Processing method and system for interactive learning system, equipment and medium

By associating knowledge point information to game characters in the battle game, determining the display order and duration based on the difficulty and importance of knowledge points, the problem of lack of interactivity and fun in the existing learning methods is solved, and learning efficiency and learning experience are improved .

CN119165953AInactive Publication Date: 2024-12-20JIANGXI RICHEN EDUCATION TECH CO LTD
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Patent Information

Application Number
CN202411216782.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-02
Publication Date
2024-12-20
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The existing learning methods lack interactivity and fun, especially the poor learning process and feedback mechanism for comprehensive knowledge points, resulting in poor learning results.

Method used

By associating knowledge point information to game characters in the battle game, and determining the game character level based on the difficulty value of knowledge point, important index value and number of related exercises, the knowledge point information is displayed to enhance the interactivity and fun of the learning process.

Benefits of technology

It enriches the flexibility of learning to do questions, enhances the fun, interactivity and challenge in the learning process, improves learning efficiency, and enables students to achieve a balance between entertainment and learning.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a processing method and system for an interactive learning system, equipment and a medium, the interactive learning system is realized based on a battle game, and the processing method comprises the following steps: obtaining knowledge point information needing to be displayed in interactive learning; associating the knowledge point information to a game role in the battle game; the game role and the corresponding knowledge point information are displayed in an associated mode. According to the method, the knowledge point information in the interactive learning process is adaptively associated to the game role in the battle game and displayed, so that the knowledge points involved in the interactive learning can be flexibly and efficiently fused and bound with software such as the battle game and the like, and the flexibility of learning question brushing is enriched; according to the invention, the defect that the conventional game type learning rhythm is single is overcome, the interestingness, interactivity and challenging in the learning process are enhanced, the learning efficiency of students is improved, and the students are balanced between entertainment and learning.
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Description

Technical Field

[0001] The present invention relates to the field of intelligent education technology, and in particular to a processing method and system, equipment and medium for an interactive learning system. Background Art

[0002] In the existing learning methods, students often need to master knowledge points by repeatedly doing exercises, but this method lacks interactivity and fun. Although some existing digital teaching tools use electronic exercises to simplify user operations, they have limited improvement in the fun and efficiency of the learning process. Especially for comprehensive knowledge points that include multiple knowledge points, there is a lack of effective learning process and feedback mechanism, resulting in poor learning results. 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 processing method for an interactive learning system, wherein the interactive learning system is implemented based on a battle game and the processing method comprises the following steps:

[0004] Obtain the knowledge points that need to be displayed in interactive learning;

[0005] Associating the knowledge point information with the game character in the battle game;

[0006] The game characters and corresponding knowledge point information are displayed in association.

[0007] Preferably, the game character includes several character levels, and the game character levels are used to determine the display order and / or display duration of the game character in the battle game; the step of associating the knowledge point information with the game character in the battle game includes:

[0008] Determining knowledge points that need to be associated according to the knowledge point information;

[0009] Determining the game character level corresponding to the knowledge point information according to the number of the knowledge points that need to be associated and a preset value;

[0010] Associating the knowledge point information with a game character that matches the level of the game character;

[0011] The preset value is determined based on at least one of the difficulty value, the importance index value, the association index value of other knowledge points, and the number of associated exercises of the knowledge point to be associated.

[0012] Preferably, according to the number of the knowledge points to be associated and the preset value, the step of determining the game character level corresponding to the knowledge point information includes:

[0013] The game character level is determined according to the total number of the knowledge points that need to be associated and the sum of the preset values ​​of each of the knowledge points, so that the display order ranking and / or display duration of the game character is positively correlated with the total number of the knowledge points and the sum of the preset values.

[0014] Preferably, the step of associating the knowledge point information with the game character in the battle game includes:

[0015] If the number of the game characters that match the level of the game characters and are not associated is greater than or equal to the number of the knowledge point information, then according to the user usage record of the battle game, the knowledge point information is associated with the game characters in the battle game;

[0016] and / or,

[0017] If the number of game characters that match the game character level and are not associated is less than the number of knowledge point information that needs to be associated, a game character corresponding to the battle game is generated according to the game character level, and the knowledge point information is associated with the game character.

