Data processing method and system of exercise system, equipment and medium
By obtaining the attribute parameters of the exercise system and user answer statistics, dynamically adjusting the order of exercise display, and combining the battle game mechanism, the problem of single learning rhythm in the existing technology is solved, and personalized learning experience and efficient knowledge mastery is achieved.
Patent Information
- Application Number
- CN202411224324.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-03
- Publication Date
- 2024-12-10
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
The lack of changes in the learning rhythm in the existing gamified learning system has led to a decrease in user interest and the inability to adjust the order of learning and answering questions.
By obtaining the attribute parameters of the exercise system and user answer statistics, dynamically control the order of the exercises to make the exercises with a higher probability of correct answers displayed before the lower exercises. The battle game mechanism is used to combine the user's role's action control to enhance interaction Sexual and personalized.
It improves learning interest and efficiency, provides a personalized learning experience, enhances knowledge mastery and memory effects, dynamically adjusts educational content to adapt to user abilities, and stimulates learning motivation.
Smart Images

Figure CN119107209A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of intelligent education technology, and in particular to a data processing method and system, equipment and medium for an exercise system. Background Art
[0002] With the development of educational technology, more and more intelligent teaching methods are integrating gamification elements to enhance the learning experience. However, current gamification learning generally suffers from the drawback of lack of variation in learning rhythm. Once the order or interval of learning and problem-solving is set, it cannot be adjusted during the gamification teaching and practice process, which can easily make users feel bored and is not conducive to stimulating their interest. Summary of the invention
[0003] The technical problem to be solved by the present invention is to overcome the above-mentioned defects in the prior art and provide a data processing method for an exercise system, comprising the following steps:
[0004] Acquire attribute parameters of exercises in the exercise system;
[0005] Obtaining statistical data of user answers corresponding to the exercise system;
[0006] Controlling the display order of the exercises according to the attribute parameters and the statistical data of the user's answers;
[0007] Among them, the attribute parameters and the user answer statistics are used to characterize the expected probability of the user answering the exercises in the exercise system correctly; the data processing method is used to control the exercises with a higher expected probability of answering correctly to be displayed before the exercises with a lower expected probability of answering correctly.
[0008] Preferably, the attribute parameters include at least one of the difficulty value of the exercise, the importance value of the exercise, the user's answer accuracy rate for the exercise, and the answer accuracy rate of all users for the exercise; the user's answer statistics include at least one of the number of times the user practices the exercise, the number of times the user enters the exercise corresponding to the exercise, the user's answer accuracy rate, and the interval time between the user's use of the exercise system.
[0009] Preferably, the exercise system is implemented based on a battle game, the battle game includes a preset first game character and a second game character controlled by an external user; the first game character is used to change the state of the second game character by performing a first preset action; the second game character is used to change the state of the first game character by performing a second preset action; the first game character is used to display corresponding exercises when the state is changed;
[0010] The step of obtaining the attribute parameters of the exercises in the exercise system includes:
[0011] Obtaining attribute parameters of the exercise corresponding to the first game character;
[0012] The step of obtaining the statistical data of user answers corresponding to the exercise system comprises:
[0013] Obtaining statistical data of users' answers in the battle game;
[0014] The step of controlling the display order of the exercises according to the attribute parameters and the statistical data of the user's answers comprises:
[0015] According to the attribute parameters of the exercise and the answer statistics, it is determined that the first game character performs the first preset action or the second game character performs the second preset action.
[0016] Preferably, the fighting game is arranged that the second game character and at least one of the first game characters move a preset length simultaneously, and if the first game character passes the preset length first, the first game character can make the first preset action to the second game character, and the second game character cannot make the second preset action to the first game character; if the second game character passes the preset length first, the second game character can make the second preset action to the first game character, and the first game character cannot make the first preset action to the second game character.
[0017] The present invention also provides a data processing system for an exercise system, comprising:
[0018] An attribute acquisition module, used for acquiring attribute parameters of exercises in the exercise system;
[0019] A data statistics module is used to obtain the statistical data of user answers corresponding to the exercise system;
[0020] A display control module, used to control the display order of the exercises according to the attribute parameters and the statistical data of the user's answers;
[0021] Among them, the attribute parameters and the user answer statistics are used to characterize the expected probability of the user answering the exercises in the exercise system correctly; the data processing method is used to control the exercises with a higher expected probability of answering correctly to be displayed before the exercises with a lower expected probability of answering correctly.
[0022] Preferably, the attribute parameters include at least one of the difficulty value of the exercise, the importance value of the exercise, the user's answer accuracy rate for the exercise, and the answer accuracy rate of all users for the exercise; the user's answer statistics include at least one of the number of times the user practices the exercise, the number of times the user enters the exercise corresponding to the exercise, the user's answer accuracy rate, and the interval time between the user's use of the exercise system.
