Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-29 DOI:10.1016/j.entcom.2024.100846
Cheng Chen
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Abstract

With the rapid development of the Internet, e-learning is becoming more and more popular as a convenient and flexible way of learning. This study aims to explore the application of entertainment social media based on deep learning and interactive experience in English e-learning teaching system to improve students’ learning effect and motivation. The interface design of e-learning system incorporates gamification elements, and deep learning algorithms are used to analyze students’ learning habits and progress. The system can provide personalized learning paths and recommended content for each student to ensure that learning resources match students’ needs and abilities. A variety of interactive learning activities are built into the system to encourage students to actively participate in and practice their English speaking and listening skills. With integrated social media capabilities, students can create profiles on the learning platform, join interest groups, communicate with peers and study collaboratively. Through the data analysis of experiments and questionnaires, we found that entertainment social media based on deep learning and interactive experience can effectively improve students’ learning interest and motivation in the English e-learning teaching system. Students showed higher engagement and motivation when using the system and achieved better learning outcomes.
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基于深度学习和互动体验的娱乐社交媒体在英语电子教学系统中的应用
随着互联网的快速发展,网络学习作为一种便捷、灵活的学习方式越来越受到人们的青睐。本研究旨在探索基于深度学习和互动体验的娱乐社交媒体在英语网络教学系统中的应用,以提高学生的学习效果和学习动力。电子学习系统的界面设计融入了游戏化元素,并利用深度学习算法分析学生的学习习惯和进度。系统可为每个学生提供个性化的学习路径和推荐内容,确保学习资源与学生的需求和能力相匹配。系统内置多种互动学习活动,鼓励学生积极参与,锻炼英语听说能力。通过集成的社交媒体功能,学生可以在学习平台上创建个人档案、加入兴趣小组、与同伴交流和协作学习。通过实验和问卷调查的数据分析,我们发现基于深度学习和互动体验的娱乐社交媒体能有效提高英语网络教学系统中学生的学习兴趣和积极性。学生在使用该系统时表现出更高的参与度和积极性,并取得了更好的学习效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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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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