基于 Moodle 平台的在线游戏化旅游教育活动设计研究

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 DOI:10.1016/j.entcom.2024.100823
Teng Gao
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This article uses the Moodle platform to research gamified tourism education activities, including the following aspects. Firstly, gamification theory was combined with the classic ARCS education model to stimulate students’ enthusiasm for learning and improve the quality of online teaching. Secondly, using the Moodle platform for educational activity design, secondary development is carried out based on the original functions of the platform, and a platform that conforms to gamified tourism education activities is constructed through LAMP technology to achieve personalized customization. Thirdly, it is proposed to use the KNN-NDS algorithm for comment polarity annotation, and a computational model is constructed. The algorithm’s efficiency is verified from four parts: “an optimal number of neighbors,” training efficiency comparison test, classification efficiency comparison test, and classification quality test. 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Research on the design of online gamified tourism education activities based on Moodle platform
With the rapid development of information technology and the popularization of online education, more and more educators are exploring integrating gamified elements into online teaching activities to enhance student’s learning interests and participation. Especially in the field of tourism education, due to its unique practicality and experiential nature, gamified education has more significant potential and application value. However, current research primarily focuses on traditional classroom teaching environments, and there is relatively little research on the design of online gamified tourism education activities based on the Moodle platform. Therefore, this study aims to fill this gap and provide new ideas and methods for online tourism education. This article uses the Moodle platform to research gamified tourism education activities, including the following aspects. Firstly, gamification theory was combined with the classic ARCS education model to stimulate students’ enthusiasm for learning and improve the quality of online teaching. Secondly, using the Moodle platform for educational activity design, secondary development is carried out based on the original functions of the platform, and a platform that conforms to gamified tourism education activities is constructed through LAMP technology to achieve personalized customization. Thirdly, it is proposed to use the KNN-NDS algorithm for comment polarity annotation, and a computational model is constructed. The algorithm’s efficiency is verified from four parts: “an optimal number of neighbors,” training efficiency comparison test, classification efficiency comparison test, and classification quality test. Fourthly, through platform trial operation, a platform satisfaction survey will be conducted to analyze the contribution of gamification and specialization to gamified educational activities in depth.
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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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