[0018] Preferably, the step of obtaining the knowledge point information to be displayed in the interactive learning includes:

[0019] Obtain several initial knowledge points from the knowledge base corresponding to interactive learning;

[0020] Parsing the initial knowledge points into independent knowledge points;

[0021] According to preset interactive learning rules, the knowledge points obtained by parsing the initial knowledge points are combined to generate the knowledge point information.

[0022] The present invention also provides a processing system for an interactive learning system, wherein the interactive learning system is implemented based on a battle game, and the processing system comprises:

[0023] The acquisition module is used to obtain the knowledge point information that needs to be displayed in interactive learning;

[0024] An association module, used to associate the knowledge point information with the game character in the battle game;

[0025] The display module is used to associate and display the game characters and corresponding knowledge point information.

[0026] Preferably, the game character includes several character levels, and the game character levels are used to determine the display order and / or display duration of the game character in the battle game; the association module includes:

[0027] A determination unit, configured to determine knowledge points that need to be associated according to the knowledge point information;

[0028] An analysis unit, configured to determine the game character level corresponding to the knowledge point information according to the number of the knowledge points to be associated and a preset value;

[0029] A binding unit, used to associate the knowledge point information with a game character that matches the level of the game character;

[0030] The preset value is determined based on at least one of the difficulty value, the importance index value, the association index value of other knowledge points, and the number of associated exercises of the knowledge point to be associated.

[0031] Preferably, the analysis unit is used for:

[0032] The game character level is determined according to the total number of the knowledge points that need to be associated and the sum of the preset values ​​of each of the knowledge points, so that the display order ranking and / or display duration of the game character is positively correlated with the total number of the knowledge points and the sum of the preset values.

[0033] Preferably, the association module is used for:

[0034] When the number of the game characters that match the level of the game characters and are not associated is greater than or equal to the number of the knowledge point information, the knowledge point information is associated with the game characters in the fighting game according to the user usage record of the fighting game;

[0035] and / or,

[0036] When the number of game characters that match the game character level and are not associated is less than the number of knowledge point information that needs to be associated, a game character corresponding to the battle game is generated according to the game character level, and the knowledge point information is associated with the game character.

[0037] Preferably, the acquisition module includes:

[0038] An acquisition unit, used for acquiring a number of initial knowledge points from a knowledge base corresponding to interactive learning;

[0039] A parsing unit, used for parsing the initial knowledge points into independent knowledge points;

[0040] The combining unit is used to combine the knowledge points obtained by parsing the initial knowledge points according to a preset interactive learning rule to generate the knowledge point information.

[0041] The present invention also provides an electronic device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the above-mentioned processing method for an interactive learning system when executing the computer program.

[0042] 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 processing method for an interactive learning system is implemented.

[0043] The positive progressive effect of the present invention is that the present invention provides a processing method and system, device and medium for an interactive learning system, which adaptively associates the knowledge point information in the interactive learning process with the game characters in the battle game and displays them, so that the knowledge points involved in the interactive learning can be flexibly and efficiently integrated and bound with software such as the battle game, and through the interactive learning system based on the battle game, etc., the flexibility of learning and practicing questions is enriched, the shortcomings of the single rhythm of previous game-based learning are overcome, the fun, interactivity and challenge in the learning process are enhanced, which helps to improve learning efficiency and enable students to achieve a balance between entertainment and learning. BRIEF DESCRIPTION OF THE DRAWINGS

[0044] Figure 1 This is a flowchart of a processing method for an interactive learning system according to Embodiment 1 of the present invention.

[0045] Figure 2 This is a module diagram of a processing system for an interactive learning system according to Embodiment 2 of the present invention.

[0046] Figure 3 This is a structural block diagram of an electronic product according to Embodiment 3 of the present invention. DETAILED DESCRIPTION

[0047] The processing method for an interactive learning 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 locations 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.

