Gamified learning system, gamified learning method and computing device
By introducing a gamified learning system with customized virtual avatars and dynamic interactive processing in educational products, the problem of insufficient flexibility and attractiveness of existing educational products in gamified learning is solved, and the multi-dimensional interactive experience and user learning interest is improved.
Patent Information
- Application Number
- CN202111573104.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-21
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2041-12-21
AI Technical Summary
In gamified learning, existing educational products have problems such as image preset, lack of flexibility, interactive methods relying on resource library updates, untimely responses, simple game mechanisms and limited interaction forms, resulting in users losing interest after long-term use.
A gamified learning system is provided, including an interactive processing device and a gamified learning guidance device. The interactive processing device generates interactive files through the cloud processing unit, so that the virtual image interacts with the user. The gamified learning guidance device determines the learning path based on the learning objectives selected by the user through the path planning unit and the behavior guidance unit, and guides the user to complete the learning plan through script feedback.
It realizes user-defined generation of virtual images, supports multiple interactive methods, provides multi-dimensional interactive experience, guides users' learning behavior through gamification mechanisms, and improves user learning interest and personalized needs satisfaction.
Smart Images

Figure CN114444768B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of educational products, and more specifically, to a gamified learning system, a gamified learning method and a computing device. Background Art
[0002] Currently, educational products on the market are gradually adding gamification mechanisms to enhance users' interest in learning, thereby achieving the goal of combining learning with entertainment. However, with the rapid development of electronic games and the continuous expansion of users' horizons, educational products are facing increasing challenges. On the one hand, the nature of educational products limits the degree of gamification to a certain extent; on the other hand, the existing gamification methods are difficult to generate sufficient interest in learning among users.
[0003] Taking the use of electronic pets to combine learning and games as an example, in the existing solutions, users can complete specific learning behaviors, such as learning words, filling in blanks, and making choices, by interacting with electronic pets, such as feeding, bathing, and playing, and rewards are given according to the completion of the task. In this solution, the image of the electronic pet is preset, lacking flexibility, and lacking appeal to users in higher grades; in addition, the interaction method of the electronic pet is completely dependent on the resource library, which needs to be updated to achieve changes in the interaction method, and the response lacks immediacy. In addition, the game mechanism of this solution is relatively simple, and the interaction form is relatively limited. When users use the system for a long time, it is easy to figure out the mechanism of the game and lose interest in using it.
[0004] Therefore, a new type of gamification learning system, gamification learning method and computing device are needed to solve the above problems. Summary of the invention
[0005] A series of simplified concepts are introduced in the Summary of the Invention, which will be further described in detail in the Detailed Description of the Invention. The Summary of the Invention does not mean to attempt to define the key features and essential technical features of the claimed technical solution, nor does it mean to attempt to determine the scope of protection of the claimed technical solution.
[0006] According to one aspect of the present invention, a gamified learning system is provided, the system comprising: an interactive processing device, comprising a cloud processing unit, the cloud processing unit being used to generate an interactive file based on received script feedback, the interactive file being used to enable a virtual image generated for gamified learning to interact with a user; a gamified learning guiding device, comprising a path planning unit and a behavior guiding unit, wherein the path planning unit is used to determine a learning path according to a learning goal selected by a user, and to allocate and push learning resources from a resource library according to the learning path, the behavior guiding unit is used to generate the script feedback according to the learning path and the learning resources, the script feedback and the virtual image being used together to guide the user to complete the learning plan under the learning path, thereby completing the learning goal.
[0007] In one embodiment, the behavior guidance unit is further used to determine whether the user has completed the learning plan under the learning path, and generate interactive feedback based on the user's completion of the learning plan, wherein the interactive feedback includes updated script feedback and gamification feedback.
[0008] In one embodiment, the cloud processing unit is further used to determine whether the learning response obtained from the user is within a predetermined response range.
[0009] In one embodiment, the behavior guidance unit is also used to further determine whether the learning response meets the expected response when the learning response is within a predetermined response range, and when it is determined that all learning responses under the learning path meet the corresponding expected responses, determine that the user has completed the learning plan under the learning path.
[0010] In one embodiment, the behavior guidance unit is further configured to generate interactive feedback when the learning response meets or does not meet the expected response, wherein the interactive feedback includes updated script feedback and gamification feedback.
[0011] In one embodiment, the interaction processing device further includes an image generation unit, and the image generation unit is used to generate the virtual image according to the image information and interaction information obtained from the user.
[0012] In one embodiment, the gamification learning guidance device further includes a goal setting unit, and the goal setting unit is used to receive a user's selection of the learning goal.
[0013] In one embodiment, the gamification learning system further includes an information output device, and the information output device is used to output the interaction file.