[0023] Preferably, the exercise system is implemented based on a battle game, the battle game includes a preset first game character and a second game character controlled by an external user; the first game character is used to change the state of the second game character by performing a first preset action; the second game character is used to change the state of the first game character by performing a second preset action; the first game character is used to display corresponding exercises when the state is changed;
[0024] The attribute acquisition module is used to acquire the attribute parameters of the exercise corresponding to the first game character;
[0025] The data statistics module is used to obtain the statistical data of the users' answers in the battle game;
[0026] The display control module is used for:
[0027] According to the attribute parameters of the exercise and the statistical data of the user's answering, it is determined that the first game character performs the first preset action or the second game character performs the second preset action.
[0028] Preferably, the fighting game is arranged that the second game character and at least one of the first game characters move a preset length simultaneously, and if the first game character passes the preset length first, the first game character can make the first preset action to the second game character, and the second game character cannot make the second preset action to the first game character; if the second game character passes the preset length first, the second game character can make the second preset action to the first game character, and the first game character cannot make the first preset action to the second game character.
[0029] The present invention also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the data processing method of the exercise system when executing the computer program.
[0030] The present invention also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the data processing method of the exercise system described above is implemented.
[0031] The positive progressive effects of the present invention are as follows: the present invention provides a data processing method and system, device and medium for an exercise system, and determines and controls the display order of exercises based on the analysis of the attribute parameters of the exercises in the exercise system and the statistical data of the users' answers to the exercise system. The present invention fully utilizes the intelligent processing results of the two-way interactive data output in intelligent learning through data analysis and processing in two dimensions of users and terminals, realizes the action control of user roles and game roles in the intelligent teaching process, enhances the interactivity and personalization of game-style exercise, and enables users to complete knowledge learning and exercise practice more efficiently and reasonably while enjoying the fun brought by the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0032] Figure 1 Flow chart of the data processing method of the exercise system according to embodiment 1 of the present invention.
[0033] Figure 2 It is a schematic diagram of a specific example of the data processing method of the exercise system according to embodiment 1 of the present invention.
[0034] Figure 3 This is a module diagram of the data processing system of the exercise system according to embodiment 2 of the present invention.
[0035] Figure 4 This is a structural block diagram of an electronic product according to Embodiment 3 of the present invention. DETAILED DESCRIPTION
[0036] The data processing method of the exercise system provided in this embodiment can be executed in an intelligent terminal, a computer terminal, a network device, a chip, a chip module or a similar computing device. Mentioning "embodiment" in this application means that the specific features, structures or characteristics described in conjunction with the embodiment may be included in at least one embodiment of the present application. The appearance of this phrase in various places in the specification does not necessarily refer to the same embodiment, nor is it an independent or alternative embodiment that is mutually exclusive with other embodiments. It is explicitly and implicitly understood by those skilled in the art that the embodiments described in this application can be combined with other embodiments.
[0037] Example 1
[0038] See also Figure 1 As shown, this embodiment specifically provides a data processing method for an exercise system, comprising the following steps:
[0039] S1. Obtaining attribute parameters of exercises in the exercise system;
[0040] S2. Obtaining statistical data of users' answers to the exercise system;
[0041] S3. Control the display order of exercises according to attribute parameters and answer statistics;
[0042] The attribute parameters and the user answer statistics are used to characterize the expected correct answer probability of the user for the exercises in the exercise system; the data processing method is used to control the exercises with higher expected correct answer probability to be displayed before the exercises with lower expected correct answer probability.
[0043] The exercise system in this embodiment can be implemented based on the user's online interaction mode, integrating knowledge points and corresponding exercise output, as well as a comprehensive intelligent education platform for obtaining and analyzing answer information. It can run on electronic devices including but not limited to laptops, mobile phones, desktops, wearable devices, etc.; and interact with external users such as learners through the data processing method of this embodiment. Preferably, the attribute parameters include at least one of the difficulty value of the exercise, the importance value of the exercise, the correct rate of the user's answer to the exercise, and the correct rate of all users' answer to the exercise; the user's answer statistics include at least one of the number of exercises the user has practiced on the exercise, the number of times the user has entered the exercise corresponding to the exercise, the correct rate of the user's answer, and the interval time of the user's use of the exercise system. Based on the attribute parameters of the exercise and the user's answer statistics, the difficulty of answering the exercise is comprehensively judged from both subjective and objective aspects. It can be understood that the expected probability of answering the question correctly is based on the analysis of factors including but not limited to the above, and the predicted value of the correct rate of a certain exercise when it is answered by the user next time. Through the combination of the above data processing method and processing logic, the push display order of the exercise is more reasonably controlled, providing learners with a more reasonable practice process.
