Research on the promotion of intelligent entertainment voice robots in personalized English learning based on data mining and gamified teaching experience

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-09 DOI:10.1016/j.entcom.2024.100816
Yanmei Geng
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Abstract

With the development of educational technology and the arrival of the intelligent era, intelligent entertainment voice robots have gradually become a research hotspot in the field of education. This study aims to explore the application of intelligent entertainment voice robots based on data mining in the promotion of personalized English learning, and combine with gamified virtual teaching to improve learners’ learning interest and learning effect. The study uses data mining technology to analyze learners’ learning data, interest preferences and learning performance, and provides learners with targeted learning resources and gamified virtual teaching environment based on personalized recommendation. The study creates a virtual teaching environment presented in the form of games, which contains various interesting tasks, challenges and reward mechanisms. Learners can participate in the virtual teaching environment at the same time, experience the fun and stimulation of games, so as to stimulate the interest and motivation of learning. Learners can engage in interactive speech learning through conversations with intelligent entertainment speech robots. The robot can provide real-time answers to learners’ questions, provide personalized learning suggestions, and provide encouragement and feedback. By interacting with robots, learners can get more flexible and personalized learning support, improving learning effectiveness and satisfaction. Through experiments and data analysis, it is found that intelligent entertainment voice robot based on data mining and gamification teaching experience can effectively improve learners’ learning interest and learning effect. Learners show higher engagement and motivation in personalized recommended learning resources and gamified virtual teaching environments.

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基于数据挖掘和游戏化教学体验的智能娱乐语音机器人在个性化英语学习中的推广研究
随着教育技术的发展和智能时代的到来,智能娱乐语音机器人逐渐成为教育领域的研究热点。本研究旨在探索基于数据挖掘的智能娱乐语音机器人在促进个性化英语学习中的应用,并结合游戏化虚拟教学提高学习者的学习兴趣和学习效果。本研究利用数据挖掘技术分析学习者的学习数据、兴趣偏好和学习成绩,为学习者提供有针对性的学习资源和基于个性化推荐的游戏化虚拟教学环境。本研究创建了一个以游戏形式呈现的虚拟教学环境,其中包含各种有趣的任务、挑战和奖励机制。学习者可以在参与虚拟教学环境的同时,体验游戏带来的乐趣和刺激,从而激发学习兴趣和动力。学习者可以通过与智能娱乐语音机器人对话,参与互动式语音学习。机器人可以实时回答学习者的问题,提供个性化的学习建议,并给予鼓励和反馈。通过与机器人互动,学习者可以获得更灵活、更个性化的学习支持,提高学习效果和满意度。通过实验和数据分析发现,基于数据挖掘和游戏化教学体验的智能娱乐语音机器人能有效提高学习者的学习兴趣和学习效果。学习者在个性化推荐的学习资源和游戏化虚拟教学环境中表现出更高的参与度和积极性。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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