[0014] According to another aspect of the present invention, a gamified learning method is provided, the gamified learning method comprising: generating a virtual image for gamified learning based on image information and interaction information obtained from a user; determining a learning path based on a learning goal selected by a user, and allocating and pushing learning resources from a resource library based on the learning path; and generating script feedback based on the learning path and the learning resources, the script feedback and the virtual image being used together to guide the user to complete the learning plan under the learning path, thereby completing the learning goal.
[0015] In one embodiment, guiding the user to complete the learning plan under the learning path includes: determining whether the user has completed the learning plan under the learning path; generating interactive feedback based on whether the user has completed the learning plan, the interactive feedback including updated script feedback and gamification feedback; when it is determined that the user has not completed the learning plan under the learning path, continuing to use the virtual image and the updated interactive feedback to guide the user to complete the learning plan under the learning path.
[0016] In one embodiment, determining whether the user has completed the learning plan under the learning path includes: determining whether the learning response obtained from the user is within a predetermined response range; when it is determined that the learning response is within the predetermined response range, further determining whether the learning response meets the expected response; when it is determined that all learning responses under the learning path meet the corresponding expected responses, determining that the user has completed the learning plan under the learning path.
[0017] In one embodiment, the gamification learning method further comprises: generating updated interactive feedback when it is determined that the learning response meets or does not meet the expected response.
[0018] In one embodiment, determining whether the user has completed the learning plan under the learning path further includes: requesting a network resource when it is determined that the learning response is not within a predetermined response range.
[0019] In one embodiment, the gamified learning method further includes: after the user completes the learning plan under the learning path, determining whether the user has completed the learning goal; when it is determined that the user has not yet completed the learning goal, continuing to use the virtual image and updated interactive feedback to guide the user to complete the learning goal.
[0020] In one embodiment, the gamification learning method further includes: generating an interaction file using the interaction script, wherein the interaction file is used to enable the virtual image to interact with the user; and presenting the interaction file to the user.
[0021] According to another embodiment of the present invention, a computing device is provided. The computing device includes a memory and a processor. A computer program is stored in the memory. When the computer program is executed by the processor, the processor executes the method described above.
[0022] According to yet another embodiment of the present invention, a computer-readable medium is provided, on which a computer program is stored. When the computer program is executed, the method described above is executed.
[0023] According to the gamified learning system, gamified learning method and computing device of the embodiments of the present invention, users can customize the generation of virtual images, support multiple interaction methods such as voice, expression, and action, realize a multi-dimensional interactive experience, and guide the user's learning behavior through the gamification mechanism, leading the user to complete the learning tasks, which can better meet the user's personalized needs and achieve the purpose of combining education with entertainment and enhancing the user's interest in learning. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] The following drawings of the present invention are used to understand the present invention as part of the present invention. The embodiments of the present invention are shown in the drawings and the description thereof is used to explain the principle of the present invention.
[0025] In the attached figure:
[0026] Figure 1 The present invention is a schematic structural block diagram of an electronic device that implements a gamification learning system, a gamification learning method, and a computing device according to an embodiment of the present invention.
[0027] Figure 2 FIG. 4 is an exemplary structural block diagram of a gamification learning system according to an embodiment of the present invention.
[0028] Figure 3 A schematic flowchart of steps of a gamification learning method according to an embodiment of the present invention is shown.
[0029] Figure 4 A schematic structural block diagram of a computing device according to an embodiment of the present invention is shown. DETAILED DESCRIPTION
[0030] In order to make the purpose, technical scheme and advantages of the present invention more obvious, the exemplary embodiments according to the present invention will be described in detail with reference to the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, rather than all the embodiments of the present invention, and it should be understood that the present invention is not limited to the exemplary embodiments described herein. Based on the embodiments of the present invention described in the present invention, all other embodiments obtained by those skilled in the art without creative work should fall within the protection scope of the present invention.
[0031] As mentioned above, in existing educational products, game characters are preset, the game process is relatively simple, and the interactive form is relatively limited, so users can easily lose interest in using them.
[0032] Therefore, in order to enhance user interest in using educational products, the present invention provides a gamified learning system, the system comprising: an interactive processing device, comprising a cloud processing unit, the cloud processing unit being used to generate an interactive file based on received script feedback, the interactive file being used to enable the generated virtual image for gamified learning to interact with the user; a gamified learning guidance device, comprising a path planning unit and a behavior guidance unit, wherein the path planning unit is used to determine a learning path according to a learning goal selected by a user, and allocate and push learning resources from a resource library according to the learning path, the behavior guidance unit is used to generate the script feedback according to the learning path and the learning resources, the script feedback and the virtual image are used together to guide the user to complete the learning plan under the learning path, and then complete the learning goal.
[0033] The gamified learning system according to the present invention can realize user-defined generation of virtual images, support multiple interaction methods such as voice, expression, and action, realize a multi-dimensional interactive experience, and guide the user's learning behavior through the gamification mechanism, leading the user to complete the learning task, which can better meet the user's personalized needs and achieve the purpose of combining education with entertainment and enhancing the user's interest in learning.