[0044] As a preferred implementation, the exercise system is implemented based on a battle game, the battle game includes a preset first game character and a second game character controlled by an external user; the first game character is used to change the state of the second game character by performing a first preset action; the second game character is used to change the state of the first game character by performing a second preset action; the first game character is used to display corresponding exercises when the state is changed;
[0045] Step S1 includes: obtaining attribute parameters of an exercise corresponding to a first game character;
[0046] Step S2 includes: obtaining statistical data of users' answers in the battle game;
[0047] Step S3 includes: determining, based on the attribute parameters of the exercise and the statistical data of the answer, whether the first game character performs a first preset action or the second game character performs a second preset action.
[0048] In this embodiment, the exercises presented in the battle game include but are not limited to the exercises themselves and the corresponding knowledge points. When displayed as the content of the knowledge points, the user can learn in the exercise system. When displayed in the form of exercises, it is for the user to practice, practice, and consolidate learning. The first game character and the second game character can be a game monster as the opponent of the user character in the battle game and a game character controlled by the user, respectively. For the convenience of explanation, this embodiment takes the game monster as an example to illustrate the first game character, and takes the user character as an example to illustrate the second game character. The first game character changes the state of the second game character by performing a first preset action; the second game character changes the state of the first game character by performing a second preset action. For example, in the battle game, the user character and the game monster respectively attack each other to change the state of the other party. The change of state includes but is not limited to blood loss, elimination, demotion, etc. Taking the state of the game monster as an example, it can be shown that it is eliminated by the user character after being attacked, so that the corresponding exercises and supporting knowledge points are no longer displayed. That is, when the duration of the game monster's state maintenance and the order of display of exercises are set accordingly, the speed at which the game monster changes its state to the user character is positively correlated with the difficulty score of the exercise and the importance score of the exercise; and the second preset action of the user character, such as the attack action, is positively correlated with the speed at which the game monster changes its state to the correct answer rate and the length of the interval between answers; the state change speed here can be understood as the degree of damage suffered by the opponent under the same number of attacks, or the number of attacks within the same period of time, that is, the degree to which the change in the opponent's state produces a quantitative or qualitative change.
[0049] As a preferred embodiment, the battle game is configured such that when the time taken by the first game character to move a preset distance is less than the time taken by the second game character to move the preset distance, the first game character can perform a first preset action toward the second game character; when the time taken by the second game character to move a preset distance is less than the time taken by the first game character to move the preset distance, the second game character can perform a second preset action toward the first game character; and according to the attribute parameters of the exercise and the statistical data of the answer, the step of controlling the display time of the exercise comprises:
[0050] Determine the moving speed of the first game character according to the attribute parameters of the exercise;
[0051] Determine the moving speed of the second game character according to the statistical data of the answering questions;
[0052] Determining the duration of maintaining the state of the first game character according to the moving speed of the first game character and the moving speed of the second game character;
[0053] Among them, the movement speed of the first game character is positively correlated with the difficulty value of the exercises and the importance value of the knowledge points; the movement speed of the second game character is positively correlated with the accuracy rate of the answers and the length of the interval between answers.
[0054] This implementation is based on the characteristics of the battle game. By binding the moving speed of the characters in the battle game to the dependent variable, the interactive data between the external user and the battle game can be more reasonably reflected in the display process of the exercises. Specifically, the moving speed is associated with the action of the game character, so that the display order is controlled by comparing the moving speed. By binding the difficulty value of the exercise, the importance value of the knowledge point, the correct answer rate of the user, and the time interval between answers to the transfer speed, on the one hand, the game effect can be better increased in the visual game process, and at the same time, the display of the final exercise is more in line with the inherent law of learners using the battle game for learning, which can achieve better learning effects.
[0055] Preferably, the fighting game is arranged that the second game character and at least one first game character move a preset length simultaneously. If the first game character passes the preset length first, the first game character can make a first preset action to the second game character, and the second game character cannot make a second preset action to the first game character; if the second game character passes the preset length first, the second game character can make a second preset action to the first game character, and the first game character cannot make the first preset action to the second game character.
[0056] In this implementation, the battle and attack process between the game character and the user character is presented through visualization, and a turn-based battle method is set up at the same time, so that users can obtain reasonable data analysis results in each round, and reasonably determine the display order of exercises based on this, so that exercises that are easier to answer are displayed first, thereby achieving the logical unification of the game process and exercise application, and being closer to teaching needs.
