite pure strategy set Si. The finite pure strategy set refers to the strategy adopted by the game subject in the process of the game, which is denoted as S1={1,2,,m1}$${S_1} = \left\{ {1,2, \ldots ,{m_1}} \right\}$$, integer m1 ≥ 2. In this stage, the researcher needs to clarify the behavioral strategies of the educational game subjects, and make detailed explanation of it.

The stage of educational situation hypothesis. The subjects of the educational game adopt different behavioral strategies among each other, which can form multiple combinations of behavioral strategies, which constitutes different educational contexts. In this stage, the researcher needs to make assumptions about the benefits and costs obtained and paid by the subjects in different educational contexts, and use symbols to represent them. It should be noted that the assumptions about the benefits of each educational game subject are valid only when specific conditions are met.

Evolutionary game modeling

Based on the above model context assumptions can be constructed evolutionary game model. Standard evolutionary game can be expressed as a ternary G={I,S,π}$$G = \left\{ {I,S,\pi } \right\}$$, where I represents the game system of the game subject collection, S represents the game system behavior strategy space, π represents the game system behavioral benefit function, the function size of the main body of the educational game for the various benefits and costs of the difference. It is worth noting that, due to the different number of educational game subjects, the arrangement of the evolutionary game model is also different, which can be divided into two-party, three-party, four-party game model and so on. Taking the three-party game as an example, the three-party game model is shown in Table 1.

Three-party game model

Education subject 1 Act 1 Act 2
Education subject 2 Act 1 Act 2 Act 1 Act 2
Education subject 3 Act 1 Revenue value Revenue value Revenue value Revenue value
Act 2 Revenue value Revenue value Revenue value Revenue value
Evolutionary Game Model Solving

After the construction of the evolutionary game model is completed it needs to be solved. To this end, the researcher first needs to calculate the expected return function, average expected return function of each educational game subject. Then, the replication dynamic equation and Jacobi matrix are used comprehensively to judge the evolutionary stability of the subject’s behavior. Among them, the replication dynamic equation is a kind of dynamic differential equation reflecting the frequency or frequency of a particular strategy, which can deduce how the frequency of the group changes over time and its evolutionary path under different strategy perspectives. When the replication dynamic equation is 0, the equilibrium point of the game system can be obtained, i.e., the conditional combination of the subject’s behavior when things tend to equilibrate. It is worth noting that the value attribute of the equilibrium point does not mean that the conditions have positive or negative effects on the development of things, but only objectively presents the equilibrium state of the development of things, but the equilibrium point is not stable, and it is necessary to use Jacobi matrix to judge its stability, so as to obtain the evolutionary stability strategy.

Numerical Simulation Simulation Analysis

In order to more intuitively describe and analyze the dynamic evolution process of the behavioral strategies of educational subjects, researchers can use simulation tools to numerically simulate and analyze the evolutionary stable strategies. Based on the preliminary literature research, this study found that the simulation and analysis tools mainly used by educational researchers include Matlab software, R language, Python and so on. Among them, Matlab is a commercial mathematical software that combines data analysis, formula calculation, programming, and plotting, which has the advantages of easy-to-understand code, advanced graphs, rich functions, and high interactivity, and thus is widely used by educational researchers.

The process of numerical simulation simulation and analysis is as follows: first, it is necessary to assume the value of the interest between educational subjects, which can be obtained through websites and questionnaires. Then, the code is inputted and compiled in Matlab software, so as to obtain the evolution trajectory diagram, which can intuitively and scientifically describe the trend of the behavioral strategies of educational subjects. Finally, in order to judge whether the size of the interest value among educational subjects has an impact on the choice of behavioral strategies of educational subjects and to what extent, the parameter sensitivity analysis can be carried out by adjusting the value of one of the interest values while the other values remain unchanged, so as to obtain the behavioral trend chart of educational subjects under different interest values, and then derive the conditional factors and the interaction mechanism affecting the behavioral strategies of educational subjects, and then put forward guiding suggestions to each educational subject accordingly. Accordingly, guiding suggestions are made for each educational subject to realize the benign development of the educational system.

