Research on digital entertainment media in English writing e-learning system based on interactive game learning method

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-30 DOI:10.1016/j.entcom.2024.100855
Li Tianyi
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Abstract

As a new teaching tool, digital entertainment media has the potential to improve students’ learning effect and interest. This study aims to explore the application of digital entertainment media based on interactive game learning methods in English writing e-learning system, so as to improve students’ English writing ability and learning enthusiasm. By designing a digital entertainment media e-learning system based on interactive game learning method, this paper studies and designs an intuitive and easy to use interface, so that students can easily browse and participate in interactive game learning activities. Design various types of game tasks and challenges based on interactive game learning methods. Combined with the basic content and requirements of English writing teaching, a variety of interactive learning tools and activities are provided to stimulate students’ learning interest and writing ability. After the implementation of the digital entertainment media e-learning system, students demonstrated a more positive learning attitude and a higher level of English writing by participating in various activities and training provided by the interactive game learning method. They have made significant improvements in writing expression, grammar use and creative thinking.
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基于互动游戏学习法的英语写作电子学习系统中的数字娱乐媒体研究
数字娱乐媒体作为一种新的教学手段,具有提高学生学习效果和学习兴趣的潜力。本研究旨在探索基于互动游戏学习法的数字娱乐媒体在英语写作网络教学系统中的应用,以提高学生的英语写作能力和学习积极性。通过设计基于互动游戏学习法的数字娱乐媒体网络学习系统,本文研究设计了直观易用的操作界面,方便学生浏览和参与互动游戏学习活动。基于互动游戏学习法,设计各类游戏任务和挑战。结合英语写作教学的基本内容和要求,提供多种互动学习工具和活动,激发学生的学习兴趣和写作能力。数字娱乐媒体网络教学系统实施后,学生通过参与互动游戏学习法提供的各种活动和训练,表现出更积极的学习态度和更高的英语写作水平。他们在写作表达、语法运用和创造性思维方面都有了明显的提高。
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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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