[0048] Example 1

[0049] See also Figure 1 As shown, this embodiment specifically provides a processing method for an interactive learning system. The interactive learning system is implemented based on a battle game. The processing method includes the following steps:

[0050] S1. Obtain the knowledge point information that needs to be displayed in interactive learning;

[0051] S2. Associating the knowledge point information with the game characters in the battle game;

[0052] S3. Associate and display game characters and corresponding knowledge point information.

[0053] The battle game in the present invention can be used by users who are learning, and they can learn, practice, master and consolidate relevant knowledge points through a learning system based on the battle game; the interactive learning system can be applied to various devices including but not limited to computers, mobile phones, tablet computers, wearable smart devices, etc., and can be operated and controlled through online or local games. Of course, those skilled in the art will know that whether it is the above-mentioned battle game or learning system, its own display form, platform or usage scenario will not limit the concept of the present invention.

[0054] The knowledge point information in step S1 may be the knowledge point that the user needs to learn and examine. The specific presentation method in the battle game includes but is not limited to the content of the knowledge point itself and the exercises corresponding to the knowledge point. When it is presented as the content of the knowledge point, the user can learn in the learning system. When it is presented as exercises, it is for the user to practice, brush questions, etc. to consolidate learning. The game character may be a game monster that is the opponent of the user character in the battle game. For the convenience of explanation, this embodiment takes the game monster as an example to explain the game character.

[0055] As a preferred implementation, step S1 includes:

[0056] Obtain several initial knowledge points from the knowledge base corresponding to interactive learning;

[0057] Parse the initial knowledge points into independent knowledge points;

[0058] According to the preset interactive learning rules, the knowledge points obtained by parsing the initial knowledge points are combined to generate knowledge point information.

[0059] The knowledge point information in step S1 can be obtained from the knowledge base corresponding to the interactive learning. The knowledge base may usually be an outline structure text or a corresponding question bank continuously arranged by learning materials, supplementary teaching materials, teaching readings, etc. The initial knowledge points therein can be obtained in sequence according to the structure of the knowledge base, or partially obtained by selection as needed. For example, the initial knowledge point is the knowledge point "The Establishment of the Western Jin Dynasty" in a junior high school history class knowledge base. Parsing the initial knowledge point into independent knowledge points can be understood as parsing the knowledge point set into the smallest unit of learning or examination knowledge points. For example, "The Establishment of the Western Jin Dynasty" includes several independent knowledge points such as "The Year of the Founding of the Country" and "The Address of the Capital". The knowledge point information finally used to be associated with the game character is composed of these independent knowledge points according to the preset interactive learning rules. The interactive learning rules can be comprehensively determined according to the learning progress, learning habits, hobby directions, personality characteristics, memory curves, etc. of different users, so that the same knowledge base can reasonably decompose, merge and combine the initial knowledge points through the above steps.

[0060] As a preferred implementation, step S2 includes:

[0061] Determine the knowledge points that need to be associated based on the knowledge point information;

[0062] Determine the game character level corresponding to the knowledge point information according to the number of knowledge points to be associated and the preset value;

[0063] Associating knowledge point information to game characters that match the game character level;

[0064] The knowledge point information processed in this embodiment includes at least one knowledge point, and of course, it may also be multiple independent knowledge points. These knowledge points that need to be associated all have corresponding preset values, and the preset values ​​are determined according to at least one of the difficulty value, importance index value, and association index value of other knowledge points and the number of associated exercises of the knowledge point that needs to be associated. For example, the preset value is proportional to the difficulty value and the importance value. The association index value of a knowledge point and other knowledge points can also reflect the influence of a certain knowledge point in the learning process. The higher the association index, the greater its influence; in addition, the more the number of associated exercises, the higher the importance of a certain knowledge point. The game character includes several character levels, such as advanced monsters, intermediate monsters or primary monsters. The game character level is used to determine the display order and display duration of the game character in the battle game; for example, the display time of advanced monsters is the longest and the appearance order is the last, and vice versa. Preferably, in the step of determining the level of the game character corresponding to the knowledge point information according to the number of knowledge points that need to be associated and the preset values, the level of the game character is determined according to the total number of knowledge points that need to be associated and the sum of the preset values ​​of each knowledge point, so that the display order ranking and / or display duration of the game character is positively correlated with the total number of knowledge points and the sum of the preset values.

