Research on the design of online gamified tourism education activities based on Moodle platform

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 DOI:10.1016/j.entcom.2024.100823
Teng Gao
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Abstract

With the rapid development of information technology and the popularization of online education, more and more educators are exploring integrating gamified elements into online teaching activities to enhance student’s learning interests and participation. Especially in the field of tourism education, due to its unique practicality and experiential nature, gamified education has more significant potential and application value. However, current research primarily focuses on traditional classroom teaching environments, and there is relatively little research on the design of online gamified tourism education activities based on the Moodle platform. Therefore, this study aims to fill this gap and provide new ideas and methods for online tourism education. This article uses the Moodle platform to research gamified tourism education activities, including the following aspects. Firstly, gamification theory was combined with the classic ARCS education model to stimulate students’ enthusiasm for learning and improve the quality of online teaching. Secondly, using the Moodle platform for educational activity design, secondary development is carried out based on the original functions of the platform, and a platform that conforms to gamified tourism education activities is constructed through LAMP technology to achieve personalized customization. Thirdly, it is proposed to use the KNN-NDS algorithm for comment polarity annotation, and a computational model is constructed. The algorithm’s efficiency is verified from four parts: “an optimal number of neighbors,” training efficiency comparison test, classification efficiency comparison test, and classification quality test. Fourthly, through platform trial operation, a platform satisfaction survey will be conducted to analyze the contribution of gamification and specialization to gamified educational activities in depth.
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基于 Moodle 平台的在线游戏化旅游教育活动设计研究
随着信息技术的飞速发展和在线教育的普及,越来越多的教育工作者正在探索将游戏化元素融入在线教学活动中,以提高学生的学习兴趣和参与度。特别是在旅游教育领域,游戏化教育由于其独特的实践性和体验性,具有更显著的潜力和应用价值。然而,目前的研究主要集中在传统的课堂教学环境,基于Moodle平台的在线游戏化旅游教育活动设计研究相对较少。因此,本研究旨在填补这一空白,为在线旅游教育提供新的思路和方法。本文利用Moodle平台对游戏化旅游教育活动进行研究,主要包括以下几个方面。首先,将游戏化理论与经典的ARCS教育模式相结合,激发学生的学习热情,提高在线教学质量。其次,利用Moodle平台进行教育活动设计,在平台原有功能的基础上进行二次开发,通过LAMP技术构建符合游戏化旅游教育活动的平台,实现个性化定制。第三,提出了使用KNN-NDS算法进行评论极性标注,并构建了计算模型。算法的有效性从“最优邻居数”、训练效率比较测试、分类效率比较测试和分类质量测试四个部分进行验证。第四,通过平台试运行,进行平台满意度调查,深入分析游戏化和专业化对游戏化教育活动的贡献。
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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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