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Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm 基于 DTW 姿态匹配算法的武术动作识别系统
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-20 DOI: 10.1016/j.entcom.2024.100877
Guosong Wu, Chunhong Wen, Hecai Jiang
Motion recognition technology is widely used in intelligent video surveillance, human-computer interaction and other fields. With the development of computer vision technology, improving the accuracy and efficiency of motion recognition has become the focus of research. The purpose of this study is to improve the performance of Wushu movement recognition through improved dynamic time warping algorithm and hierarchical model. Firstly, a high-dimensional feature vector is constructed by using the position, velocity and Angle changes of human bone joints. The actions are subdivided by the hierarchical model, and matched and recognized by the max-minimum dynamic time regularization model. Meanwhile, the K-class mean algorithm is combined to optimize the type of tree core, improve the performance of the model, reduce the interference of noise nodes, and effectively classify Wushu actions. Experimental verification was carried out on four public data sets of KTH, Olympic Sports, Hollywood2 and HMDB51. The experimental results showed that the recognition rate of the proposed model in KTH data set was 95.2%, and that in Olympic Sports data set was 91.4%. The Hollywood2 dataset was 66.7%, and the HMDB51 dataset was 61.2%. Comparing the results of different algorithms, the proposed method improved the recognition performance by 10% compared with long short-term memory network and gated cycle unit. Compared with one-dimensional convolutional neural network, the time of the proposed method was 15s longer, but the recognition rate was 1.6% higher. The results showed that the proposed method had significant performance advantages in diverse and complex action recognition tasks. Meanwhile, the results emphasized the factors to be considered in the design of the model, demonstrating its effectiveness in the application of Wushu movement recognition.
运动识别技术被广泛应用于智能视频监控、人机交互等领域。随着计算机视觉技术的发展,提高运动识别的精度和效率已成为研究的重点。本研究旨在通过改进的动态时间扭曲算法和层次模型来提高武术动作识别的性能。首先,利用人体骨关节的位置、速度和角度变化构建高维特征向量。利用层次模型对动作进行细分,并利用最大最小动态时间正则化模型对动作进行匹配和识别。同时,结合 K 类均值算法,优化树核类型,提高模型性能,减少噪声节点干扰,有效地对武术动作进行分类。在 KTH、奥林匹克体育、Hollywood2 和 HMDB51 四个公共数据集上进行了实验验证。实验结果表明,所提模型在 KTH 数据集中的识别率为 95.2%,在奥林匹克体育数据集中的识别率为 91.4%。Hollywood2数据集的识别率为66.7%,HMDB51数据集的识别率为61.2%。对比不同算法的结果,与长短期记忆网络和门控循环单元相比,所提方法的识别性能提高了 10%。与一维卷积神经网络相比,所提方法的识别时间延长了 15 秒,但识别率提高了 1.6%。结果表明,所提出的方法在多样化和复杂的动作识别任务中具有显著的性能优势。同时,研究结果强调了模型设计中需要考虑的因素,证明了其在武术动作识别应用中的有效性。
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引用次数: 0
Children’s sensory interaction music enlightenment system based on sensory interaction and game elements 基于感官互动和游戏元素的儿童感官互动音乐启蒙系统
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-18 DOI: 10.1016/j.entcom.2024.100873
Lian Sun
Recently, a widely developed technology in the field of tactile interactive human–computer interaction has been widely applied in various fields. However, there is currently a lack of application of somatosensory interaction technology in children’s music enlightenment products. To broaden the research scope of the field of sensory interaction products, this study first analyzes music enlightenment games based on game elements to obtain the needs of children in music education; Secondly, this study utilizes fuzzy judgment matrices and purpose chains to conduct research based on user psychology, in order to capture the product’s focus during the design process. Finally, the research designs Gesture recognition algorithm and children’s somatosensory interaction music enlightenment system on the basis of somatosensory interaction. The research results indicate that the age range of users is between 28 and 45 years old, and 88 % of respondents have no or limited experience in early music education for children. When the Gesture recognition algorithm iterates to about 4000 times, it can reach the convergence state, and the loss value fluctuates around 0.1. In addition, the running time of Gesture recognition algorithm in simple background and complex background is 0.089 s and 0.083 s respectively. And the average accuracy of this algorithm is 98.81 %, with an average recall rate of 93.38 %. Finally, the vast majority of participants expressed their willingness to continue using the children’s sensory interaction music enlightenment system in view of sensory interaction and game elements, with a higher proportion of medium to low difficulty participants willing to continue. In summary, the children’s somatosensory interactive music enlightenment system proposed in the study has better performance and is widely used by users.
