Exercise display method, system and equipment for interactive game and medium

By obtaining the user's game duration and answering accuracy, setting exercise binding rules, binding preset exercises to game elements, dynamically adjusting the degree of integration between games and learning, solving the problem of difficult to balance the integration of games and learning in the existing technology, and achieving efficient learning effects and fun games.

CN119964428APending Publication Date: 2025-05-09JIANGXI RICHEN EDUCATION TECH CO LTD
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Patent Information

Application Number
CN202510443502.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-10
Publication Date
2025-05-09

AI Technical Summary

Technical Problem

When integrating games with learning, it is difficult to balance the fun and learning effects of games, especially for students with less gaming experience, who are prone to addicted to games and ignore learning content.

Method used

By obtaining the user's game duration and answering accuracy, determining the target user and setting exercise binding rules, binding preset exercises to game elements, dynamically adjusting the degree of integration between game and learning, and ensuring the learning effect and fun of the game.

Benefits of technology

It achieves the ability to maintain the fun of the game while ensuring the learning effect of users, preventing them from being addicted to games, and adapting to the changes in learning abilities and interests of different users.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an exercise display method, system and device for an interactive game and a medium. The exercise display method comprises the steps that the game duration of an interactive game user and / or the answering accuracy of the user for exercises appearing in the interactive game are / is obtained; if the game duration or the answer accuracy does not meet the preset requirement, determining the user as a target user, and setting an exercise binding rule; according to an exercise binding rule, binding a plurality of preset exercises to game elements corresponding to the target user in the interactive game; and displaying the game elements and the preset exercises to the target user in an associated manner. The learning condition of the user is distinguished by judging the answering condition, and the exercise binding rule is set, so that the fusion degree of the game and learning is dynamically adjusted by adjusting the binding relation between the game elements and the exercises, the learning effect of the user can be ensured while the interestingness of the game is kept, and the user experience is improved. Game experience is considered, and game addiction is prevented.
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Description

Technical Field

[0001] The present invention relates to the field of intelligent education technology, and in particular to an interactive game exercise display method, system, device and medium. Background Art

[0002] Doing questions is an important means to test students' mastery of the knowledge they have learned, but the traditional way of doing questions is boring and difficult to stimulate students' enthusiasm for learning. Patent CN114648901A proposes a learning system based on the integration of games and education, which controls the behavior of game characters through user answers, but the system is insufficient in balancing the fun of games and learning effects. Especially for those students with less game experience, it is easy to indulge in games and ignore the mastery of knowledge points. The biggest advantage of the integration of games and learning processes is to improve users' interest in learning, but the core logic of games lies in immersive experience, which is contrary to the purpose of learning. During the internal testing of the game-based question-solving system, we found that some children, especially those who play less games and have not played related types of games, are prone to indulge in the fun of the game itself and ignore the mastery of learning content. Therefore, the integration of games and learning processes requires a mechanism to adjust the degree of integration between learning content and game rhythm, increase the learning link when users are addicted to games, and increase the game link when users are not interested in learning, so as to ensure that game-based learning provides users with learning interests while ensuring learning effects. 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 method for displaying exercises of an interactive game, comprising the following steps: Obtaining the game time of the interactive game user and / or the correct rate of the user's answers to questions appearing in the interactive game; If the game duration or the correct rate of answering questions does not meet the preset requirements, the user is determined as a target user and question binding rules are set; Binding a plurality of preset exercises to game elements corresponding to the target user in the interactive game according to the exercise binding rule; The game elements and the preset exercises are displayed to the target user in association.

[0004] Preferably, the step of displaying the game elements and the preset exercises in association with each other to the target user comprises: In response to the game element being triggered in the interactive game, presenting the preset exercises to the target user; Obtaining the target user's answer information on the preset exercises; If the answer information meets the preset answer requirements, the game elements are displayed.

[0005] Preferably, it also includes: Adjusting the exercise binding rules according to input information from an external user; The steps of displaying the game element include: Display the attack status of the game character corresponding to the user on the game element.

[0006] Preferably, according to the exercise binding rule, the step of binding a plurality of preset exercises to the game elements corresponding to the target user in the interactive game comprises: Based on the exercise binding rule and the correct answer rate, a number of preset exercises are associated and bound to the game elements corresponding to the target user in the interactive game.