[0034] The gamification learning system, gamification learning method and computing device according to the present invention are described in detail below in conjunction with specific embodiments.
[0035] First, refer to Figure 1 1 and 2 to describe an electronic device 100 for implementing a gamification learning system, a gamification learning method, and a computing device according to an embodiment of the present invention.
[0036] In one embodiment, the electronic device 100 can be, for example, a laptop computer, a desktop computer, a tablet computer, a learning machine, a mobile device (such as a smart phone, a phone watch, etc.), an embedded computer, a tower server, a rack server, a blade server, or any other suitable electronic device.
[0037] In one embodiment, the electronic device 100 may include at least one processor 102 and at least one memory 104 .
[0038] Among them, the memory 104 can be a volatile memory, such as a random access memory (RAM), a cache memory (cache), a dynamic random access memory (DRAM) (including stacked DRAM) or a high bandwidth memory (HBM), etc., or it can be a non-volatile memory, such as a read-only memory (ROM), a flash memory, 3D Xpoint, etc. In one embodiment, some parts of the memory 104 can be volatile memory, while another part can be a non-volatile memory (for example, using a two-level memory hierarchy). The memory 104 is used to store a computer program, which, when executed, can implement the client functions (implemented by the processor) and / or other desired functions in the embodiments of the present invention described below.
[0039] Processor 102 may be a central processing unit (CPU), a graphics processing unit (GPU), a microprocessor, or other processing unit having data processing capabilities and / or instruction execution capabilities. Processor 102 may be communicatively coupled to any suitable number or type of components, peripherals, modules, or devices via a communication bus. In one embodiment, the communication bus may be implemented using any suitable protocol, such as Peripheral Component Interconnect (PCI), Peripheral Component Interconnect Express (PCIe), Accelerated Graphics Port (AGP), HyperTransport, or any other bus or one or more point-to-point communication protocols.
[0040] The electronic device 100 may further include an input device 106 and an output device 108. The input device 106 is a device for receiving user input, which may include a keyboard, a mouse, a touch pad, a microphone, etc. In addition, the input device 106 may also be any interface for receiving information. The output device 108 may output various information (such as images or sounds) to the outside (such as a user), which may include one or more of a display, a speaker, etc. In addition, the output device 108 may also be any other device with an output function, such as a printer, etc.
[0041] Reference below Figure 2 An exemplary structural block diagram of a gamification learning system 20 according to an embodiment of the present invention is described. Figure 2As shown, the gamification learning system 20 may include an interactive processing device 22 and a gamification learning guidance device 24, and may also include a communication device, a storage device, and other well-known devices. The communication device is used to transmit information, verify data, and update resources and systems. The storage device is used to store virtual image data (including models, material libraries, image information), user data (basic information, behavior data, portrait data, etc.), and learning data (resource data, process data, learning data, etc.). The interactive processing device 22 and the gamification learning guidance device 24 can be implemented by any hardware, software, firmware, or a combination thereof known in the art, and the present invention is not limited to this.
[0042] The interactive processing device 22 may include a cloud processing unit 222 , an image generating unit 224 and an offline processing unit 226 .
[0043] The cloud processing unit 222 is used to generate an interactive file based on the received script feedback, and the interactive file is used to enable the generated virtual image for gamification learning to interact with the user. The script feedback can be generated by the gamification learning guidance device 24 according to the determined learning path and the learning resources pushed from the resource library (described later), and provided to the cloud processing unit 222 via the communication device.
[0044] In one embodiment, the script feedback may include any required content that enables the virtual image to interact with the user, such as one or more of the virtual image's expression, special effects, voice, action, scene, etc., and the present invention is not limited to this.
[0045] In one embodiment, script feedback may include positive script feedback and negative script feedback. Among them, positive script feedback can be called when the user has a target behavior, such as completing a task, achieving a goal, answering questions correctly, passing a test, excellent grades, active learning (such as reading, reciting, doing questions, writing, etc.), winning a competition, making progress, repeated practice, etc. Negative script feedback can be called when the user has a non-target behavior, such as not completing a task, not achieving a goal, answering questions incorrectly, failing a test, poor grades, losing a competition, regression, improper attitude, inappropriate behavior or speech, etc.
[0046] Exemplarily, positive script feedback may include one or more of the virtual image's expressions (e.g., smiling, laughing, cheering, etc.), special effects (e.g., glowing eyes, blushing, enlarged smiley face, etc.), voice (e.g., "Excellent", "Great", "Keep up the good work", "Let's try more difficult questions", etc.), actions (e.g., heart shape, victory gesture, raising hands high, giving flowers, etc.), scenes (e.g., fireworks, shining lights, crowd cheering, etc.), etc.