近年来,触觉交互式人机交互技术得到了广泛的发展,并被广泛应用于各个领域。然而,目前体感交互技术在儿童音乐启蒙产品中的应用还比较缺乏。为了拓宽体感交互产品领域的研究范围,本研究首先基于游戏元素对音乐启蒙游戏进行分析,以获取儿童在音乐教育方面的需求;其次,本研究利用模糊判断矩阵和目的链进行基于用户心理的研究,以在设计过程中抓住产品的关注点。最后,本研究在体感交互的基础上设计了手势识别算法和儿童体感交互音乐启蒙系统。研究结果表明,用户的年龄范围在 28 至 45 岁之间,88% 的受访者没有或仅有有限的儿童早期音乐教育经验。当手势识别算法迭代到约 4000 次时,可以达到收敛状态,损失值在 0.1 左右波动。此外,手势识别算法在简单背景和复杂背景下的运行时间分别为 0.089 s 和 0.083 s。该算法的平均准确率为 98.81%,平均召回率为 93.38%。最后,从感官互动和游戏元素来看,绝大多数参与者表示愿意继续使用儿童感官互动音乐启蒙系统,其中中低难度参与者愿意继续使用的比例较高。综上所述,本研究提出的儿童体感互动音乐启蒙系统具有较好的性能,被用户广泛使用。
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引用次数: 0
Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM 游戏化的功利和享乐价值及其对品牌参与度、忠诚度、信任度和 WoM 的影响
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-16 DOI: 10.1016/j.entcom.2024.100868
Yudhvir Singh , Ram Milan

This research investigated the impact of gamification’s utilitarian and hedonistic measurements on consumer brand engagement, loyalty, and WoM marketing outcomes. The data collection process was carried out in India using online and offline distribution of questionnaires. 231 forms were received, with 22 being eliminated due to inconsistencies, such as the identical answers to all questions, resulting in 209 responses acceptable for the research. PLS-SEM with using SEMinR, the hypotheses were tested. Results indicate that hedonic values are more successful in changing customer behaviour rather than utilitarian; the findings show that hedonic value exists in components that lead to brand loyalty and word-of-mouth. The study highlights the mediation effect of brand engagement, implying that while brand engagement is a required element for brand loyalty, it may be indifferent to achieving word-of-mouth. Brand engagement is more significant in promoting WoM than brand loyalty.

本研究调查了游戏化的功利性和享乐主义衡量标准对消费者品牌参与度、忠诚度和 WoM 营销结果的影响。数据收集过程在印度进行,采用了在线和离线发放问卷的方式。共收到 231 份问卷,其中有 22 份因不一致(如对所有问题的回答都相同)而被剔除,最终有 209 份答卷可以接受。使用 SEMinR 对假设进行了 PLS-SEM 检验。结果表明,在改变顾客行为方面,享乐价值比功利价值更成功;研究结果表明,享乐价值存在于导致品牌忠诚度和口碑的组成部分中。研究强调了品牌参与度的中介效应,这意味着虽然品牌参与度是品牌忠诚度的必要因素,但它对实现口碑传播可能无足轻重。与品牌忠诚度相比,品牌参与对促进口碑传播的意义更大。
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引用次数: 0
Improved Non-Player Character (NPC) behavior using evolutionary algorithm—A systematic review 利用进化算法改进非玩家角色(NPC)行为--系统综述
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-16 DOI: 10.1016/j.entcom.2024.100875
Hendrawan Armanto , Harits Ar Rosyid , Muladi , Gunawan

Games, once solely intended for entertainment, have emerged as a significant research focus in recent years, with the primary goal of enhancing the gaming experience. Research in the gaming domain has expanded to encompass a wide range of topics, spanning from game theory to artificial intelligence. Within the realm of artificial intelligence itself, Non-Player Characters (NPCs) play a crucial role in shaping the overall gaming experience. The quality of NPC behavior directly influences player satisfaction. Evolutionary algorithms stand out as a key algorithm for optimizing NPC behavior and interactions. This review paper extensively explores the intricate relationship between evolutionary algorithms and NPC behavior, proposing six categories (planning, user interaction, position modification, parameter modification, character state modification, and target assignment strategy), each delineating a distinct role for evolutionary algorithms. Ultimately, the paper draws three main conclusions: the pervasive use of evolutionary algorithms in gaming research, the diversity in game selection for research trials, and the varying strategies employed by researchers in selecting testing techniques. This comprehensive review aims to serve as a valuable reference for future research, particularly in the domain of evolutionary algorithms applied to NPC behavior.