[0065] In this embodiment, the game character level is determined to locate each knowledge point information in the interactive learning system, determine the order of its appearance and the time of display, and preferably, the display time of the exercise can also be set in association with the game character level. By determining the game character level, the knowledge point information can be associated with the game character that matches the game character level. For example, by processing the number of knowledge points to be associated and the preset value, the game character level is determined to be an intermediate monster or a high-level monster, and the knowledge point information can be bound, associated and displayed with the above-mentioned category of game monsters in the game.

[0066] In step S3, the display method includes but is not limited to displaying the content of the knowledge point information before the game monster appears, and displaying the corresponding exercises when the game monster appears. It can also be that the knowledge point content and exercises are displayed at the same time when the game monster appears. Of course, the display method can also be adjusted according to the appearance scene and type of the game monster, so that the user can conveniently and reasonably obtain the knowledge point content and practice exercises during the game.

[0067] As an optional implementation, step S2 includes: if the number of game characters that match the game character level and are not associated is greater than or equal to the number of knowledge point information, then according to the user usage record of the battle game, the knowledge point information is associated with the game character in the battle game.

[0068] As another optional implementation, step S2 includes: if the number of game characters that match the game character level and are not associated is less than the number of knowledge point information that needs to be associated, a game character corresponding to the battle game is generated according to the game character level, and the knowledge point information is associated with the game character.

[0069] In the above optional implementation, the number of game characters that match the determined game character level and are not associated is determined. If it is greater than or equal to the number of knowledge point information that needs to be associated, then the association can be performed among these game characters that have not yet been bound. Preferably, the game monsters to be bound can be determined based on the user's usage record. For example, the game monsters that the user prefers to use can be used to bind some knowledge point information that is more difficult and more boring.

[0070] If the number of game characters that match the determined game character level and are not associated is less than the number of knowledge point information that needs to be associated, it is necessary to generate a game character that meets the game character level separately. Preferably, based on the game character level, through artificial intelligence modeling technology and image fusion technology, a game character that matches the current game scene can be generated in real time.

[0071] As a specific example, the processing method of the present invention is described below. The scheme in the example does not constitute any limitation to the present invention.

[0072] Specifically, the initial knowledge points can be extracted based on the existing knowledge base and the corresponding exercises, the comprehensive knowledge points including multiple knowledge points can be split, and the associated exercises can be set for each independent knowledge point after the split. For example, a comprehensive knowledge point "Bandung Conference" in the initial knowledge point can be split into five independent knowledge points such as "1955 Bandung Conference", "peaceful coexistence, friendly cooperation", "embodying the 'Bandung spirit'", "Panama regains sovereignty" and "Panama achieves a great victory". By setting the preset interactive learning rules, the binding relationship between each knowledge point and exercise and the game monster in the battle game is determined, including setting the binding relationship between the knowledge point and the game monster to the greater the number of bound knowledge points, the higher the level of the game monster. For the comprehensive knowledge point, each knowledge point after its split can be bound to the same game monster or different game monsters. Thus, the user can determine the matching game monster according to the selected learning content, and interactively learn and review by fighting with the game monster in the loaded game screen. For example, for the knowledge point "Bandung Conference" after being split, the knowledge point "1955 Bandung Conference" corresponds to a primary monster, the knowledge point "peaceful coexistence, friendly cooperation" corresponds to an intermediate monster, and the knowledge points "embodying the 'Bandung spirit'" and "Panama regains sovereignty" can be combined to correspond to a high-level monster. When the user's game character attacks the primary monster, the battle game client displays exercises related to the knowledge point "1955 Bandung Conference", for example: Please briefly describe the background and main achievements of the 1955 Bandung Conference. The student user answers the questions and submits the answers. If the answer is correct, the game monster's health value decreases and the next knowledge point or exercise continues to be displayed; if the answer is wrong, the game monster's health value increases and the relevant information and exercises of the knowledge point "1955 Bandung Conference" are displayed again. When all related knowledge points and exercises are displayed and the student answers the questions correctly, the monster is defeated and the student can obtain corresponding game rewards and learning points.