[0057] like Figure 2 As shown, as an example of the data processing method in this embodiment, the following technical solution is used to illustrate the process of processing and outputting relevant interactive data in a fighting game, which does not constitute any limitation to the present invention.
[0058] First, set the rules for triggering commands: the game character and multiple monsters move from the same starting point to the same end point. The first one to reach the end point gets the opportunity to trigger the command. After triggering the command, they return to the starting point and move toward the end point again to get the opportunity to trigger the command again. The triggering command can be a command that causes the player to attack the opponent.
[0059] Second, set the movement speed rules:
[0060] 1. For game monsters, the factors that determine movement speed include:
[0061] (1) The difficulty or importance of the knowledge point or exercise bound to the game monster: the higher the difficulty or importance, the faster the corresponding game monster moves;
[0062] (2) The accuracy rate of answers to the corresponding exercises of the knowledge points counted by the platform: the higher the accuracy rate, the faster the corresponding game monster moves;
[0063] (3) The platform records the number of times the current user has practiced the exercises: the more times the user has practiced, the faster the corresponding game monster moves;
[0064] (4) Based on the above factors, different weights are used to determine the speed at which the game monster moves.
[0065] 2. For user roles, the factors that determine movement speed include:
[0066] (1) The number of times you enter the question-solving unit: The more times you enter, the faster the user character moves, which helps users advance the game quickly and save time;
[0067] (2) The user’s correct rate of answering questions: The higher the correct rate, the faster the user’s character moves;
[0068] (3) The length of time since the user last practiced a question: The longer the time, the longer the user has not logged into the game, and the slower the user character moves, in order to help the user adapt to the practice method.
[0069] (4) Based on the above factors, different weights are used to determine the speed at which the user character moves.
[0070] Third, set up game-style questions:
[0071] (1) Set up a knowledge point and exercise database, mark the difficulty or importance of knowledge points, and set the binding relationship between knowledge points and user roles;
[0072] (2) Read the statistical correct answer rate of the knowledge points, i.e. the corresponding exercises, and read the user's exercise record;
[0073] (3) According to the setting rules of the movement speed, the movement speed of the game character and the game monster currently fighting is calculated.
[0074] Fourth, users complete the test through games
[0075] (1) The user controls the user character to walk in the game map, encounters a game monster, and enters the battle interface;
[0076] (2) The game program displays a movement bar on the battle interface, including a starting point, an end point, an icon of the user character, and an icon of a game monster. There may be multiple icons of game monsters;
[0077] (3) The user character icon and the game monster icon start from the starting point of the moving bar and move at their respective speeds according to the set moving speed. When they reach the end point of the moving bar, they get the opportunity to trigger the command.
[0078] Assume that there are 5 knowledge points and corresponding exercises in the game, and their difficulty distribution is as follows:
[0079] (1) Knowledge Point 1 and Knowledge Point 2 are of equal and lowest difficulty.
[0080] (2) Knowledge Point 3 and Knowledge Point 4 are of equal and relatively high difficulty.
[0081] (3) Knowledge point 5 is the most difficult.
[0082] According to the user's answering record, the user has already learned knowledge points 1 and 3, which means that the user has a high degree of mastery of these knowledge points and may have a high accuracy rate in answering questions. To further determine the weights, first, we need to determine the weights of various factors that affect the speed of the game monsters. Assume that the following weight distribution is selected:
[0083] (1) Difficulty or importance of knowledge point: 30%
[0084] (2) Correct answer rate: 40%
[0085] (3) User practice times: 20%
[0086] (4) The time interval between the user's last practice test: 10%
[0087] The following data is collected:
[0088] (1) Difficulty or importance rating of each knowledge point.
[0089] (2) The accuracy rate of answers to each knowledge point exercise as counted by the platform.
[0090] (3) The number of times the user practices each knowledge point.
[0091] (4) The time interval since the user last learned each knowledge point.
[0092] Based on the above data and weights, calculate the moving speed of the game monsters corresponding to each knowledge point:
[0093] For knowledge points 1 and 2, the difficulty is low, and the user has learned knowledge point 1, then:
[0094] (1) Difficulty score: 1 (assuming the highest difficulty is 5);
[0095] (2) Correctness of answering questions: Assuming that the correctness of knowledge point 1 is 90% and knowledge point 2 is unknown, the average value is temporarily set at 60%.
[0096] (3) User practice times: 20 times for knowledge point 1 and 0 times for knowledge point 2;
[0097] (4) Time interval: 1 day for knowledge point 1, unknown for knowledge point 2, tentatively set at a longer time of 30 days.