游戏曾经仅仅是为了娱乐,但近年来已成为一个重要的研究重点,其主要目标是增强游戏体验。游戏领域的研究已扩展到包括从游戏理论到人工智能的广泛课题。在人工智能领域,非玩家角色(NPC)在塑造整体游戏体验方面发挥着至关重要的作用。NPC 行为的质量直接影响玩家的满意度。进化算法是优化 NPC 行为和互动的关键算法。这篇综述论文广泛探讨了进化算法与 NPC 行为之间错综复杂的关系,提出了六个类别(规划、用户交互、位置修改、参数修改、角色状态修改和目标分配策略),每个类别都为进化算法划分了不同的角色。最后,论文得出了三个主要结论:进化算法在游戏研究中的广泛应用、研究试验中游戏选择的多样性以及研究人员在选择测试技术时采用的不同策略。这篇全面的综述旨在为未来的研究,尤其是进化算法应用于 NPC 行为领域的研究,提供有价值的参考。
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引用次数: 0
Immersive human–computer interaction and digital entertainment new media application in English e-learning mode 沉浸式人机交互和数字娱乐新媒体在英语电子学习模式中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-16 DOI: 10.1016/j.entcom.2024.100878
Jing Yuan, Yuan Zhang, Daqing Li, Cailin Yang, Yuxin Xing, Zhanhao Jiang
With the rapid development of e-learning, more and more learners use electronic devices to learn English. The traditional way of learning is often lack of interest and interaction, therefore, this paper discusses how to improve the effect of English learning through the application of immersive human–computer interaction and digital entertainment new media. Research on the selection of appropriate virtual reality, augmented reality or game platforms, design interactive content and scenes according to learning objectives, and use elements such as virtual scenes, virtual characters and audio-visual effects to improve learners’ immersion. Through careful design and production, learners can be presented with a lively, interesting and challenging learning environment to stimulate their interest and enthusiasm in learning. Develop interactive learning tools and applications that enable learners to interact with virtual environments or games, make appropriate adjustments and feedback based on learner feedback and behavior, and provide personalized learning support and guidance. Through the collection of learner feedback and behavioral data, combined with the evaluation indicators of learning outcomes, the immersive learning environment and content can be evaluated and improved and optimized according to the evaluation results, so as to further enhance learners’ learning motivation and learning outcomes.
随着网络学习的快速发展,越来越多的学习者使用电子设备学习英语。传统的学习方式往往缺乏趣味性和互动性,因此,本文探讨了如何通过应用沉浸式人机交互和数字娱乐新媒体提高英语学习效果。研究选择合适的虚拟现实、增强现实或游戏平台,根据学习目标设计互动内容和场景,利用虚拟场景、虚拟人物和视听效果等元素提高学习者的沉浸感。通过精心设计和制作,可以为学习者呈现一个生动、有趣、具有挑战性的学习环境,激发他们的学习兴趣和热情。开发互动学习工具和应用软件,使学习者能够与虚拟环境或游戏进行互动,根据学习者的反馈和行为做出适当的调整和反馈,并提供个性化的学习支持和指导。通过收集学习者的反馈和行为数据,结合学习效果的评价指标,对沉浸式学习环境和内容进行评价,并根据评价结果进行改进和优化,从而进一步提高学习者的学习积极性和学习效果。
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引用次数: 0
The application of effective tracking model in the design of student knowledge education games 有效跟踪模型在学生知识教育游戏设计中的应用
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-14 DOI: 10.1016/j.entcom.2024.100871
Xiandong Liu, Gao Lan
As the boost of the economy and the improvement of residents’ living standards, education issues are receiving increasing attention; In response to the issue of rational design of educational games, this study investigates the application of effective tracking models in the design of student knowledge education games. Firstly, this study constructs a personalized knowledge tracking model in view of multi feature fusion; Then, it builds a contextualized narrative education game model integrated with the Adaptive learning framework. The results show that when 40% training set is selected, the accuracy of the personalized knowledge tracking model in view of multi feature fusion is the highest, 0.98, the lowest root mean square error is 0.25, and the lowest Mean absolute error is 0.21; The accuracy of Bayesian knowledge tracking is the lowest, 0.57 in the best case, and the Mean absolute error and Root-mean-square deviation are the highest; When the hidden unit is 16, the area index under the working characteristic curve of the model’s subjects is the highest, around 0.964; The average attention level of students in contextual narrative games reached 4.2245, with a SD of 0.7511; The average of knowledge transfer reached 4.1082, with a SD of 0.7881; The average score of students for the feedback dimension of the research design game is 4.736, and the average score for the learning content dimension is 4.529. In summary, the model possesses excellent application effects in the design of educational games and possesses a promoting influence on the advancement of the education industry.