[0007] The present invention also provides an interactive game exercise display system, comprising: An acquisition module, used to acquire the game time of the interactive game user and / or the correct rate of the user's answers to the exercises in the interactive game; A processing module, used for determining the user as a target user and setting exercise binding rules when the game duration or the correct rate of answering questions does not meet preset requirements; An association module, for binding a plurality of preset exercises to game elements corresponding to the target user in the interactive game according to the exercise binding rule; A display module is used to display the game elements and the preset exercises in association with each other to the target user.

[0008] Preferably, the display module is used for: In response to the game element being triggered in the interactive game, presenting the preset exercises to the target user; Obtaining the target user's answer information on the preset exercises; If the answer information meets the preset answer requirements, the game elements are displayed.

[0009] Preferably, the processing module is also used for: Adjusting the exercise binding rules according to input information from an external user; The display module is used for: Display the attack status of the game character corresponding to the user on the game element.

[0010] Preferably, the association module is used for: Based on the exercise binding rule and the correct answer rate, a number of preset exercises are associated and bound to the game elements corresponding to the target user in the interactive game.

[0011] 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 interactive game exercise display method when executing the computer program.

[0012] 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 above-mentioned interactive game exercise display method is implemented.

[0013] The positive progressive effect of the present invention is that the present invention provides an interactive game exercise display method, system, device and medium, which distinguishes the user's learning situation by judging the answering situation and sets the exercise binding rules, thereby dynamically adjusting the degree of integration of the game and learning by adjusting the binding relationship between the game elements and the exercises, while maintaining the fun of the game, it can ensure the user's learning effect, and take into account both the game experience and the prevention of addiction to the game. Specifically, on the one hand, by flexibly setting the binding rules between knowledge points and monsters or treasure chests, the degree of integration between the game and the learning content can be effectively adjusted to prevent students from being overly addicted to the game and ignoring learning. On the other hand, while ensuring the fun of the game, through personalized learning paths and adaptive difficulty adjustments, it is ensured that students can effectively master the knowledge points and improve learning efficiency. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] Figure 1 A flowchart of a method for displaying exercises for an interactive game according to Embodiment 1 of the present invention; Figure 2 This is a schematic diagram of the system framework of a game-based learning platform in Example 1 of the present invention; Figure 3 A schematic diagram of a module of an interactive game exercise display system according to Embodiment 2 of the present invention; Figure 4 This is a structural block diagram of an electronic device according to Embodiment 3 of the present invention. DETAILED DESCRIPTION

[0015] The interactive game exercise display method 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.

[0016] Example 1 See also Figure 1As shown, this embodiment specifically provides a method for displaying exercises of an interactive game, comprising the following steps: S1. Obtaining the game time of the interactive game user and / or the accuracy of the user's answers to the exercises in the interactive game; S2. If the game duration or the correct rate of answering questions does not meet the preset requirements, the user is identified as a target user and the question binding rules are set; S3. Binding a number of preset exercises to game elements corresponding to the target user in the interactive game according to the exercise binding rules; S4. Associate and display game elements and preset exercises to target users.

[0017] The interactive game in this embodiment is a game-based learning platform, which enables users to learn in the game by integrating the game and learning content, and promotes learning through games. The interactive process of the exercise practice of the game-based learning platform is implemented based on a battle game. The battle game can include user characters controlled by users and game elements that come with the game. For the convenience of explanation, this embodiment describes the game elements that come with the game with game monsters and game treasure chests, and describes the game elements controlled by users with user characters. In the battle game, the user character and the game monster attack each other to eliminate or downgrade the other party, and the game treasure chest is a game element that the user character needs to open and obtain skills.

[0018] Users can practice exercises based on human-computer interaction. The learning platform can integrate functions such as the push display of knowledge points and corresponding exercises and the acquisition and analysis of answer information. It can run on electronic devices including but not limited to laptops, mobile phones, desktops, wearable devices, etc. The correct answer rate is obtained by statistically analyzing the answer information of users to the exercises displayed in the interactive game. The answer information may include the user's correct answer rate and answer time. Game time refers to the active time of the user operating the game character. The time of the user in the game process is included in the game time, and the time when the user pauses the game to do questions is not included in the game time. Therefore, when the user does not operate the game character for a long time, and the user character is frequently active for a long time, it usually means that the exercises may be too difficult for the user, or there are too many of them. At this time, in order to balance the game experience and learning intensity, by reducing the number of knowledge points and / or exercises bound to a single game monster, users can correspond the learning of knowledge points and the answers to exercises to different game monsters, thereby increasing the number of game interactions while ensuring the fluency of the game experience; on the contrary, if the user character is active for a short time interval, that is, the user frequently operates the game character, it means that the exercises are very simple for the user. At this time, it is necessary to bind the knowledge points and the corresponding exercises to a game monster at the same time, and even bind one knowledge point and multiple corresponding exercises, or multiple knowledge points and multiple corresponding exercises. After the user views the knowledge points and / or answers the exercises, the user character will attack the game monster, thereby increasing the learning intensity and reducing the number of game interactions. Statistics of the user's game time can be made by including but not limited to the timing after the user logs into the platform, the active time of the user character in the game, the average time of the user answering questions, etc. If the game time or the correct rate of answering questions does not meet the preset requirements, the user is determined as a target user, that is, a user who needs to be focused on, and the exercise binding rules are set accordingly.