[0047] Exemplarily, negative script feedback may include one or more of the virtual image's expression (e.g., expressionless, frowning, etc.), special effects (e.g., anger, emoticons, tears, etc.), voice (e.g., "Don't lose heart", "Work harder", "You can do it", "Review it again", etc.), action (e.g., clenching fists, waving hands, hugging, supporting chin, etc.), scene (e.g., solid color, "Come on" banner, cheering crowd, etc.), etc.
[0048] In one embodiment, the interactive file that enables the virtual image of gamified learning to interact with the user may include interactive text, interactive audio, interactive video, etc., which is not limited in the present invention.
[0049] In one embodiment, after receiving the learning response from the user, the cloud processing unit 222 is also used to determine whether the learning response obtained from the user is within a predetermined response range, so that the system can distinguish and respond to the response data within the response range and outside the response range. For example, when taking a multiple-choice question, the user answers "A", which is within the response range (all options of the multiple-choice question), and the system can further determine whether the response is correct; if the user answers "What day is today?", the response is outside the response range, and the system will request network resources.
[0050] The image generation unit 224 is used to generate a virtual image for gamification learning based on the image information and interaction information obtained from the user. The virtual image is a generated image including facial features, expressions, lip shape, voice, action and scene, and the virtual image can interact with the user with a high degree of freedom, such as dialogue, teaching, test, entertainment, etc. The image information is the information required to generate the virtual image, such as images, audio and video. The interaction information is the information required for the user to interact with the system, which may include user operation information (for example, completing tasks, achieving goals, etc.), and may also include feature information of the virtual image (for example, gender, name, etc.).
[0051] The offline processing unit 226 is used to synthesize basic interaction files for the virtual image when cloud processing is not possible, for example, to overlay preset interaction data to generate an interaction file when offline; if the interaction data previously generated by the user has been stored locally, the interaction data previously generated by the user can also be called to generate an interaction file when offline.
[0052] The gamification learning guiding device 24 may include a goal setting unit 242 , a path planning unit 244 and a behavior guiding unit 246 .
[0053] The goal setting unit 242 is used to receive the user's selection of a learning goal. For example, the learning goal may be memorizing 1,000 words, memorizing 10 ancient poems, reading 20 articles, or completing 50 math problems, etc., and the present invention is not limited to this.
[0054] The path planning unit 244 is used to determine a learning path according to the learning goal selected by the user, and to allocate and push learning resources from the resource library according to the learning path. The learning path is the learning tasks and learning methods used to complete the learning goal. Taking the learning goal of memorizing 1,000 words as an example, the learning path can be, for example, memorizing 100 words every day and memorizing 1,000 words in 10 days.
[0055] Exemplarily, the learning path incorporates a gamification mechanism to encourage users to complete learning tasks and thereby achieve the determined learning goals through interactions with virtual characters, token rewards, personal achievements, function unlocking, and resource distribution.
[0056] The behavior guidance unit 246 is used to generate script feedback according to the determined learning path and learning resources. The script feedback and the virtual image are used together to guide the user to complete the learning plan under the learning path and thus achieve the learning goal.
[0057] Specifically, the behavior guidance unit 246 can generate a script feedback of the virtual image according to the learning path and learning resources, and transmit the script feedback to the interactive processing device 22 via the communication module. The cloud processing unit 222 in the interactive processing device 22 generates an interactive file (for example, a virtual image interactive video) based on the script feedback to guide the user to complete the learning plan. For example, according to the learning plan, the user needs to complete a reading task. First, the behavior guidance unit 246 in the gamification learning guidance device 24 generates a script feedback for the virtual image, which includes: text-let's read together today, expression-smile, action-waving, scene-library. Then, the cloud processing unit 222 in the interactive processing device 22 generates an interactive file, such as an interactive video of the virtual image, according to the script feedback, the virtual image and the learning resources. When the user enters the gamification learning system, he will see his favorite virtual image waving and smiling and saying "let's read together today", and the video background is the library.
[0058] The behavior guiding unit 246 may also determine whether the user has completed the learning plan under the learning path, and generate interactive feedback according to whether the user has completed the learning plan.
[0059] Exemplarily, the interactive feedback may include updated script feedback and gamification feedback. Specifically, when it is determined that the user has completed the learning plan under the learning path, the script feedback may be positive script feedback; if it is determined that the user has not completed the learning plan under the learning path, the script feedback may be negative script feedback.
[0060] In one embodiment, gamification feedback may include positive gamification feedback (e.g., obtaining tokens, achieving achievements, obtaining qualifications, obtaining prizes, obtaining personalized elements, etc.) and negative gamification feedback (e.g., not adding or deducting tokens, deducting the number of attempts, losing certain qualifications, etc.). Similarly, when it is determined that the user has completed the learning plan under the learning path, the gamification feedback may be positive gamification feedback; if it is determined that the user has not completed the learning plan under the learning path, the gamification feedback may be negative gamification feedback.