[0098] The calculation formula for the movement speed of game monster 1 (corresponding to knowledge point 1) is:
[0099]
[0100] The calculation formula for the movement speed of game monster 2 (corresponding to knowledge point 2) is:
[0101]
[0102] For knowledge points 3 and 4, the difficulty is relatively high, and the user has already learned knowledge point 3, then:
[0103] (1) Difficulty rating: 4
[0104] (2) Correctness of answering questions: Assuming that the correctness of knowledge point 3 is 80% and knowledge point 4 is unknown, the average value is temporarily set at 60%.
[0105] (3) Number of user practice times: 15 times for knowledge point 3 and 0 times for knowledge point 4.
[0106] (4) Time interval: 3 days for knowledge point 3 and unknown for knowledge point 4. The longer time interval is tentatively set at 30 days.
[0107] The calculation formula for the movement speed of game monster 3 (corresponding to knowledge point 3) is:
[0108]
[0109] The calculation formula for the movement speed of game monster 4 (corresponding to knowledge point 4) is:
[0110]
[0111] Knowledge point 5 is the most difficult, and includes:
[0112] (1) Difficulty rating: 5
[0113] (2) Correct answer rate: unknown, tentatively set at an average of 60%.
[0114] (3) Number of user practice times: 0 times.
[0115] (4) Time interval: unknown, tentatively set at a longer period of 30 days.
[0116] The formula for calculating the movement speed of Monster 5 (Knowledge Point 5) is:
[0117]
[0118] Finally, based on actual game testing and user feedback, the above calculation formula and weight distribution are adjusted and optimized to ensure the balance of the game and the effectiveness of education, which has significant advantages and potential in improving learning experience, personalized education, knowledge point mastery, learning efficiency and motivation.
[0119] The following effects can be obtained:
[0120] 1. Improve learning interest
[0121] By combining knowledge points with the interaction of game characters and monsters, students can experience the fun of the game during the learning process, thereby significantly improving their interest and motivation in learning.
[0122] 2. Personalized learning experience
[0123] The game dynamically adjusts the movement speed of game characters and monsters based on factors such as the user's accuracy in answering questions, number of exercises, and the time interval between the last practice questions, providing each user with a personalized learning speed that adapts to the learning habits and abilities of different users.
[0124] 3. Instant feedback on knowledge points
[0125] Through the design of the movement bar on the battle interface, students can intuitively see the instant feedback on their mastery of knowledge points. The monsters corresponding to knowledge points with high accuracy and more practice times will move faster, which provides positive motivation for students.
[0126] 4. Dynamic adjustment of educational content
[0127] The system can dynamically adjust the monster's movement speed according to the difficulty or importance of the knowledge point and the user's learning data, ensuring that the educational content matches the student's learning progress and ability.
[0128] 5. Strengthen memory and understanding
[0129] Through gamified learning methods, students can deepen their memory and understanding of knowledge points through repeated practice, especially for those knowledge points that have already been learned, which can be optimized according to the user's learning performance.
[0130] 6. Optimize learning efficiency
[0131] The system is designed so that students can access difficult or important knowledge points more quickly, thereby absorbing and mastering key information more effectively within a limited study time.
[0132] 7. Promote students’ independent learning
[0133] Providing an interesting and interactive learning environment, students are more willing to actively participate in the learning process and explore different knowledge points and problem-solving strategies.
[0134] 8.Flexible adaptation to different learning stages
[0135] Whether a student is a beginner or has a certain foundation, the system can provide appropriate learning content and challenges based on their learning history and performance, helping students grow at each stage of learning.
[0136] 9. Enhance learning motivation and engagement
[0137] Gamification elements and competition mechanisms can stimulate students' intrinsic motivation, making them more actively involved in the learning process and seeking higher achievements.
[0138] 10. Realize innovative application of educational technology
[0139] It demonstrates the combination of modern educational technology and game design to create a new learning model.
[0140] The data processing method of the exercise system of this embodiment, through data analysis and processing in two dimensions of users and terminals, fully utilizes the intelligent processing results of two-way interactive data output in intelligent learning, realizes the action control of user roles and game roles in the intelligent teaching process, enhances the interactivity and personalization of game-style exercise, and enables users to complete knowledge learning and exercise practice more efficiently and reasonably while enjoying the fun brought by the game.