A three-way evolutionary game model of student dominant subjectivity

In order to break the teacher-led situation in traditional teaching methods, take students as the main body, give full play to their subjective initiative, and realize the unity of dominance and subjectivity from the perspective of Marx’s human studies, this paper uses the three-party evolutionary game model to explore the optimal path for the unity of teachers’ “dominance” and students’ “subjectivity”.

Tripartite Evolutionary Models

This paper selects undergraduate education as the specific research object, constructs the evolutionary game model of school, tutor and student, explores the factors affecting students’ active learning, and analyzes the evolutionary strategies of school, tutor and student under limited rationality. The above three parties are finite rationality, and the three parties will be affected by information asymmetry, can not make the optimal decision at one time, they will gradually adjust their own strategies, until the state of the two sides to reach an equilibrium.

The strategy set of undergraduate students is {active learning, passive learning}, the strategy set of supervisors is {conscientious cultivation, non-conscientious cultivation}, and the strategy set of the university is {effective incentives, ineffective incentives}.

The main model parameters of this paper are shown below:

s,t,u - represent students, mentors and schools, respectively.

Ci - i = s,t,u, represent the cost invested by the student, the mentor and the school, respectively, Ci ≥ 0.

Ai - i = s,t,u, represent the basic benefits for students, mentors and schools, respectively, Ai ≥ 0.

q - the percentage of the student’s subsidy allocation, 0 ≤ q ≤ 1.

r - The percentage of additional earnings allocated to students, 0 ≤ r ≤ 1.

B - The total amount of education subsidies allocated by the government, B ≥ 0.

Bu - Effective government incentive subsidies to schools, Bu ≥ 0.

L - Additional academic gains for tutors and students for academic achievements, L ≥ 0.

Lu - Additional academic gains for the school created by student-initiated learning and serious mentor development, Bu ≥ 0.

Et - Ride-along gains for the instructor when the student is actively learning and the instructor is not seriously cultivating, Et ≥ 0.

Eu - Ride-along gains for the school from ineffective incentives for student-initiated learning and serious mentor training, Eu ≥ 0.

In order to formulate the relationship between the interests of undergraduate students, instructors and schools in undergraduate training, this paper proposes the following hypotheses:

Assumption 1: For undergraduate students, no matter what strategy the school or the supervisor chooses, the benefit of undergraduate students’ active learning As is greater than the cost of their learning Cs. For supervisors, the basic benefit At is greater than the cost of training students Ct. For schools, the basic benefit Au is greater than the cost of their inputs Cu.

Assumption 2: The school, as a third party, can appropriately make use of the educational subsidies allocated by the higher authorities or the government to cover the costs of educational inputs of undergraduate students and instructors, and the educational subsidies B include not only the Ministry of Education subsidies Bu for students or instructors, but also funds for school construction, etc., i.e., B > Bu. If we make the allocation ratio of subsidies to students be q, then the costs paid by students are CsBq, and that by instructors are CtB(1 − q).

Assumption 3: When undergraduate student takes the initiative and the mentor chooses a cooperative strategy, there is a common goal that drives both parties to work hard to achieve certain academic results and thus gain additional academic benefits. If the student’s share of the additional academic benefit is r, the undergraduate student receives an additional academic benefit of rL4, and the mentor receives an additional academic benefit of (1 − r)L. At the same time, both the undergraduate student and the mentor receive an additional academic benefit to the university, which is denoted as Lu.

Assumption 4: Since the incentives given by the university to undergraduate students or supervisors are limited, but the additional academic gains obtained by supervisors or undergraduate students through behaviors such as publishing articles are greater than the university’s incentives, i.e., (1 − r)L > B(1 − q), and rL > Bq.

Payment matrix for a three-way evolutionary game

According to the above model assumptions and strategy analysis, the benefit matrices of the three parties in the effective incentive and ineffective incentive strategies of the school are shown in Table 2 and Table 3 respectively, taking the “active learning” of undergraduate students and the “serious training” of supervisors in Table 2 as an example, the income of undergraduate students refers to the basic income As and additional academic income rL minus the input cost CsBq. A mentor’s benefit is the sum of the basic benefit At and the additional academic benefit (1 − r)L, minus his or her input costs CsB(1 − q). A school’s benefit is the sum of the basic benefit Au, its additional academic benefit Lu, and the government’s effective incentive subsidy to the school Bu, minus its input costs Cu.

