基于虚拟现实和数字娱乐环境的政治课程互动模拟 电子学习模式

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-28 DOI:10.1016/j.entcom.2024.100857
Lei Zhang , Hong Yu , TianMeng Xu
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引用次数: 0

摘要

网络学习是一种社交网络学习方式,极大地促进了知识的传播。学生可以利用移动网络终端进行视频学习,也可以共享学习资料,使学习过程具有互动性和娱乐性。本文基于虚拟现实技术,研究了数字娱乐环境下政治课程互动网络教学模式的有效性。这种在线教学方式以其独特的优势让学生和教师受益匪浅,受到专家学者的一致青睐。这些课程不仅能让学生全面了解马克思主义,还能帮助学生树立正确的世界观、价值观和道德观。同时,在当前数字技术环境下,互动式在线学习具有虚拟化、娱乐化的特点。学生可以通过各种媒体平台评论社会热点话题,分享自己喜欢的内容。研究结果表明,人工智能和虚拟现实技术在政治网络互动在线学习模式中的应用具有重要优势。
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Simulation of interaction E-learning mode in political courses based on virtual reality and digital entertainment environment

E-learning is a social network learning method that greatly promotes the dissemination of knowledge. Students can use mobile network terminals for video learning and also share their learning materials, making the learning process interactive and entertaining. This article is based on virtual reality technology and studies the effectiveness of the interactive E-learning mode for political courses in the digital entertainment environment. This online teaching method benefits students and teachers a lot with its unique advantages, and is unanimously favored by experts and scholars. These courses not only provide students with a comprehensive understanding of Marxism, but also help them develop a correct world outlook, values, and ethics. Meanwhile, in the current digital technology environment, interactive online learning has the characteristics of virtualization and entertainment. Students can comment on social hot topics and share their favorite content through various media platforms. The results indicate that the application of artificial intelligence and virtual reality technology in the interactive e-learning mode of political networks has important advantages.

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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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