随着经济的发展和居民生活水平的提高,教育问题日益受到重视;针对教育游戏的合理设计问题,本研究探讨了有效追踪模型在学生知识教育游戏设计中的应用。首先,本研究从多特征融合的角度构建了个性化知识追踪模型;然后,结合自适应学习框架构建了情境化叙事教育游戏模型。结果表明,当选择40%的训练集时,多特征融合下的个性化知识追踪模型的准确率最高,为0.98,均方根误差最低,为0.25,平均绝对误差最低,为0.21;贝叶斯知识追踪的准确率最低,最佳情况下为0.57,平均绝对误差和均方根偏差最高;当隐藏单元为16时,模型主体工作特征曲线下的面积指数最高,约为0.964;情境叙事游戏中学生的平均注意力水平达到4.2245,SD为0.7511;知识迁移平均达到4.1082,SD为0.7881;研究设计游戏中学生反馈维度的平均得分为4.736,学习内容维度的平均得分为4.529。综上所述,该模型在教育游戏设计中具有良好的应用效果,对教育行业的发展具有促进作用。
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引用次数: 0
Interactive robots for personalised multimodal comedy experiments 用于个性化多模态喜剧实验的交互式机器人
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-14 DOI: 10.1016/j.entcom.2024.100874
K. Ashok , P. Anu , K.C. Rajheshwari , R.V.S. Lalitha , Ravi Kumar Tata , A. Kavitha

This research proposes a novel system for personalising humour delivery using interactive robots with AI, natural language processing, and human-robot interaction technologies. The robots can adapt the multimodal content of jokes tactically now and strategically over time based on recording and analyzing each user’s subjective emotional reactions. The study evaluated pragmatic aspects of timing and framing jokes by having the robots try different “comeback tactics” and observing audience response. An ANOVA analysis revealed six distinct response categories. 78 % of participants positively rated the personalized robot comedy across the six scenarios. However, when both robot comedians took a negative tone, only 23 % approved (p < 0.001). Interestingly, audiences validated the robot comedian’s performance (89 % approval) more than the human comedian (54 % approval), a statistically significant difference (p < 0.01). These findings shed light on ideal characteristics for effective human-robot comedy interactions, highlighting the importance of topicality, maintaining a generally positive mood, and the unique strengths of robot performers. The study paves the way for further optimization of personalized, adaptive robot humour systems leveraging multimodal AI capabilities to enhance entertainment experiences tailored to individuals.

这项研究提出了一种利用人工智能、自然语言处理和人机交互技术的交互式机器人进行个性化幽默传播的新型系统。根据对每个用户主观情绪反应的记录和分析,机器人可以对笑话的多模态内容进行战术性调整,并随着时间的推移进行战略性调整。研究通过让机器人尝试不同的 "回击策略 "并观察观众的反应,评估了笑话的时机和框架的实用性。方差分析显示了六个不同的反应类别。在这六种情况下,78% 的参与者对个性化机器人喜剧给予了积极评价。然而,当两个机器人喜剧演员都采取负面语气时,只有 23% 的人表示赞同(p < 0.001)。有趣的是,受众对机器人喜剧演员表演的认可度(89%)高于人类喜剧演员(54%),差异具有统计学意义(p <0.01)。这些发现揭示了人类与机器人喜剧互动有效的理想特征,强调了话题性、保持总体积极情绪以及机器人表演者独特优势的重要性。这项研究为进一步优化利用多模态人工智能能力的个性化、自适应机器人幽默系统铺平了道路,以增强适合个人的娱乐体验。
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引用次数: 0
Narrative alchemy: Co-creating a game-based extensive reading framework for adult language learners 叙事炼金术:为成人语言学习者共同创建基于游戏的广泛阅读框架
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-14 DOI: 10.1016/j.entcom.2024.100870
Terence Govender, Joan Arnedo-Moreno

Contextual analysis is an important skill for language acquisition. It involves deciphering complex linguistic relationships and patterns. This way, unknown vocabulary can be learned if presented within understandable contexts. Extensive reading is a common method for developing this skill but requires learner participation. This paper presents a game-based extensive reading framework designed to encourage participation through a co-created visual novel. The project’s key features are its feasibility and role as a language course supplement. The short-term goal is to increase participation, with the long-term aim of promoting habitual reading and fostering language curiosity. The study was conducted in two parts: first, educational experts (n = 5) tested the framework for acceptance and feasibility; second, it was implemented at a language school (n = 13). Results indicate high acceptance from educators and enjoyment from learners. Although there was no significant increase in test scores, students’ willingness to participate in homework activities improved significantly.