Payment matrix when the school “effective incentives”

Tutor
Carefully cultivate (y) Careless cultivation (1-y)
Student Active learning(x) As + rL − (CsBq)At + (1 − r)L − [CtB(1 − q)]Au + Lu + BuCu As − (CsBq)At + EtAu + BuCu
Passive learning (1 − x) 0At − [CtB(1 − q)]Au + BuCu 0AtAu + BuCu

Payment matrix when the school “ineffective incentives”

Tutor
Carefully cultivate (y) Careless cultivation (1-y)
Student Active learning (x) As + rLCsAt + (1 − r)LCtAu + Lu + Eu AsCsAt + EtAu
Passive learning (1 − x) 0AtCtAu 0AtAu
Tripartite benefit expectations and evolutionary stability

According to Tables 2 and 3, if the probability of active learning is x, the probability of serious training by the supervisor is y, and the probability of effective motivation is z, 0 ≤ x, y, z ≤ 1, then the expected return of the undergraduate student choosing the “active learning” strategy Us1, the expected return Us2 and the average expected benefit U¯s$${\bar U_s}$$ of the “passive learning” strategy are respectively as follows: Us1 = yz(As+Bq+rLCs) +y(1z)(As+rLCs) +z(1y)(As+BqCs) +(1y)(1z)(AsCs) Us2 = 0 U¯s = xUs1+(1x)Us2$$\begin{array}{rcl} {U_{s1}} &=& yz({A_s} + Bq + rL - {C_s}) \\ &&+ y(1 - z)({A_s} + rL - {C_s}) \\ &&+ z(1 - y)({A_s} + Bq - {C_s}) \\ &&+ (1 - y)(1 - z)({A_s} - {C_s}) \\ {U_{s2}} &=& 0 \\ {{\bar U}_s} &=& x{U_{s1}} + (1 - x){U_{s2}} \\ \end{array}$$

Similarly, the expected return of the mentor choosing the “serious training” strategy is Ut1, the expected return of the mentor choosing the “not serious training” strategy is Ut2, and the average expected return is U¯t$${\bar U_t}$$, respectively: Ut1 = xz[At+B(1q)+(1r)LCt]+x(1z)[At+(1r)LCt] +z(1x)[At+B(1q)Ct]+(1x)(1z)(AtCt) Ut2 = xz(At+Et)+x(1z)(At+Et)+z(1x)At+(1x)(1z)At Ut¯ = yUt1+(1y)Ut2$$\begin{array}{rcl} {U_{t1}} &=& xz[{A_t} + B(1 - q) + (1 - r)L - {C_t}] + x(1 - z)[{A_t} + (1 - r)L - {C_t}] \\ &&+ z(1 - x)[{A_t} + B(1 - q) - {C_t}] + (1 - x)(1 - z)({A_t} - {C_t}) \\ {U_{t2}} &=& xz({A_t} + {E_t}) + x(1 - z)({A_t} + {E_t}) + z(1 - x){A_t} + (1 - x)(1 - z){A_t} \\ \overline {{U_t}} &=& y{U_{t1}} + (1 - y){U_{t2}} \\ \end{array}$$

Similarly, the school’s expected payoff Uu1 for choosing the “effective incentive” strategy, the expected payoff Uu2 for choosing the “ineffective incentive” strategy, and the average expected payoff U¯u$${\bar U_u}$$ at the time of the game are: Uu1 = xy(Au+Lu+BuCu)+x(1y)(Au+BuCu) +y(1x)(Au+BuCu)+(1x)(1y)(Au+BuCu) Uu2 = xy(Au+Lu+Eu)+x(1y)Au+y(1x)Au+(1x)(1y)Au U¯u = zUu1+(1z)Uu2$$\begin{array}{rcl} {U_{u1}} &=& xy({A_u} + {L_u} + {B_u} - {C_u}) + x(1 - y)({A_u} + {B_u} - {C_u}) \\ &&+ y(1 - x)({A_u} + {B_u} - {C_u}) + (1 - x)(1 - y)({A_u} + {B_u} - {C_u}) \\ {U_{u2}} &=& xy({A_u} + {L_u} + {E_u}) + x(1 - y){A_u} + y(1 - x){A_u} + (1 - x)(1 - y){A_u} \\ {{\bar U}_u} &=& z{U_{u1}} + (1 - z){U_{u2}} \\ \end{array}$$