[0019] The exercise binding rules are implemented based on the pre-established question bank. The question bank is a set of exercises selected by the user or administrator, including knowledge points and their associated exercises. The exercise binding rules are the rules for binding knowledge points and their associated exercises with game monsters or game treasure chests, including at least one of the following rules: (1) Set the corresponding relationship between knowledge points and test questions bound to game monsters or game treasure chests: for example, the number of knowledge points bound to a game monster or game treasure chest, and whether the knowledge points and their associated exercises are bound to the same game monster or game treasure chest.

[0020] (2) Set the order in which the knowledge points and their associated test questions appear when the game monsters or game treasure chests are attacked or opened. For example, the knowledge points appear first and then the test questions, or the test questions appear first and the knowledge points appear based on whether the user answers the questions correctly or not.

[0021] (3) Setting the appearance interval relationship between knowledge points and test questions: after a single game monster or game treasure chest bound to a related knowledge point appears, a game monster or game treasure chest bound to the exercises associated with that knowledge point will appear; or after a game monster or game treasure chest bound to multiple knowledge points appears, multiple game monsters or game treasure chests bound to the exercises associated with these knowledge points will appear in a concentrated manner; (4) Set the order of displaying knowledge points and exercises and attacking monsters or opening treasure chests: the knowledge points or exercises appear before attacking / opening, or the knowledge points or exercises appear after attacking / opening.

[0022] The game-based learning platform automatically sets and adjusts the corresponding exercise binding rules according to the user's game time and / or answer accuracy. For example, for users with long game time and / or low answer accuracy, the user character is set to appear knowledge points or exercises before attacking the game monster, and the attack can only be carried out after learning the knowledge points or answering the questions correctly. The game-based learning platform dynamically loads the game according to the set exercise binding rules and question bank. Based on the exercise binding rules, the preset exercises in the question bank are bound to the game elements corresponding to the target user in the interactive game, and the game elements and preset exercises are synchronously associated and displayed.

[0023] As a preferred implementation, step S4 includes: In response to the game element being triggered in the interactive game, presenting a preset exercise to the target user; Obtain the target user's answer information on the preset exercises; If the answer information meets the preset answer requirements, the game elements will be displayed.

[0024] This embodiment provides a specific interactive display method of exercises. When a game element is triggered in the game, a preset exercise is displayed. The triggering of the game element includes but is not limited to the user character engaging in battle with the game monster, the user character trying to open the game treasure chest, etc. In this case, the preset exercise is displayed through a front-end pop-up window or the like. Taking the user character engaging in battle with the game monster and preparing to launch an attack as an example, it can be understood that during the display of the exercise, the user character temporarily does not launch an attack. After the target user sees the displayed exercise and answers it, it is determined whether the answer information meets the answer requirements. If it meets the requirements, the game element is displayed. Preferably, the step of displaying the game element includes: displaying the attack status of the game character corresponding to the user on the game element. For example, when the user answers correctly and the answer information meets the preset answer requirements, the game monster is displayed, that is, the battle scene between the user character and the game monster begins to be presented; for another example, when the user answers correctly and the answer information meets the preset answer requirements, the game treasure chest that the user character is about to open is displayed.

[0025] As a preferred implementation, the exercise display method further includes: adjusting exercise binding rules according to input information from external users.

[0026] This implementation method opens up permissions for external users such as parents and teachers based on preset rules, allowing them to adjust and set exercise binding rules based on the user's learning situation, thereby achieving personalized management of the user.

[0027] As a preferred implementation, step S3 includes: Based on the exercise binding rules and the correct answer rate, several preset exercises are associated and bound to the game elements corresponding to the target users in the interactive game.