[0061] In one embodiment, after the cloud processing unit 222 determines that the learning response obtained from the user is within the predetermined response range, the behavior guidance unit 246 can further determine whether the learning response meets the expected response, and when it is determined that all learning responses under the learning path meet the corresponding expected response, it is determined that the user has completed the learning plan under the learning path. For example, when testing multiple-choice questions, the expected response (i.e., the correct answer) is "A". If the user answers "A", the learning response meets the expected response; if the user answers "B", the learning response does not meet the expected response.
[0062] In one embodiment, the behavior guidance unit 246 can also generate updated interactive feedback when the learning response meets or does not meet the expected response. For example, the correct answer to the multiple-choice question is A. When the user answers A, the behavior guidance unit 246 can generate positive script feedback—"Correct answer, you are awesome!"; when the user answers C, the behavior guidance unit 246 can generate negative script feedback—"Wrong answer, let's see how it is wrong."
[0063] The gamification learning system 20 may further include an information input device 26 and an information output device 28 .
[0064] The information input device 26 is used to obtain image information and interaction information for gamification learning from the user. The information input device 26 can receive information from the user through voice, keyboard, mouse or touch screen.
[0065] The information output device 28 is used to output the interactive files synthesized by the cloud processing unit 222, such as interactive text, interactive audio or interactive video.
[0066] The gamification learning system according to the embodiment of the present invention can realize user-defined generation of virtual images, support multiple interaction methods such as voice, expression, and action, realize a multi-dimensional interactive experience, and guide the user's learning behavior through the gamification mechanism, leading the user to complete the learning tasks, which can better meet the user's personalized needs and achieve the purpose of combining education with entertainment and enhancing the user's interest in learning.
[0067] In another embodiment, the present invention provides a gamification learning method. Figure 3 , Figure 3 A schematic flow chart of steps of a gamification learning method 300 according to an embodiment of the present invention is shown. The gamification learning method 300 can be executed by the gamification learning system 20. The gamification learning method 300 adds a gamification mechanism to the learning process to encourage users to complete learning tasks and achieve learning goals, which greatly improves the fun of learning.
[0068] like Figure 3 As shown, the gamification learning method 300 may include the following steps:
[0069] In step S310, a virtual image for gamification learning is generated based on the image information and interaction information obtained from the user.
[0070] The virtual image is a generated image including facial features, expressions, lip shape, voice, action and scene, and the virtual image can interact with the user with a high degree of freedom, such as dialogue, teaching, test, entertainment, etc. Image information is the information required to generate the virtual image, such as images, audio and video. Interaction information is the information required for the user to interact with the system, which may include user operation information (e.g., completing tasks, achieving goals, etc.), and may also include feature information of the virtual image (e.g., gender, name, etc.).
[0071] In one embodiment, the user can choose to directly use the system image according to his or her own preferences, or use custom elements (sound, image) to generate a virtual image. If the system image is used directly, the user does not need to input data, and the system preset image and sound model can be directly reused. For example, the system preset image is a girl (Xiao A) who can speak, and the user can directly interact with Xiao A. For another example, the user can also use the system image but change the image's voice. At this time, the user can collect sound data in a manner required by the system, such as text reading, special sound effects, character dubbing, etc. For example, the user can use the system image (Xiao A) but change Xiao A's voice to his or her own voice. For another example, the user can also choose to change both the image and the voice. At this time, the user needs to collect image and sound data in a manner required by the system, such as uploading a video with sound of himself or herself reading the text. After model training and fitting based on the image and sound data uploaded by the user, a user-defined image and acoustic model are generated.
[0072] In step S320, a learning path is determined according to the learning goal selected by the user, and learning resources from the resource library are allocated and pushed according to the learning path.
[0073] Exemplarily, the learning goal may be, for example, memorizing 1,000 words, memorizing 10 ancient poems, reading 20 articles, completing 50 math problems, etc., but the present invention is not limited to this.
[0074] The learning path is the learning task and learning method used to complete the learning goal. For example, if the learning goal is to memorize 1,000 words, the learning path can be, for example, memorizing 100 words every day and memorizing 1,000 words in 10 days.
[0075] Exemplarily, the learning path incorporates a gamification mechanism to encourage users to complete learning tasks and thereby achieve the determined learning goals through interactions with virtual characters, token rewards, personal achievements, function unlocking, and resource distribution.
[0076] The learning resources may be stored in a resource library, and after the learning path is determined, the learning resources from the resource library are allocated and pushed. Exemplarily, the resource library may be a local resource library or a network resource library.
[0077] In step S330, the script feedback is generated according to the determined learning path and learning resources. The script feedback and the virtual image are used together to guide the user to complete the learning plan under the learning path and thus achieve the learning goal.
