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Intelligent classroom knowledge management platform and method based on semantic technique and gamification

A technology of knowledge management and semantic technology, which is applied in the field of intelligent classroom knowledge management platform based on semantic technology and gamification, can solve problems such as lack of special understanding, failure to improve students' interest in acquiring knowledge, and inability to give feedback to teachers, etc., to achieve improvement Classroom enthusiasm and the effect of improving learning interest

Active Publication Date: 2017-09-08
JILIN UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0003] The traditional education model is difficult to improve students' enthusiasm for learning and meet their learning needs. At present, many students in the classroom have a negative attitude and cannot actively integrate into the teacher's teaching process, and cannot timely feedback problems to the teacher in the classroom. , the interaction between teachers and students in classroom teaching is lagging behind, and there is a lack of real-time two-way interaction
Moreover, the teacher does not have a special understanding of each student's learning situation and path. Without targeted teaching, it will not be able to enhance students' interest in learning and acquiring knowledge.

Method used

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  • Intelligent classroom knowledge management platform and method based on semantic technique and gamification
  • Intelligent classroom knowledge management platform and method based on semantic technique and gamification
  • Intelligent classroom knowledge management platform and method based on semantic technique and gamification

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Embodiment Construction

[0040] In order to make the purpose, technical solution and advantages of the present invention clearer, the technical solution of the present invention will be described in detail below. Apparently, the described embodiments are only some of the embodiments of the present invention, but not all of them. Based on the embodiments of the present invention, all other implementations obtained by persons of ordinary skill in the art without making creative efforts fall within the protection scope of the present invention.

[0041] The first preferred technical solution

[0042] The present invention provides an intelligent classroom knowledge management platform based on semantic technology and gamification, such as figure 1 As shown, the system includes a result-oriented knowledge management platform;

[0043] The result-oriented knowledge management platform integrates and analyzes the personalized data collected in the personalized data collection platform, creates a knowledge...

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Abstract

The invention relates to an intelligent classroom knowledge management platform and an intelligent classroom knowledge management method based on semantic techniques and gamification. The platform comprises a knowledge management platform for results, wherein the knowledge management platform for results is used for integrating and analyzing individual data collected by an individual data collection platform, used for establishing knowledge banks for each student and each teacher, used for forming association of entity data of the knowledge banks, used for establishing knowledge spectrums, and used for establishing a management platform with intelligent data retrieval and analysis service by using data analysis techniques. By using in-class and off-class gamification intelligent equipment, diverse learning modes are provided for students, and thus the learning enthusiasm of the students can be maximized; and student behaviors are subjected to data analysis, individual recommendation and feedback are provided after analysis, and thus individual education is achieved.

Description

technical field [0001] The invention relates to the field of intelligent classrooms, in particular to an intelligent classroom knowledge management platform and method based on semantic technology and gamification. Background technique [0002] Today's smart devices are developing so rapidly, and the application of computers, smart phones, and multimedia technologies in the field of education is becoming more and more common. People are also constantly studying how to better combine smart devices with education to achieve a higher level of education model. With the continuous advancement of education reform, many schools at home and abroad have made a lot of improvements and innovations in teaching methods. The introduction of smart devices into the classroom has become the mainstream of education and has received widespread attention. Through the investigation of smart device-assisted classroom education around the world, we found that with the continuous iterative update ...

Claims

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Application Information

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IPC IPC(8): G06F17/30G06Q50/20
CPCG06F16/2457G06F16/256G06F16/367G06Q50/205
Inventor 徐昊
Owner JILIN UNIV
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