[0073] The processing method for the interactive learning system of the present embodiment adaptively associates the knowledge point information in the interactive learning process with the game characters in the fighting game and displays it, so that the knowledge points involved in the interactive learning can be flexibly and efficiently integrated and bound with software such as the fighting game. The interactive learning system based on the fighting game etc. is used to enrich the flexibility of learning and practicing questions, overcome the shortcomings of the single rhythm of previous game-based learning, enhance the fun, interactivity and challenge of the learning process, help improve learning efficiency and enable students to achieve a balance between entertainment and learning.

[0074] Example 2

[0075] See also Figure 2This embodiment also provides a processing system for an interactive learning system. The interactive learning system is implemented based on a battle game. The processing system includes:

[0076] Acquisition module 1, used to acquire knowledge point information that needs to be displayed in interactive learning;

[0077] An association module 2 is used to associate the knowledge point information with the game characters in the battle game;

[0078] The display module 3 is used to associate and display the game characters and the corresponding knowledge point information.

[0079] The knowledge point information in this embodiment may be the knowledge points that users need to learn and examine, and its specific presentation in the battle game includes but is not limited to the content of the knowledge point itself and the exercises corresponding to the knowledge point. When it is presented as the content of the knowledge point, the user can learn in the learning system, and when it is presented as exercises, it is for the user to practice, brush up on the questions, etc. to consolidate learning. The game character may be a game monster that is the opponent of the user character in the battle game. For the convenience of explanation, this embodiment takes the game monster as an example to explain the game character.

[0080] As a preferred implementation, the acquisition module 1 includes:

[0081] An acquisition unit 11 is used to acquire a number of initial knowledge points from a knowledge base corresponding to interactive learning;

[0082] A parsing unit 12, used to parse the initial knowledge points into independent knowledge points;

[0083] The combining unit 13 is used to combine the knowledge points obtained by parsing the initial knowledge points according to a preset interactive learning rule to generate knowledge point information.

[0084] The knowledge point information can be obtained from the knowledge base corresponding to the interactive learning. The knowledge base may usually be a continuously arranged outline structure text or a corresponding question bank such as learning materials, teaching supplementary materials, and teaching readings. The initial knowledge points can be obtained in sequence according to the structure of the knowledge base, or partially obtained as needed. For example, the initial knowledge point is the knowledge point "The Establishment of the Western Jin Dynasty" in the knowledge base of a junior high school history class. Parsing the initial knowledge point into independent knowledge points can be understood as parsing the knowledge point set into the smallest unit of learning or examination knowledge points. For example, "The Establishment of the Western Jin Dynasty" includes several independent knowledge points such as "The Year of the Founding of the Country" and "The Address of the Capital". The knowledge point information that is finally used to associate with the game character is composed of these independent knowledge points according to the preset interactive learning rules. The interactive learning rules can be comprehensively determined according to the learning progress, learning habits, hobbies, personality characteristics, memory curves, etc. of different users, so that the same knowledge base can reasonably decompose, merge and combine the initial knowledge points through the above steps.

[0085] As a preferred implementation, the game character includes several character levels, and the game character level is used to determine the display order and / or display duration of the game character in the battle game; the association module 2 includes:

[0086] A determination unit 21, used to determine knowledge points that need to be associated according to the knowledge point information;

[0087] An analysis unit 22, used to determine the game character level corresponding to the knowledge point information according to the number of knowledge points that need to be associated and a preset value;

[0088] A binding unit 23, used to associate the knowledge point information with a game character that matches the game character level;

[0089] The preset value is determined based on at least one of the difficulty value, the importance index value of the knowledge point to be associated, the association index value of other knowledge points, and the number of associated exercises.