语境分析是语言学习的一项重要技能。它涉及破译复杂的语言关系和模式。这样,未知词汇就可以在可理解的语境中被学习到。广泛阅读是培养这种技能的常用方法,但需要学习者的参与。本文介绍了一个基于游戏的广泛阅读框架,旨在通过共同创作的视觉小说鼓励学生参与。该项目的主要特点是其可行性和作为语言课程补充的作用。短期目标是提高参与度,长期目标是促进习惯性阅读和培养语言好奇心。研究分两部分进行:首先,教育专家(n = 5)测试了该框架的可接受性和可行性;其次,在一所语言学校(n = 13)实施了该框架。结果表明,教育工作者对该框架的接受度很高,学习者也很喜欢。虽然考试成绩没有明显提高,但学生参与家庭作业活动的意愿明显增强。
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引用次数: 0
Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load 在数字和非数字游戏学习课堂中获取数学知识:内在动机和认知负荷的影响
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-10 DOI: 10.1016/j.entcom.2024.100869
Mengtong Xiang, Lu Zhang, Yu Liu, Xiaohua Wang, Junjie Shang
Educational games, spanning a wide spectrum from digital games to non-digital games, have been considered as promising tools to facilitate math learning. However, previous studies focused more on digital game-based learning, few compared the differences between digital and non-digital games. We conducted a quasi-experiment to examine the effects of digital and non-digital games on math knowledge acquisition, intrinsic motivation and cognitive load in Chinese classrooms. Two equivalent versions of games (digital vs non-digital) focusing on coordinate knowledge acquisition were developed, and three groups (digital game, non-digital game and traditional teaching group) were assigned. The results reveal that students in the digital game group reported significantly higher intrinsic motivation and lower intrinsic and extraneous cognitive load than non-digital game group. While non-digital game group had better knowledge acquisition performance and germane cognitive load than digital game group. Our findings suggest that affordance of game technology influences students’ motivation and cognition, causing “false” high motivation and low cognitive engagement among students. Non-digital games could serve as cost-effective alternatives to enhance math learning performance within authentic classrooms, thus providing valuable insights into establishing a resilient and sustainable game-based learning environment.
教育游戏的范围很广,从数字游戏到非数字游戏,都被认为是促进数学学习的有前途的工具。然而,以往的研究更多地关注基于数字游戏的学习,很少比较数字游戏和非数字游戏之间的差异。我们进行了一项准实验,研究数字游戏和非数字游戏对中国课堂数学知识学习、内在动机和认知负荷的影响。我们开发了两个等效版本的游戏(数字游戏和非数字游戏),重点关注坐标知识的获取,并分配了三个组(数字游戏组、非数字游戏组和传统教学组)。结果显示,与非数字游戏组相比,数字游戏组的学生内在动机明显更高,内在和外在认知负荷更低。与数字游戏组相比,非数字游戏组学生的知识学习成绩和内在认知负荷更好。我们的研究结果表明,游戏技术的可负担性会影响学生的学习动机和认知,导致学生产生 "虚假 "的高学习动机和低认知参与度。非数字游戏可以作为具有成本效益的替代品,在真实的课堂中提高数学学习成绩,从而为建立弹性和可持续的游戏式学习环境提供有价值的见解。
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引用次数: 0
Research on english E-learning teaching model based on digital entertainment and gamification experience: Interactive teaching experience 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
IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-08 DOI: 10.1016/j.entcom.2024.100867
Xiao Han
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.
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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引用次数: 0
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Entertainment Computing
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