Research on english E-learning teaching model based on digital entertainment and gamification experience: Interactive teaching experience

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-08-08 DOI:10.1016/j.entcom.2024.100867
Xiao Han
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Abstract

With the rapid development of digital technology, online education has gradually become the mainstream learning mode, and the traditional E-learning mode often lacks interaction and participation, resulting in learners’ enthusiasm and learning effect being affected. Therefore, this study aims to explore E-learning English online teaching mode based on digital entertainment and gamification experience, with a view to improving learners’ interactive teaching experience, learning effect and learning motivation. This study adopts a hybrid approach, summarizes the application of existing digital entertainment and gamification technologies in education, and designs an online English learning platform integrating game elements. Through case study and questionnaire survey, feedback data of students in the process of using this platform is collected, and their interactive experience and learning effectiveness are analyzed. The results show that the online teaching model based on digital entertainment and gamification experience significantly improves learners’ participation and learning enthusiasm. Learners’ academic performance improved significantly in the interactive environment, and feedback showed a significant increase in their satisfaction with the course content and the attractiveness of gamified elements.
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基于数字娱乐和游戏化体验的英语网络教学模式研究:互动式教学体验
随着数字技术的飞速发展,在线教育逐渐成为主流学习模式,而传统的E-learning模式往往缺乏互动性和参与性,导致学习者的学习热情和学习效果受到影响。因此,本研究旨在探索基于数字娱乐和游戏化体验的E-learning英语在线教学模式,以期提高学习者的互动教学体验、学习效果和学习动力。本研究采用混合方法,总结现有数字娱乐和游戏化技术在教育中的应用,设计了一个融合游戏元素的在线英语学习平台。通过案例研究和问卷调查,收集学生在使用该平台过程中的反馈数据,分析学生的互动体验和学习效果。结果表明,基于数字娱乐和游戏化体验的在线教学模式显著提高了学习者的参与度和学习热情。学习者在互动环境中的学习成绩明显提高,反馈显示他们对课程内容的满意度和游戏化元素的吸引力都有显著提高。
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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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