[0090] The knowledge point information processed in this embodiment includes at least one knowledge point, and of course, it may also be multiple independent knowledge points. These knowledge points that need to be associated all have corresponding preset values, and the preset values ​​are determined according to at least one of the difficulty value, importance index value, and association index value of other knowledge points and the number of associated exercises of the knowledge point that needs to be associated. For example, the preset value is proportional to the difficulty value and the importance value. The association index value of the knowledge point and other knowledge points can also reflect the influence of a certain knowledge point in the learning process. The higher the association index, the greater its influence; in addition, the more the number of associated exercises, the higher the importance of a certain knowledge point. The game character includes several character levels, such as advanced monsters, intermediate monsters or primary monsters. The game character level is used to determine the display order and display duration of the game character in the battle game; for example, the display time of the advanced monster is the longest and the appearance order is the last, and vice versa. Preferably, the association module 2 determines the game character level by the total number of knowledge points that need to be associated and the sum of the preset values ​​of each knowledge point, so that the display order ranking and / or display duration of the game character is positively correlated with the total number of knowledge points and the sum of the preset values.

[0091] In this embodiment, the game character level is determined to locate each knowledge point information in the interactive learning system, determine the order of its appearance and the time of display, and preferably, the display time of the exercise can also be set in association with the game character level. By determining the game character level, the knowledge point information can be associated with the game character that matches the game character level. For example, by processing the number of knowledge points to be associated and the preset value, the game character level is determined to be an intermediate monster or a high-level monster, and the knowledge point information can be bound, associated and displayed with the above-mentioned category of game monsters in the game.

[0092] As an optional implementation, the association module 2 is used to associate the knowledge point information with the game characters in the battle game according to the user usage records of the battle game when the number of game characters that match the game character level and are not associated is greater than or equal to the number of knowledge point information;

[0093] As another optional implementation, the association module 2 is used to generate a game character corresponding to the battle game according to the game character level and associate the knowledge point information to the game character when the number of game characters that match the game character level and are not associated is less than the number of knowledge point information that needs to be associated.

[0094] In the above optional implementation, the number of game characters that match the determined game character level and are not associated is determined. If it is greater than or equal to the number of knowledge point information that needs to be associated, then the association can be performed among these game characters that have not yet been bound. Preferably, the game monsters to be bound can be determined based on the user's usage record. For example, the game monsters that the user prefers to use can be used to bind some knowledge point information that is more difficult and more boring.

[0095] If the number of game characters that match the determined game character level and are not associated is less than the number of knowledge point information that needs to be associated, it is necessary to generate a game character that meets the game character level separately. Preferably, based on the game character level, through artificial intelligence modeling technology and image fusion technology, a game character that matches the current game scene can be generated in real time.

[0096] The display module 3 displays the game characters in a manner including but not limited to displaying the knowledge point information before the game monster appears, displaying the corresponding exercises when the game monster appears, or displaying the knowledge point content and exercises at the same time when the game monster appears. Of course, the display method can also be adjusted according to the appearance scene and type of the game monster, so that users can conveniently and reasonably obtain the knowledge point content and practice exercises during the game.

[0097] The processing system for the interactive learning system of the present embodiment adaptively associates the knowledge point information in the interactive learning process with the game characters in the fighting game and displays it, so that the knowledge points involved in the interactive learning can be flexibly and efficiently integrated and bound with software such as the fighting game. The interactive learning system based on the fighting game and the like is used to enrich the flexibility of learning and practicing questions, overcome the shortcomings of the previous single rhythm of game-based learning, enhance the fun, interactivity and challenge of the learning process, help improve learning efficiency and enable students to achieve a balance between entertainment and learning.

[0098] Example 3

[0099] Figure 3 This is a structural block diagram of an electronic device provided in this embodiment. 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 processing method for the interactive learning system in the above embodiment is implemented. Figure 3 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.

[0100] like Figure 3As 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).

[0101] The bus 33 includes a data bus, an address bus, and a control bus.

[0102] 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 .

[0103] 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.

[0104] The processor 31 executes various functional applications and data processing by running the computer programs stored in the memory 32, such as the processing method for the interactive learning system of the present invention as described above.

[0105] 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 3 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.

[0106] 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.

[0107] Example 4

[0108] This embodiment also provides a computer-readable storage medium on which a computer program is stored. When the program is executed by a processor, the steps in the processing method for an interactive learning system in the above embodiment are implemented. The readable storage medium may 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.