From the above analysis, the equation for the replication dynamics of undergraduate students is obtained as: F(x) = dxdt=x(Us1U¯s) = x(1x)(As+zBq+yrLCs)$$\begin{array}{rcl} F(x)&=&\frac{{dx}}{{dt}}=x({U_{s1}} - {{\bar U}_s}) \\&=&x(1 - x)({A_s} + zBq + yrL - {C_s}) \\ \end{array}$$

Similarly, the equation for the replication dynamics of the tutor is: F(y) = dydt=y(Ut1U¯t) = y(1y)[x(1r)L+z(1q)BCtxEt]$$\begin{array}{rcl} F(y)&=&\frac{{dy}}{{dt}}=y({U_{t1}} - {{\bar U}_t}) \\&=&y(1 - y)[x(1 - r)L + z(1 - q)B - {C_t} - x{E_t}] \\ \end{array}$$

Further, the equation for the replication dynamics of the school is: F(z) = dzdt=z(Uu1U¯u) = z(1z)(BuCuxyEu)$$\begin{array}{rcl} F(z)&=&\frac{{dz}}{{dt}}=z({U_{u1}} - {{\bar U}_u}) \\&=&z(1 - z)({B_u} - {C_u} - xy{E_u}) \\ \end{array}$$

The evolutionary stabilization strategy (ESS) of a system of differential equations can be determined by the local stability of the Jacobi matrix of this system, which is therefore obtained from the above equation: J=( (12x)(As+zBq x(1x)rL x(1x)Bq +yrLCs) (12y)[x(1r)L y(1y)(1q)B y(1y)[(1r)LEt] +z(1q)BCtxEt] (12z)(BuCu z(1z)yEu z(1z)xEu xyEu)$$\left. {J = \left( {\begin{array}{*{20}{c}} {(1 - 2x)({A_s} + zBq}&{x(1 - x)rL}&{x(1 - x)Bq} \\ { + yrL - {C_s})}&{(1 - 2y)[x(1 - r)L}&{y(1 - y)(1 - q)B} \\ {y(1 - y)[(1 - r)L - {E_t}]}&{ + z(1 - q)B - {C_t} - x{E_t}]}&{(1 - 2z)({B_u} - {C_u}} \\ {z(1 - z)y{E_u}}&{z(1 - z)x{E_u}}&{ - xy{E_u}} \end{array}} \right.} \right)$$

When the solution of the replicated dynamic equation is equal to 0, the evolutionary game strategy is in a steady state. Copying F(x) = F(y) = F(z) = 0 in the dynamic equation above yields the local equilibrium points, which represent the strategies of the undergraduate student, the supervisor, and the school, respectively. 1 represents the strategy of “active learning, serious training, and effective motivation”, and 0 represents “passive learning, not serious training, and ineffective motivation”, and 9 equilibrium points are obtained: E1(0,0,0),E2(0,0,1),E3(0,1,0),E4(0,1,1),E5(1,0,0) E6(1,0,1),E7(1,1,0),E8(1,1,1),E9=(x*,y*,z*)$$\begin{array}{l} {E_1}(0,0,0),{E_2}(0,0,1),{E_3}(0,1,0),{E_4}(0,1,1),{E_5}(1,0,0) \\ {E_6}(1,0,1),{E_7}(1,1,0),{E_8}(1,1,1),{E_9} = ({x^*},{y^*},{z^*}) \\ \end{array}$$

where x*=Ctz(1q)B(1r)LEt,y*=BuCuxEu,z*=CsAsyrLBq$${x^*} = \frac{{{C_t} - z(1 - q)B}}{{(1 - r)L - {E_t}}},{y^*} = \frac{{{B_u} - {C_u}}}{{x{E_u}}},{z^*} = \frac{{{C_s} - {A_s} - yrL}}{{Bq}}$$.

