A network course docking method and device for gamification education

A technology of online courses and games, applied in the field of communication, can solve problems such as inconvenience for teachers and students, inability to access online courses, and inability to provide course practice modules for teachers and students, and achieve the effect of strengthening the effect.

Active Publication Date: 2021-08-03
SHENZHEN DIANMAO TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0005] In view of the above-mentioned deficiencies in the prior art, the purpose of the present invention is to provide a method and device for connecting online courses for gamification education, aiming at solving the problem of inability to access online courses in existing educational games in the prior art. Teachers and students in educational games provide lesson practice modules for teachers and students using learning through educational games brings inconvenience problems

Method used

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  • A network course docking method and device for gamification education
  • A network course docking method and device for gamification education

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Embodiment Construction

[0038] In order to make the object, technical solution and effect of the present invention more clear and definite, the present invention will be further described in detail below. It should be understood that the specific embodiments described here are only used to explain the present invention, not to limit the present invention. Embodiments of the present invention will be described below in conjunction with the accompanying drawings.

[0039] see figure 1 , figure 1 It is a flow chart of a preferred embodiment of a network course docking method for gamification education in the present invention. The network course docking method for gamification education in the embodiment of the present invention is applied to educational games, and the background server of the educational games is provided with a question bank system, such as figure 1 As shown, it includes the steps:

[0040] Step S100, obtain the questions entered by the question teacher in the question bank system...

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Abstract

The invention discloses a network course docking method and device for gamification education. The method includes: obtaining the questions entered in the question bank system, configuring and publishing checkpoints according to the entered questions; detecting that a user logs in to the network course and enters the educational game; Get the current user source type. If the user source belongs to the specified user source type, get the unlock status of the user's course package; if the user's course package unlock status is unlocked, get the course number of the course package, and query the educational game based on the course number Whether there is a level corresponding to the course number in the educational game; if there is a level corresponding to the course number in the educational game, then control the user to enter the level of the educational game, and store the user's clearance data. In the embodiment of the present invention, the teacher configures the course practice package, and the students can check the homework assigned by the teacher through the network course, and enter the educational game to complete the homework, which strengthens the learning effect of the course package, is visualized, and is convenient.

Description

technical field [0001] The invention relates to the field of communication technology, in particular to a method and device for connecting online courses for gamification education. Background technique [0002] Educational games are a kind of serious games. They are games specially developed for specific educational purposes. They are both educational and entertaining. Games are used as a means of education. When designing games, mature educational theories are used as theoretical support. , to achieve a balance between education and gameplay, so as to complete the product realization of the educational process through games; educational games are a branch of serious games. [0003] However, existing educational games cannot access online courses, and cannot provide course practice modules for teachers and students in educational games, which brings inconvenience for teachers and students to use and learn through educational games. [0004] Therefore, the prior art still n...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G09B5/12G09B7/00G06Q50/20
CPCG06Q50/205G09B5/12G09B7/00
Inventor 孙悦李天驰李祥民
Owner SHENZHEN DIANMAO TECH CO LTD
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