[0109] In a possible implementation, the present invention may also be implemented in the form of a program product, which includes a program code, and 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 processing method for an interactive learning system as described above. The program code for executing the present invention may be written in any combination of one or more programming languages, and the program code may be executed completely on the user device, partially on the user device, as an independent software package, partially on the user device, partially on the remote device, or completely on the remote device.

[0110] 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 processing method for an interactive learning system, characterized in that: The interactive learning system is implemented based on a battle game, and the processing method comprises the following steps: Obtain the knowledge points that need to be displayed in interactive learning; Associating the knowledge point information with the game character in the battle game; The game characters and corresponding knowledge point information are displayed in association.

2. The processing method for an interactive learning system according to claim 1, characterized in that: The game character includes several character levels, and the game character levels are used to determine the display order and / or display duration of the game character in the battle game; The step of associating the knowledge point information with the game character in the battle game comprises: Determining knowledge points that need to be associated according to the knowledge point information; Determining the game character level corresponding to the knowledge point information according to the number of the knowledge points that need to be associated and a preset value; Associating the knowledge point information with a game character that matches the level of the game character; The preset value is determined based on at least one of the difficulty value, the importance index value, the association index value of other knowledge points, and the number of associated exercises of the knowledge point to be associated.

3. The processing method for an interactive learning system according to claim 2, characterized in that: According to the number of the knowledge points to be associated and the preset value, the step of determining the game character level corresponding to the knowledge point information includes: The game character level is determined according to the total number of the knowledge points that need to be associated and the sum of the preset values ​​of each of the knowledge points, so that the display order ranking and / or display duration of the game character is positively correlated with the total number of the knowledge points and the sum of the preset values.

4. The processing method for an interactive learning system according to claim 3, characterized in that: The step of associating the knowledge point information with the game character in the battle game comprises: If the number of the game characters that match the level of the game characters and are not associated is greater than or equal to the number of the knowledge point information, then according to the user usage record of the battle game, the knowledge point information is associated with the game characters in the battle game; and / or, If the number of game characters that match the game character level and are not associated is less than the number of knowledge point information that needs to be associated, a game character corresponding to the battle game is generated according to the game character level, and the knowledge point information is associated with the game character.

5. The processing method for an interactive learning system according to claim 1, characterized in that: The step of obtaining the knowledge point information to be displayed in the interactive learning includes: Obtain several initial knowledge points from the knowledge base corresponding to interactive learning; Parsing the initial knowledge points into independent knowledge points; According to preset interactive learning rules, the knowledge points obtained by parsing the initial knowledge points are combined to generate the knowledge point information.

6. A processing system for an interactive learning system, characterized in that: The interactive learning system is implemented based on a battle game, and the processing system includes: The acquisition module is used to obtain the knowledge point information that needs to be displayed in interactive learning; An association module, used to associate the knowledge point information with the game character in the battle game; The display module is used to associate and display the game characters and corresponding knowledge point information.

7. The processing system for an interactive learning system according to claim 6, characterized in that: The game character includes several character levels, and the game character level is used to determine the display order and / or display duration of the game character in the battle game; the association module includes: A determination unit, configured to determine knowledge points that need to be associated according to the knowledge point information; An analysis unit, configured to determine the game character level corresponding to the knowledge point information according to the number of the knowledge points to be associated and a preset value; A binding unit, used to associate the knowledge point information with a game character that matches the level of the game character; The preset value is determined based on at least one of the difficulty value, the importance index value, the association index value of other knowledge points, and the number of associated exercises of the knowledge point to be associated.

8. The processing system for an interactive learning system according to claim 7, characterized in that: The analysis unit is used for: The game character level is determined according to the total number of the knowledge points that need to be associated and the sum of the preset values ​​of each of the knowledge points, so that the display order ranking and / or display duration of the game character is positively correlated with the total number of the knowledge points and the sum of the preset values.

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 processing method for an interactive learning system according to any one of claims 1 to 5 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 processing method for an interactive learning system according to any one of claims 1 to 5 is implemented.