The stability of the point is judged according to the positivity and negativity of the 9 equilibrium points, and the local equilibrium point is evolutionarily stable when F(x) = 0 and F′(x) < 0, or F(y) = 0 and F′(y) < 0, or F(z) = 0 and F′(z) < 0. In asymmetric games, if the evolutionary game equilibrium E is an evolutionary stable equilibrium, then E must be a strict Nash equilibrium, and a strict Nash equilibrium is a pure strategy equilibrium i.e., in asymmetric games, a mixed strategy equilibrium must not be an evolutionary stable equilibrium, and thus only the asymptotic stability of pure strategy equilibria need be discussed. Since E9 is a mixed-strategy Nash equilibrium, E9 is not an ESS, and the asymptotic stability of point E9 will not be discussed later, and the eigenvalues of the other eight equilibrium points are shown in Table 4.

The eigenvalue of the equilibrium point

Equalization point Eigenvalue λ1 Eigenvalue λ2 Eigenvalue λ3
E1(0, 0, 0) AsCs Ct BuCu
E2(0, 0, 1) As + BqCs B(1 − q) − Ct −(BuCu)
E3(0, 1, 0) As + rLCs Ct BuCu
E4(0, 1, 1) As + rL + BqCs −[B(1 − q) − Ct] −(BuCu)
E5(1, 0, 0) −(AsCs) L(1 − r) − CtEt BuCu
E6(1, 0, 1) −(As + BqCs) L(1 − r) + B(1 − q) − CtEt −(BuCu)
E7(1, 1, 0) −(As + rLCs) −[L(1 − r) − CtEt] BuCuEu
E8(1, 1, 1) −(As + rL + BqCs) [L(1r)+B(1q)CtEt]$$ - \left[ {L(1 - r) + B(1 - q) - {C_t} - {E_t}} \right]$$ −(BuCuEu)

First analyze the case where the equilibrium point is E1(0, 0, 0), at which point the Jacobi matrix is: J=( AsCs 0 0 0 Ct 0 0 0 BuCu)$$J = \left( {\begin{array}{*{20}{c}} {{A_s} - {C_s}}&0&0 \\ 0&{ - {C_t}}&0 \\ 0&0&{{B_u} - {C_u}} \end{array}} \right)$$

It can be seen that at this time the eigenvalues of the Jacobi matrix λ1 = AsCs, λ2 = −Ct, λ3 = BuCu and so on will be 7 equilibrium points respectively into the Jacobi matrix, can be respectively obtained equilibrium points corresponding to the eigenvalues of the Jacobi matrix as shown in Table 4. By analyzing the magnitude of the eigenvalues, it is concluded that the stability of the eight equilibrium points is affected by the cost-sharing ratio q and the benefit-sharing ratio r as shown in Table 5.

Local stability of equilibrium points (Cases 1, 2)

Case 1 Case 1 Case 1 Case 2 Case 2 Case 2
Equalization point det J trJ Stability det J trJ Stability
E1(0, 0, 0) - + Unstable point - + Unstable point
E2(0, 0, 1) - - Unstable point + + Unstable point
E3(0, 1, 0) + + Unstable point + + Unstable point
E4(0, 1, 1) + + Unstable point - - Unstable point
E5(1, 0, 0) + - ESS + - ESS
E6(1, 0, 1) - - ESS - - ESS
E7(1, 1, 0) - - ESS - - ESS
E8(1, 1, 1) + + ESS + + ESS

As can be seen from Table 5, the evolutionary stability point of the three parties is obtained under different values of the cost-sharing ratio q and benefit-sharing ratio r. Based on the final evolutionary strategy selection of the three parties, there are four kinds of strategies: (active learning, no serious cultivation, ineffective incentives), (active learning, no serious cultivation, effective incentives), (active learning, serious cultivation, ineffective incentives), and (active learning, serious cultivation, effective incentives). To reach the final stable point (active learning, serious cultivation, effective incentive), first of all, undergraduate students, as the key target, should take the initiative to learn and get more benefits for themselves, while supervisors, as the bridge between students and schools, should take the initiative to take the responsibility of education and promote the good development of students.