[0028] This embodiment continuously evaluates and adjusts the rules for binding exercises corresponding to the target user according to the user's answering situation and game performance, and adapts to the user's learning ability and interest changes by regulating the difficulty of the exercises and the rhythm of the game. Generally, a higher correct rate of user answers indicates that the user has a firm grasp of the knowledge points corresponding to the exercises, and does not need to spend more time or times to practice; on the contrary, a lower correct rate of answers to exercises corresponding to a certain knowledge point usually indicates that the corresponding content is faded or not firmly grasped. When the user's correct rate of answering questions increases, the number of knowledge points bound to a single game monster or game treasure chest can be gradually reduced, that is, the number of bound exercises is controlled to be negatively correlated with the correct rate of answering questions, so that the user can pass the corresponding game link faster, thereby entering other subsequent links and releasing the exercises corresponding to the new knowledge points. Of course, in the above case, the difficulty of the questions can be increased, that is, the difficulty of the bound exercises is controlled to be positively correlated with the correct rate of answering questions, so as to achieve the challenge and fun of keeping the user learning for the knowledge point.

[0029] Figure 2 The system framework of a game-based learning platform is shown. Based on relevant data, a binding rule library, a question bank and a user database are respectively established. The game is loaded by setting and reading knowledge points and exercise sets through binding rules, so as to realize the dynamic presentation of game elements. At the same time, parental permissions are opened for binding rule settings. As a specific example, for users with long game time and / or low answer accuracy, the following implementation steps are taken to optimize their game-based learning experience. Those skilled in the art can understand that it does not limit the concept of the present invention.

[0030] (1) User identification and evaluation: The game-based learning platform first records and analyzes the user's game time and answer rate. When a user's game time exceeds a preset threshold, such as playing games for more than 1 hour continuously; or the answer rate is lower than the preset standard, such as the correct rate is lower than 60%, the system identifies the user as a user who needs special attention.

[0031] (2) Dynamic adjustment of exercise binding rules: For identified users, the system automatically adjusts the binding rules between knowledge points and game monsters or game treasure chests. Specifically, the system binds a knowledge point and its corresponding exercise to each game monster or game treasure chest that is about to appear. This means that every game monster or game treasure chest that the user encounters in the game will be directly associated with specific learning content.

[0032] (3) Presentation of knowledge points and exercises: Before the game character is ready to launch an attack, the system first displays the knowledge points associated with the monster or treasure chest on the game interface. The user needs to read and understand the knowledge points, or the system requires the user to conduct preliminary learning or testing in the form of multiple-choice questions or fill-in-the-blank questions.

[0033] (4) Answering questions and attacking permissions: After the user has completed learning a knowledge point or answering a question, the system determines whether to allow the user to attack based on the user's answer. If the user answers the question correctly, the user is allowed to continue playing the game and attack the game monster or game treasure chest; if the answer is incorrect, the user may be required to relearn the knowledge point or answer another question until the answer is correct. This mechanism ensures that the user has mastered the relevant knowledge points before attacking the game monster or game treasure chest.

[0034] (5) Feedback and adjustment: The system continuously evaluates and adjusts the corresponding exercise binding rules, exercise difficulty, and game rhythm based on the user's answering situation and game performance to adapt to the user's learning ability and interest changes. For example, as the user's answer rate increases, the system can gradually reduce the number of knowledge points bound to a single game monster or game treasure chest, or increase the difficulty of the questions to keep learning challenging and interesting.

[0035] (6) Parent-side monitoring and adjustment: Parents can also check their children’s learning and gaming performance through the parent-side app and adjust the game rules or learning goals as needed. For example, parents can set higher accuracy requirements for answering questions or limit their children’s gaming time to ensure that they remain efficient and focused during the gaming-based learning process.

[0036] Through the above examples, we can effectively optimize for users who play games for a long time and / or have a low accuracy rate in answering questions, thereby improving their learning interest and efficiency, while preventing them from becoming overly addicted to games and neglecting their studies.

[0037] The exercise display method of the interactive game of this embodiment distinguishes the user's learning situation and sets exercise binding rules by judging the answer situation, thereby dynamically adjusting the degree of integration of game and learning by adjusting the binding relationship between game elements and exercises, ensuring the user's learning effect while maintaining the fun of the game, and taking into account both the game experience and preventing addiction to the game.