[0141] Example 2
[0142] See also Figure 3 This embodiment specifically provides a data processing system for an exercise system, including:
[0143] The attribute acquisition module 1 is used to acquire the attribute parameters of the exercises in the exercise system;
[0144] Data statistics module 2, used to obtain the statistical data of users' answers to the exercise system;
[0145] A display control module 3 is used to control the display time of the exercise according to the attribute parameters and the answer statistics;
[0146] The exercise system in this embodiment can be a comprehensive intelligent education platform based on user online interaction, integrating knowledge points and corresponding exercise output, as well as answer information acquisition and analysis. It can run on electronic devices including but not limited to laptops, mobile phones, desktops, wearable devices, etc.; and interact with external users such as learners through the data processing method of this embodiment. The attribute parameters include at least one of the difficulty score of the exercise and the importance score of the exercise. The difficulty score is used to characterize the difficulty of the output exercise. The higher the difficulty, the higher the difficulty score; similarly, the importance score of the exercise is used to characterize the importance of the output exercise, which can also be understood as the importance of the knowledge point corresponding to the exercise. The higher the importance, the higher the importance score. The answering statistics include at least one of the user's answer accuracy and the answer interval time; the display time is positively correlated with the difficulty score of the exercise and the importance score of the exercise; the display time is negatively correlated with the answer accuracy and the answer interval time. Generally, exercises with a high correct answer rate indicate that the user has a firm grasp of the knowledge point corresponding to the exercise and does not need to spend more time or practice more exercises; conversely, the longer the interval between answers to exercises corresponding to a certain knowledge point, the more the corresponding memory content is faded, so it is necessary to deepen the memory. By combining the above data processing method and processing logic, the push display time of exercises can be more reasonably controlled, providing learners with a more reasonable practice process.
[0147] As a preferred implementation, the exercise system is implemented based on a battle game, which includes a preset first game character and a second game character controlled by an external user; the first game character is used to change the state of the second game character by performing a first preset action; the second game character is used to change the state of the first game character by performing a second preset action; the attribute acquisition module is used to:
[0148] Obtaining attribute parameters of the exercise corresponding to the first game character;
[0149] The display control module is used to:
[0150] Determine a first preset action performed by the first game character according to the attribute parameters of the exercise;
[0151] Determine a second preset action to be performed by the second game character according to the statistical data of the answering questions;
[0152] Determine the duration of maintaining the state of the first game character according to the first preset action and the second preset action;
[0153] Among them, the first preset action is positively correlated with the state change speed of the second game character and the difficulty score of the exercise and the importance score of the exercise; the second preset action is positively correlated with the state change speed of the first game character and the answer accuracy and the answer interval time; the state maintenance time of the first game character and the display time of the exercise are set accordingly.
[0154] In this embodiment, the exercises presented in the battle game include but are not limited to the exercises themselves and the corresponding knowledge points. When displayed as the content of the knowledge points, the user can learn in the exercise system. When displayed in the form of exercises, it is for the user to practice, practice, and consolidate learning. The first game character and the second game character can be a game monster as the opponent of the user character in the battle game and a game character controlled by the user, respectively. For the convenience of explanation, this embodiment takes the game monster as an example to illustrate the first game character, and takes the user character as an example to illustrate the second game character. The first game character changes the state of the second game character by performing a first preset action; the second game character changes the state of the first game character by performing a second preset action. For example, in the battle game, the user character and the game monster respectively attack each other to change the state of the other party. The change of state includes but is not limited to blood loss, elimination, demotion, etc. Taking the state of the game monster as an example, it can be shown that it is eliminated by the user character after being attacked, so that the corresponding exercises and supporting knowledge points are no longer displayed. That is, when the duration of the game monster's state maintenance and the display duration of the exercise are set accordingly, the speed at which the game monster changes its state to the user character is positively correlated with the difficulty score of the exercise and the importance score of the exercise; and the second preset action of the user character, such as the attack action, is positively correlated with the correct answer rate and the interval between answers. The state change speed here can be understood as the degree of damage suffered by the opponent under the same number of attacks, or the number of attacks in the same period of time, that is, the degree to which the change in the opponent's state produces a quantitative or qualitative change.
[0155] As a preferred embodiment, the battle game is configured such that when the time taken for the first game character to move a preset distance is less than the time taken for the second game character to move a preset distance, the first game character can perform a first preset action toward the second game character; when the time taken for the second game character to move a preset distance is less than the time taken for the first game character to move a preset distance, the second game character can perform a second preset action toward the first game character; the display control module is used to:
[0156] Determine the moving speed of the first game character according to the attribute parameters of the exercise;
[0157] Determine the moving speed of the second game character according to the statistical data of the answering questions;
[0158] Determining the duration of maintaining the state of the first game character according to the moving speed of the first game character and the moving speed of the second game character;
[0159] Among them, the movement speed of the first game character is positively correlated with the difficulty value of the exercises and the importance value of the knowledge points; the movement speed of the second game character is positively correlated with the accuracy rate of the answers and the length of the interval between answers.