Simulation evolution of the development model of undergraduate education
Simulation evolution for different equilibrium point arrays

In order to analyze the behavioral evolution of students, tutors and schools, Matlab software is used to conduct a simulation study to deeply analyze the behavioral strategy choices of students, tutors and schools under different parameter values.

According to the replicated dynamic equations and conditions, the assigned array 1 satisfies the condition U: As = 18, Cs = 8, At = 84, Ct = 28, Au = 105, Cu = 55, L = 60, B = 25, Et = 50, Eu = 25. Array 2: Ct = 28, Cu = 82, other values are the same as U. Array 3: Ct = 82, Cu = 55, other values are the same as U. Array 4: Ct = 82, Cu = 82, other values are the same as U. The four sets of values are respectively evolved over time for 60 times from different combinations of the initial strategies, and the results of the evolutions are shown in Fig. 1.

Figure 1.

Array simulation changes

The simulation results show that under different array conditions, the system exists stable points (1,1,1), (1,1,0), (1,0,1) and (1,0,0), respectively. In addition, regardless of the change in the initial willingness of the three subjects, the student strategy eventually stabilizes to active learning, i.e., (1,y,z). This indicates that in this system, students’ active learning is the basis of this game, and schools and tutors mainly play the role of motivation and guidance for students, which is in line with the law of practical work. It can be seen that the simulation analysis is consistent with the conclusions of the stability analysis of the strategies of all parties.

Simulation parameter analysis

Based on the student’s dominance and subjectivity, this study conducted a sensitivity analysis for the tutor-related parameters in the hypothesis, and set up three tutor-related parameters, including the basic benefit At, cost Ct and additional academic benefit L(1r)$$L\left( {1 - r} \right)$$ for the tutor to “seriously cultivate” the students. When the sensitivity of one of the parameters is analyzed, the assumptions in the simulation simulation are used in the previous (0,1,1) strategy combination to ensure the consistency of the results.

Analysis of the benefits of “serious training” of students by mentors

In the case of meeting the equilibrium point (0,1,1), all the eigenvalues of the comparable matrix are negative, and the values of the benefits of the mentor’s “conscientious cultivation” of the student At are set to 0.3, 3, 6. The results of the analysis of the benefits of the mentor’s “conscientious cultivation” of the student are shown in Fig. 2. The results of the analysis are shown in Figure 2, where (a) to (c) denote the decision-making situations of the student, the mentor, and the school, respectively, at the time of At = 0.3, 3, 6.

Figure 2.

Income analysis of tutors conscientiously cultivating students

Figure 2(b) shows that as the benefits of mentoring students increase, mentors’ decisions will converge to “serious training” more quickly, so increasing the benefits of mentors can positively promote their “serious training” of students. The three lines in Figures 2(a) and (c) almost overlap, reflecting the fact that the increase in mentors’ earnings has almost no effect on students’ and schools’ decisions.

Cost analysis of mentors’ “serious training” of students

When all eigenvalues of the Jacobian matrix satisfying the equilibrium point (0,1,1) are negative, the values of the cost of “serious training” of the tutor Ct are set to 2, 4, and 6, respectively. Figure 3 shows the results of the cost analysis of the tutor’s “serious training” of students, and (a) ~ (c) represent the decision-making situation of students, tutors, and schools at Ct = 2, 4, 6 o’clock.

Figure 3.

Cost analysis of tutors conscientiously cultivating students

Figure 3(b) reflects that tutors are more inclined to “train seriously” when the cost of mentoring students is lower. When the cost of tutors to train students continues to rise and exceed the threshold, tutors turn to “not seriously developing” students. Figure 3(c) shows that the school’s decision to choose “effective incentive” or “ineffective incentive” teacher-student cooperation was made by the tutor. Figure 3(a) shows that students are more inclined to implement a “passive learning” strategy when tutors are “serious about training” and schools choose “effective motivation”. When tutors and schools shifted to “not serious training” and “ineffective incentives”, respectively, students were more inclined to choose to implement “active learning” strategies.