[0078] After obtaining the learning response from the user, the process of guiding the user to complete the learning plan under the learning path begins. Specifically, the process of guiding the user to complete the learning plan under the learning path may include the following steps:
[0079] First, determine whether the system can communicate. If not, call the preset local offline resources. For example, if communication is not possible, the system looks at the content of calling local offline resources, and the virtual image says "Oops, it seems that there is no network, please check the network and try again." If communication is possible, the user's learning response is uploaded to the cloud for processing.
[0080] Then, it is determined whether the learning response obtained from the user is within the predetermined response range, so that the system can distinguish and respond to the response data within the response range and outside the response range. If the learning response is not within the predetermined response range, a network resource is requested; if the learning response is within the predetermined response range, it is further determined whether the learning response meets the expected response. For example, when taking a multiple-choice question, the user answers "A", which is within the response range (all options of the multiple-choice question), and the system can further determine whether the response is correct; if the user answers "What day is today?", the response is outside the response range, and the system will request a network resource.
[0081] When the system requests network resources, if there are corresponding network resources, the network resources can be used to generate interactive feedback, and the interactive feedback can be used to generate interactive files. For example, when a user answers "What day is today?", relevant content is retrieved through the network and a script feedback "Today is Wednesday, but answer the question first." If there are no corresponding network resources, the preset cloud resources can be called to generate interactive feedback, and then the interactive feedback can be used to generate interactive files. Exemplarily, the interactive file can be interactive text, interactive audio and / or interactive video, etc.
[0082] It is also possible to generate updated interactive feedback when the learning response meets or does not meet the expected response. For example, if the correct answer to a multiple-choice question is A, when the user answers A, a positive script feedback can be generated—"Correct answer, you are awesome!"; when the user answers C, a negative script feedback can be generated—"Wrong answer, let's see how it went wrong."
[0083] Exemplarily, the interactive feedback may include updated script feedback and gamification feedback, wherein the script feedback includes positive script feedback and negative script feedback, and the gamification feedback includes positive gamification feedback and negative gamification feedback. Specifically, when it is determined that the user has completed the learning plan under the learning path, the script feedback may be positive script feedback (e.g., "You got the answer right, you are awesome!"), and the gamification feedback may be positive gamification feedback (e.g., obtaining tokens, prizes, etc.); if it is determined that the user has not completed the learning plan under the learning path, the script feedback may be negative script feedback (e.g., "You got the answer wrong, let's see how you got it wrong."), and the gamification feedback may be negative gamification feedback (e.g., deducting tokens, losing qualifications, etc.).
[0084] Then, based on the above interaction feedback and the virtual image, an interaction file such as interaction text, interaction audio and / or interaction video, which enables the virtual image to interact with the user, may be generated and presented to the user.
[0085] When it is determined that all learning responses under the learning path meet the corresponding expected responses, it is determined that the user has completed the learning plan under the learning path.
[0086] When it is determined that the user has not completed the learning plan under the learning path, continue to use the virtual image and the updated interactive feedback to guide the user to complete the learning plan under the learning path.
[0087] Then, after the user completes the learning plan under the learning path, it is determined whether the user has completed the learning goal. If it is determined that the user has not completed the learning goal, the updated interactive feedback of the virtual image is continued to guide the user to complete the learning goal.
[0088] In one embodiment, the virtual image of the present invention can also achieve a more realistic and immersive display state with the help of AR (augmented display) or VR (virtual display) technology. By using a certain device or software, the virtual image can be presented in front of the user in a holographic 3D image. The user can have a richer interaction with it, so that the virtual image can cover more learning and life scenes.
[0089] In addition to gamified learning, the virtual image synthesis and interaction process of the present invention can also be used in teaching, self-study, test preparation, interest development, home-school interaction, mental health and other scenarios or customized scenarios.
[0090] The gamification learning method according to the embodiment of the present invention can realize user-defined generation of virtual images, support multiple interaction methods such as voice, expression, and action, realize a multi-dimensional interactive experience, and guide the user's learning behavior through the gamification mechanism, leading the user to complete the learning tasks, which can better meet the user's personalized needs and achieve the purpose of combining education with entertainment and enhancing the user's interest in learning.
[0091] In yet another embodiment, the present invention provides a computing device. Figure 4 , Figure 4 FIG. 4 shows a schematic structural block diagram of a computing device 400 according to an embodiment of the present invention. Figure 4 As shown, the computing device 400 may include a memory 410 and a processor 420 , wherein the memory 410 stores a computer program, and when the computer program is executed by the processor 420 , the processor 420 executes the gamification learning method 300 as described above.
[0092] Those skilled in the art can understand the specific operation of the computing device 400 according to the embodiment of the present invention in combination with the above contents. For the sake of brevity, the specific details are not repeated here, and only some main operations of the processor 420 are described as follows:
[0093] Generate a virtual image for gamification learning based on image information and interaction information obtained from the user;
[0094] Determine a learning path according to the learning goal selected by the user, and distribute and push learning resources from the resource library according to the learning path; and
[0095] A script feedback is generated according to the learning path and the learning resources. The script feedback and the virtual image are used together to guide the user to complete the learning plan under the learning path, thereby achieving the learning goal.