[0160] Based on the characteristics of the battle game, this implementation method binds the moving speed of the characters in the battle game to the dependent variable, so that the interactive data content between the external user and the battle game can be more reasonably reflected in the display process of the exercises. Specifically, the moving speed is associated with the action of the character, so that the display order is controlled by comparing the moving speed, and the difficulty value of the exercise, the importance value of the knowledge point, the correct answer rate of the user, and the length of the interval between answers are bound to the transfer speed, so that on the one hand, the game effect can be better increased in the visual game process, and at the same time, the display of the final exercise is more in line with the inherent law of learners using the battle game for learning, which can achieve better learning effects.
[0161] Preferably, the fighting game is arranged that the first game character and the second game character pass through a preset length mark at the same time, and the distance of the preset length mark is a preset distance; if the time taken for the first game character to pass through the preset length mark is less than the time taken for the second game character to pass through the preset length mark, the first game character can make a first preset action to the second game character, and the second game character cannot make a second preset action to the first game character; if the time taken for the second game character to pass through the preset length mark is less than the time taken for the first game character to pass through the preset length mark, the second game character can make the second preset action to the first game character, and the first game character cannot make the first preset action to the second game character.
[0162] In this embodiment, the battle and attack process between the game character and the user character is presented through visualization, and a battle method similar to a turn-based system is set up, so that the user can obtain reasonable data analysis results in each round, that is, obtain a reasonable exercise display time.
[0163] The data processing system of the exercise system of this embodiment, through data analysis and processing in two dimensions of users and terminals, makes full use of the intelligent processing results of the two-way interactive data output in intelligent learning, realizes the action control of user roles and game roles in the intelligent teaching process, enhances the interactivity and personalization of game-style exercise, and enables users to complete knowledge learning and exercise practice more efficiently and reasonably while enjoying the fun brought by the game.
[0164] Example 3
[0165] Figure 4 The electronic device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the program, the data processing method of the exercise system in the above embodiment is implemented. Figure 4 The electronic device 30 shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present invention.
[0166] like Figure 4 As shown, the electronic device 30 may be in the form of a general-purpose computing device, for example, it may be a server device. The components of the electronic device 30 may include, but are not limited to: at least one processor 31, at least one memory 32, and a bus 33 connecting different system components (including the memory 32 and the processor 31).
[0167] The bus 33 includes a data bus, an address bus, and a control bus.
[0168] The memory 32 may include a volatile memory, such as a random access memory (RAM) 321 and / or a cache memory 322 , and may further include a read-only memory (ROM) 323 .
[0169] The memory 32 may also include a program / utility 325 having a set (at least one) of program modules 324, such program modules 324 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.
[0170] The processor 31 executes various functional applications and data processing by running the computer programs stored in the memory 32, such as the data processing method of the exercise system of the present invention as described above.
[0171] The electronic device 30 may also communicate with one or more external devices 34 (e.g., keyboards, pointing devices, etc.). Such communication may be performed via an input / output (I / O) interface 35. Furthermore, the model generating device 30 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) via a network adapter 36. Figure 4 As shown, the network adapter 36 communicates with other modules of the model-generated device 30 via the bus 33. It should be understood that, although not shown in the figure, other hardware and / or software modules can be used in conjunction with the model-generated device 30, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (disk array) systems, tape drives, and data backup storage systems, etc.
[0172] It should be noted that although several units / modules or sub-units / modules of the electronic device are mentioned in the above detailed description, this division is merely exemplary and not mandatory. In fact, according to an embodiment of the present invention, the features and functions of two or more units / modules described above can be embodied in one unit / module. Conversely, the features and functions of one unit / module described above can be further divided into multiple units / modules to be embodied.
[0173] Example 4
[0174] This embodiment also provides a computer-readable storage medium, on which a computer program is stored, and when the program is executed by a processor, the steps in the data processing method of the exercise system in the above embodiment are implemented. The readable storage medium can be more specifically, but not limited to: a portable disk, a hard disk, a random access memory, a read-only memory, an erasable programmable read-only memory, an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0175] In a possible implementation, the present invention can also be implemented in the form of a program product, which includes a program code. When the program product is run on a terminal device, the program code is used to enable the terminal device to execute the steps in the data processing method for implementing the exercise system as described above. The program code for executing the present invention can be written in any combination of one or more programming languages, and the program code can be executed completely on the user device, partially on the user device, as an independent software package, partially on the user device and partially on the remote device, or completely on the remote device.
[0176] Although the specific embodiments of the present invention are described above, it should be understood by those skilled in the art that this is only for illustration and the protection scope of the present invention is defined by the appended claims. Those skilled in the art may make various changes or modifications to these embodiments without departing from the principles and essence of the present invention, but these changes and modifications all fall within the protection scope of the present invention.