Analysis of the additional benefits of mentors’ “serious training” of students

Analysis of the additional academic benefits of the mentor’s “serious cultivation” of students in the case of meeting the equilibrium point (0,1,1) Jacobian matrix all eigenvalues are negative, the mentor’s “serious cultivation” of students to obtain the additional academic benefits of the value of L(1r)$$L\left( {1 - r} \right)$$ were set to 0.5. 1.2, 4, the results of the analysis of the additional academic benefits of the mentor’s “conscientious cultivation” of students are shown in Fig. 4, with (a) to (c) indicating the decision-making situations of students, mentors and schools at the time of L(1r)=0.5,1.2,4$$L\left( {1 - r} \right) = 0.5,1.2,4$$, respectively.

Figure 4.

Additional income analysis of tutors conscientiously cultivating students

Figure 4(b) shows that when the mentor gains additional academic benefits, the mentor’s decision converges more quickly to “seriously cultivate” students. Figure 4(c) reflects that the probability that the school will “effectively incentivize” student-teacher collaboration increases as the mentor receives additional academic benefits. Figure 4(a) reflects that the additional academic benefits of mentor-led research programs have relatively little impact on student decision-making.

The practical path of the college curriculum to adhere to the unity of dominance and subjectivity

Through the previous exploration of dominance and subjectivity in the process of undergraduate education, this paper puts forward the practical path of adhering to the unity of dominance and subjectivity in the construction of college curriculum. Its specific content is as follows:

Revolutionize educational concepts and innovate educational models

Colleges and universities to promote the reform and innovation of the curriculum to adhere to the unity of dominance and subjectivity, teachers should keep abreast of the times to learn and accept new educational concepts. Teachers should actively participate in business training and learning, take the initiative to learn advanced education concepts, firmly establish the people-oriented education ideology, emphasizing student-centered, comprehensive human development-oriented, to achieve “learning before teaching, teaching to teach, learning to promote teaching”. Teachers should come out from the duck-type indoctrination education, become the organizer, listener, guide to learning, and do a good job on the road of student learning “lighthouse” and “signposts”. In addition, teachers should have the courage to explore and innovate the education model. As far as possible, they should get rid of the traditional mode of large-class teaching, explore and innovate new teaching methods such as small-class teaching, flipped classroom and exploratory teaching in the appropriate parts of the course, stimulate students’ interest in learning, expand the space for students’ interaction and communication, and respect the subjectivity of students’ learning. To strengthen the design of teaching links, abandon the previous teaching method of reading from the book, and increase the number of questions, interactions, independent seminars and other links. According to the feedback of the learning situation of students of various majors in colleges and universities, the teaching content and teaching progress should be reasonably adjusted to meet the personalized needs of students’ learning.

Emancipate students’ thinking and stimulate learning initiative

Colleges and universities to promote the reform and innovation of the curriculum to adhere to the unity of the dominant and the subjective, to liberate students’ thinking, stimulate the initiative of learning, and realize the overall development of students. In the construction of the curriculum, if you can not disperse the thinking of students, the classroom will be reduced to the teacher’s “one-man show”. Curriculum reform to respect the student subjectivity, teachers should not violate the disciplinary requirements of students in colleges and universities under the premise of as far as possible to make the classroom “live” up, so that students “move” up. Teachers should carefully design teaching links, problem guidance, interactive seminars, activate students’ thinking, encourage students and teachers, students and students between the collision of ideas, so that the students’ thinking is active, and really achieve the results of the curriculum reform of teaching and learning. Adhere to the dominant and subjective unity of reform and innovation, but also to stimulate the initiative of students to learn. To publicize, guide, educate students to understand and recognize the importance of learning the basic principles of Marxism, cultivate ideals and beliefs for learning, work and life development guidance. To adhere to the people-oriented education concept, with the times to innovate education methods and content, to find the entry point of students’ interest in learning and learning motivation to stimulate the point. We should correctly recognize students’ learning and acceptance of the law, adjust the progress at the right time, establish confidence in learning, enhance students’ sense of acquisition and achievement in learning, and stimulate students’ intrinsic motivation to learn by inspiring and guiding the teaching design.