[0096] The computing device according to the embodiment of the present invention can realize user-defined generation of virtual images, support multiple interaction methods such as voice, expression, and action, realize a multi-dimensional interactive experience, and guide the user's learning behavior through a gamification mechanism, leading the user to complete learning tasks, which can better meet the user's personalized needs and achieve the purpose of combining education with entertainment and enhancing the user's interest in learning.
[0097] In another embodiment, the present invention provides a computer-readable medium having a computer program stored thereon, wherein the computer program executes the gamified learning method 300 as described in the above embodiment when running. Any tangible, non-temporary computer-readable medium may be used, including magnetic storage devices (hard disks, floppy disks, etc.), optical storage devices (CD-ROMs, DVDs, Blu-ray discs, etc.), flash memory, and / or the like. These computer program instructions may be loaded onto a general-purpose computer, a special-purpose computer, or other programmable data processing device to form a machine, so that these instructions executed on a computer or other programmable data processing device may generate a device that implements a specified function. These computer program instructions may also be stored in a computer-readable memory, which may instruct a computer or other programmable data processing device to operate in a specific manner, so that the instructions stored in the computer-readable memory may form a manufactured product, including an implementation device that implements a specified function. The computer program instructions may also be loaded onto a computer or other programmable data processing device, so that a series of operating steps are executed on the computer or other programmable device to generate a computer-implemented process, so that the instructions executed on the computer or other programmable device may provide steps for implementing a specified function.
[0098] The beneficial effects of the present invention are as follows:
[0099] 1. The solution of the present invention can better meet the personalized needs of users and create an image that the user really likes, rather than just an electronic pet.
[0100] 2. The solution of the present invention has a richer and more personified interactive experience, and the expressions, language, actions, scenes and other forms of the virtual image are more expressive and emotional.
[0101] 3. The gamification design in the solution of the present invention is more playable and attractive. It cleverly combines learning with game mechanisms through the user's favorite image as a medium, and guides users to achieve their learning goals through multiple channels.
[0102] 4. The solution of the present invention can cover a wider range of scenarios, not only in self-study scenarios, but also in teaching, home-school synchronization, interest learning, mental health and other scenarios, to help users develop comprehensively.
[0103] 5. The system architecture design of the solution of the present invention has higher availability. This patent adds offline processing capabilities and can be used even when communication is impossible.
[0104] Although example embodiments have been described herein with reference to the accompanying drawings, it should be understood that the above example embodiments are merely exemplary and are not intended to limit the scope of the present invention thereto. Various changes and modifications may be made therein by one of ordinary skill in the art without departing from the scope and spirit of the present invention. All such changes and modifications are intended to be included within the scope of the present invention as required by the appended claims.
[0105] In the description provided herein, a large number of specific details are described. However, it is understood that embodiments of the present invention can be practiced without these specific details. In some instances, well-known methods, structures and techniques are not shown in detail so as not to obscure the understanding of this description.
[0106] Similarly, it should be understood that in order to streamline the present invention and help understand one or more of the various inventive aspects, in the description of the exemplary embodiments of the present invention, the various features of the present invention are sometimes grouped together into a single embodiment, figure, or description thereof. However, the method of the present invention should not be interpreted as reflecting the following intention: the claimed invention requires more features than the features explicitly stated in each claim. More specifically, as reflected in the corresponding claims, the inventive point is that the corresponding technical problem can be solved with less than all the features of a single disclosed embodiment. Therefore, the claims following the specific embodiment are hereby expressly incorporated into the specific embodiment, wherein each claim itself serves as a separate embodiment of the present invention.
[0107] It will be understood by those skilled in the art that, except for mutually exclusive features, all features disclosed in this specification (including the accompanying claims, abstracts and drawings) and all processes or units of any method or device disclosed in this specification may be combined in any combination. Unless otherwise expressly stated, each feature disclosed in this specification (including the accompanying claims, abstracts and drawings) may be replaced by an alternative feature that provides the same, equivalent or similar purpose.
[0108] In addition, those skilled in the art will appreciate that, although some embodiments described herein include certain features included in other embodiments but not other features, the combination of features of different embodiments is meant to be within the scope of the present invention and form different embodiments. For example, in the claims, any one of the claimed embodiments may be used in any combination.
[0109] It should be noted that the above embodiments illustrate the present invention rather than limit it, and that those skilled in the art may devise alternative embodiments without departing from the scope of the appended claims. In the claims, any reference symbol between brackets shall not be construed as a limitation on the claims. The word "comprising" does not exclude the presence of elements or steps not listed in the claims. The word "one" or "an" preceding an element does not exclude the presence of a plurality of such elements. The present invention may be implemented by means of hardware comprising a number of different elements and by means of a suitably programmed computer. In a unit claim enumerating a number of devices, several of these devices may be embodied by the same hardware item. The use of the words first, second, and third, etc., does not indicate any order. These words may be interpreted as names.