Claims
1. A data processing method for an exercise system, characterized in that: The steps include: Acquire attribute parameters of exercises in the exercise system; Obtaining statistical data of user answers corresponding to the exercise system; Controlling the display order of the exercises according to the attribute parameters and the statistical data of the user's answers; Among them, the attribute parameters and the user answer statistics are used to characterize the expected probability of the user answering the exercises in the exercise system correctly; the data processing method is used to control the exercises with a higher expected probability of answering correctly to be displayed before the exercises with a lower expected probability of answering correctly.
2. The data processing method of the exercise system according to claim 1, characterized in that: The attribute parameters include at least one of the difficulty value of the exercise, the importance value of the exercise, the user's correct answer rate for the exercise, and the correct answer rate of all users for the exercise; the user's answer statistics include at least one of the number of times the user practices the exercise, the number of times the user enters the exercise corresponding to the exercise, the user's correct answer rate, and the interval time of the user's use of the exercise system.
3. The data processing method of the exercise system according to claim 2, characterized in that: The exercise system is implemented based on a battle game, wherein the battle game includes a preset first game character and a second game character controlled by an external user; the first game character is used to change the state of the second game character by performing a first preset action; The second game character is used to change the state of the first game character by performing a second preset action; The first game character is used to display corresponding exercises when the state is changed; The step of obtaining the attribute parameters of the exercises in the exercise system includes: Obtaining attribute parameters of the exercise corresponding to the first game character; The step of obtaining the statistical data of user answers corresponding to the exercise system comprises: Obtaining statistical data of users' answers in the battle game; The step of controlling the display order of the exercises according to the attribute parameters and the statistical data of the user's answers comprises: According to the attribute parameters of the exercise and the answer statistics, it is determined that the first game character performs the first preset action or the second game character performs the second preset action.
4. The data processing method of the exercise system according to claim 3, characterized in that: The battle game is set such that the second game character and at least one of the first game characters move a preset length at the same time, and if the first game character passes the preset length first, the first game character can perform the first preset action on the second game character, and the second game character cannot perform the second preset action on the first game character; If the second game character passes the preset length first, the second game character can perform the second preset action on the first game character, and the first game character cannot perform the first preset action on the second game character.
5. A data processing system for an exercise system, characterized in that: include: An attribute acquisition module, used for acquiring attribute parameters of exercises in the exercise system; A data statistics module is used to obtain the statistical data of user answers corresponding to the exercise system; A display control module, used to control the display order of the exercises according to the attribute parameters and the statistical data of the user's answers; Among them, the attribute parameters and the user answer statistics are used to characterize the expected probability of the user answering the exercises in the exercise system correctly; the data processing method is used to control the exercises with a higher expected probability of answering correctly to be displayed before the exercises with a lower expected probability of answering correctly.
6. The data processing system of the exercise system according to claim 5, characterized in that: The attribute parameters include at least one of the difficulty value of the exercise, the importance value of the exercise, the user's correct answer rate for the exercise, and the correct answer rate of all users for the exercise; the user's answer statistics include at least one of the number of times the user practices the exercise, the number of times the user enters the exercise corresponding to the exercise, the user's correct answer rate, and the interval time of the user's use of the exercise system.
7. The data processing system of the exercise system according to claim 6, characterized in that: The exercise system is implemented based on a battle game, wherein the battle game includes a preset first game character and a second game character controlled by an external user; the first game character is used to change the state of the second game character by performing a first preset action; The second game character is used to change the state of the first game character by performing a second preset action; The first game character is used to display corresponding exercises when the state is changed; The attribute acquisition module is used to acquire the attribute parameters of the exercise corresponding to the first game character; The data statistics module is used to obtain the statistical data of the users' answers in the battle game; The display control module is used for: According to the attribute parameters of the exercise and the answer statistics, it is determined that the first game character performs the first preset action or the second game character performs the second preset action.
8. The data processing system of the exercise system according to claim 7, characterized in that: The battle game is set such that the second game character and at least one of the first game characters move a preset length at the same time, and if the first game character passes the preset length first, the first game character can perform the first preset action on the second game character, and the second game character cannot perform the second preset action on the first game character; If the second game character passes the preset length first, the second game character can perform the second preset action on the first game character, and the first game character cannot perform the first preset action on the second game character.
9. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that: When the processor executes the computer program, the data processing method of the exercise system as described in any one of claims 1 to 4 is implemented.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the data processing method of the exercise system according to any one of claims 1 to 4 is implemented.
Citation Information
Cited By
User answer information processing method, system and equipment and medium
CN119541287A