Sound institutional mechanism, improve the evaluation system

Adhere to the unity of dominance and subjectivity of curriculum reform and innovation, not only the teacher’s responsibility of a family, can not only rely on the subject of stimulating the students’ self-awareness, but also in the unified leadership of the university under the deployment of the formation of departmental synergy, full participation in the common promotion of curriculum reform and innovation of the lively situation. Adhere to the unity of dominance and subjectivity, first of all, to improve the system mechanism. Colleges and universities to study and formulate institutional guidance documents, teaching departments to carry out regular seminars and studies, school publicity departments to carry out regular publicity and popularization, the whole school teachers and students to jointly create a sustained strong atmosphere, so as to clarify the direction of the reform, the development of the reform program, deepen the understanding of awareness, and cohesion of the ideological consensus in order to form a synergy to promote the adherence to the dominant and subjective unification of the practice of curriculum reform, and to really Promote the reform in practice, deepen people’s hearts and achieve practical results. Adhere to the dominant and subjective unity of the curriculum reform but also improve the evaluation system. To clarify the main body of the evaluation, colleges and universities should combine internal and external experts to form a specialized evaluation of the effectiveness of the curriculum reform, from a professional point of view, comprehensive selection of evaluation team members, and effectively enhance the professionalism and authority of the main body of the evaluation. To clarify the scientific and effective evaluation standards, colleges and universities should learn from the evaluation programs and standards of local institutions, establish an evaluation index system in line with the reality of higher education, and objectively and impartially reflect the effectiveness of the reform of the curriculum in adhering to the unity of dominance and subjectivity. To establish a long-term evaluation mechanism, universities should promote the long-term operation of the evaluation of the effectiveness of the curriculum teaching reform, can not give up the continuous improvement because of the acceptance of the course construction, we must keep abreast of the times, enrich the content of the reform of the curriculum to adhere to the unity of the dominant and the subjective nature of the reform, innovative reform initiatives, continuous and dynamic evaluation of the effectiveness of the reform, and promote the reform practice of the curriculum to adhere to the unity of the dominant and the subjective nature of the deep and solid by evaluating and promoting the construction, and promoting the reform of the curriculum to evaluate and improve continuously. Through evaluation for construction, evaluation for reform, we will continue to promote the unity of dominance and subjectivity in the curriculum.

Conclusion

This paper selects evolutionary game theory as the research method, and analyzes the evolutionary mechanism of decision-making behavior of the three parties in college education by constructing the evolutionary game model of students, teachers and schools and carrying out computer simulation on it.

In the model, students’ strategies are divided into “active learning” and “passive behavior”, tutor strategies are divided into “serious training” and “non-serious training”, and school strategies are divided into “effective incentives” and “ineffective incentives”. 1 represents the strategy of “active learning, serious training, and effective motivation”, and 0 represents “passive learning, not serious training, and ineffective motivation”, constituting 8 strategy combinations. The simulation results show that there are stable points (1,1,1), (1,1,0), (1,0,1) and (1,0,0) in the system under different array conditions. The results show that no matter how the initial willingness of the three parties changes, the students’ strategies are ultimately stable in active learning. That is, students’ active learning is the basis of this game, and the school and tutors mainly play a role in motivating and guiding students, which is in line with the actual work law and consistent with the analysis conclusion of the strategic stability of all parties.

In addition, the results of parameter analysis show that with the improvement of the basic and additional benefits of tutors in cultivating students, the decision-making of tutors will converge more quickly to “serious training”, that is, improving the income of tutors can positively promote their “serious training” of students. However, the improvement of tutor income can promote schools to adopt “effective incentive” decision-making, but has basically no impact on students’ decision-making. At the same time, when the cost of tutors to train students is lower, tutors are more inclined to “train students seriously”.

On the basis of simulation analysis, this paper innovates the education concept, innovative education model, emancipates students’ thinking, stimulates learning initiative, sound system mechanism, improve the evaluation system and other three aspects of the college curriculum to adhere to the unity of dominance and subjectivity of the practical path.

Language:
English