[0110] The above is only a specific embodiment of the present invention or an explanation of a specific embodiment. The protection scope of the present invention is not limited thereto. Any person skilled in the art can easily think of changes or substitutions within the technical scope disclosed by the present invention, which should be included in the protection scope of the present invention. The protection scope of the present invention shall be based on the protection scope of the claims.
Claims
1. A gamified learning system, characterized in that: The system comprises: A gamified learning guidance device, comprising a path planning unit and a behavior guidance unit, wherein the path planning unit is used to determine a learning path according to a learning goal selected by a user, and to allocate and push learning resources from a resource library according to the learning path, and the behavior guidance unit is used to generate script feedback according to the learning path and the learning resources; The interactive processing device includes a cloud processing unit, which is used to generate an interactive file based on the script feedback, and the interactive file is used to enable the generated virtual image for gamification learning to interact with the user, so as to guide the user to complete the learning plan under the learning path and then achieve the learning goal.
2. The system according to claim 1, characterized in that The behavior guidance unit is further used to determine whether the user has completed the learning plan under the learning path, and generate interactive feedback based on the user's completion of the learning plan, wherein the interactive feedback includes updated script feedback and gamification feedback.
3. The system according to claim 1, characterized in that The cloud processing unit is further used to determine whether the learning response obtained from the user is within a predetermined response range.
4. The system according to claim 3, characterized in that The behavior guidance unit is also used to further determine whether the learning response meets the expected response when the learning response is within a predetermined response range, and when it is determined that all learning responses under the learning path meet the corresponding expected responses, determine that the user has completed the learning plan under the learning path.
5. The system according to claim 4, characterized in that The behavior guiding unit is further used to generate interactive feedback when the learning response meets or does not meet the expected response, and the interactive feedback includes updated script feedback and gamification feedback.
6. The system according to claim 1, wherein: The interaction processing device further comprises an image generation unit, and the image generation unit is used to generate the virtual image according to the image information and interaction information obtained from the user.
7. The system according to claim 1, characterized in that The gamification learning guidance device further comprises a goal setting unit, and the goal setting unit is used to receive the user's selection of the learning goal.
8. The system of claim 1, wherein: The gamification learning system further comprises an information output device, and the information output device is used to output the interaction file.
9. A gamified learning method, characterized in that: The gamification learning method includes: Generate a virtual image for gamification learning based on image information and interaction information obtained from the user; Determine a learning path according to the learning goal selected by the user, and distribute and push learning resources from the resource library according to the learning path; and generating script feedback according to the learning path and the learning resources; An interaction file is generated based on the script feedback, and the interaction file is used to enable the virtual image to interact with the user to guide the user to complete the learning plan under the learning path and further achieve the learning goal.
10. The gamification learning method according to claim 9, characterized in that: Wherein guiding the user to complete the learning plan under the learning path includes: Determining whether the user has completed the learning plan under the learning path; Generate interactive feedback according to the user's completion of the learning plan, wherein the interactive feedback includes updated script feedback and gamification feedback; When it is determined that the user has not yet completed the learning plan under the learning path, continue to use the virtual image and the updated interactive feedback to guide the user to complete the learning plan under the learning path.
11. The gamified learning method according to claim 10, characterized in that: Determining whether the user has completed the learning plan under the learning path includes: determining whether a learning response obtained from a user is within a predetermined response range; When determining that the learning response is within a predetermined response range, further determining whether the learning response meets an expected response; When it is determined that all learning responses under the learning path meet the corresponding expected responses, it is determined that the user has completed the learning plan under the learning path.
12. The gamified learning method according to claim 11, characterized in that: The gamification learning method also includes: Upon determining that the learned response meets or does not meet the expected response, updated interactive feedback is generated.
13. The gamified learning method according to claim 11, characterized in that: Determining whether the user has completed the learning plan under the learning path further includes: When it is determined that the learning response is not within a predetermined response range, a network resource is requested.
14. The gamified learning method according to claim 11, characterized in that: The gamification learning method also includes: After the user completes the learning plan under the learning path, determining whether the user has completed the learning goal; When it is determined that the user has not yet completed the learning goal, continue to use the virtual image and the updated interactive feedback to guide the user to complete the learning goal.
15. The gamified learning method according to claim 12, characterized in that: The gamification learning method also includes: The interaction document is presented to the user.
16. A computing device, characterized in that: The computing device comprises a memory and a processor, wherein a computer program is stored in the memory, and when the computer program is executed by the processor, the processor executes the method according to any one of claims 9 to 15.
17. A computer readable medium, characterized in that The computer readable medium stores a computer program, and when the computer program is executed, the method according to any one of claims 9 to 15 is performed.
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