[0038] Example 2 See also Figure 3 This embodiment specifically provides an interactive game exercise display system, including: Acquisition module 1, used to acquire the game time of the interactive game user and / or the correct rate of the user's answer to the exercises appearing in the interactive game; Processing module 2, for determining the user as a target user and setting exercise binding rules when the game duration or the correct rate of answering questions does not meet the preset requirements; An association module 3 is used to bind a number of preset exercises to game elements corresponding to target users in the interactive game according to the exercise binding rules; The display module 4 is used to display game elements and preset exercises in association with target users.

[0039] The interactive game in this embodiment is a game-based learning platform, which enables users to learn in the game by integrating the game and learning content, and promotes learning through games. The interactive process of the exercise practice of the game-based learning platform is based on the battle game. The battle game can include user characters controlled by users and game elements that come with the game. For the convenience of explanation, this embodiment describes the game elements that come with the game with game monsters and game treasure chests, and describes the game elements controlled by users with user characters. In the battle game, the user character and the game monster attack each other to eliminate or downgrade the other party, and the game treasure chest is a game element that the user character needs to open and obtain skills.

[0040] Users can practice exercises based on human-computer interaction. The learning platform can integrate functions such as the push display of knowledge points and corresponding exercises and the acquisition and analysis of answer information. It can run on electronic devices including but not limited to laptops, mobile phones, desktops, wearable devices, etc. The correct answer rate is obtained by statistically analyzing the answer information of the users to the exercises pushed in the interactive game. The answer information may include the correct answer rate and answer time of the users. The game time is the active time of the user operating the game character. The time of the user in the game process is counted into the game time, and the time when the user pauses the game to do questions is not counted into the game time. Therefore, when the user does not operate the game character for a long time, and the user character is frequently active for a long time, it usually means that the exercises may be too difficult for the user, or there are too many of them. At this time, in order to balance the game experience and learning intensity, by reducing the number of knowledge points and / or exercises bound to a single game monster, users can correspond the learning of knowledge points and the answers to exercises to different game monsters, thereby increasing the number of game interactions while ensuring the fluency of the game experience; on the contrary, if the user character is active for a short time interval, that is, the user frequently operates the game character, it means that the exercises are very simple for the user. At this time, it is necessary to bind the knowledge points and the corresponding exercises to a game monster at the same time, and even bind one knowledge point and multiple corresponding exercises, or multiple knowledge points and multiple corresponding exercises. After the user views the knowledge points and / or answers the exercises, the user character will attack the game monster, thereby increasing the learning intensity and reducing the number of game interactions. At the same time, the user's game time is counted, which can be counted by including but not limited to the timing after the user logs into the platform, the active time of the user character in the game, etc. If the game time or the correct answer rate does not meet the preset requirements, the user is determined as a target user, that is, a user who needs to be focused on, and the exercise binding rules are set accordingly.

[0041] Exercise binding rules are implemented based on a pre-established question bank. The question bank is a set of exercises selected by the user or administrator, including knowledge points and their associated exercises. Exercise binding rules and rules for binding knowledge points and their associated exercises to game monsters or game treasure chests include at least one of the following rules: (1) Set the corresponding relationship between knowledge points and test questions bound to game monsters or game treasure chests: for example, the number of knowledge points bound to a game monster or game treasure chest, and whether the knowledge points and their associated exercises are bound to the same game monster or game treasure chest.

[0042] (2) Set the order in which the knowledge points and their associated test questions appear when the game monsters or game treasure chests are attacked or opened. For example, the knowledge points appear first and then the test questions, or the test questions appear first and the knowledge points appear based on whether the user answers the questions correctly or not.

[0043] (3) Setting the appearance interval relationship between knowledge points and test questions: after a single game monster or game treasure chest bound to a related knowledge point appears, a game monster or game treasure chest bound to the exercises associated with that knowledge point will appear; or after a game monster or game treasure chest bound to multiple knowledge points appears, multiple game monsters or game treasure chests bound to the exercises associated with these knowledge points will appear in a concentrated manner; (4) Set the attack / opening rules for game characters, monsters, or treasure chests: knowledge points or exercises appear before attacking / opening, or knowledge points or exercises appear after attacking / opening.

[0044] The game-based learning platform automatically sets and adjusts the corresponding exercise binding rules according to the user's game time and / or answer accuracy. For example, for users with long game time and / or low answer rate, the user character is set to appear knowledge points or exercises before attacking the game monster, and the attack can only be carried out after learning the knowledge points or answering the questions correctly. The game-based learning platform dynamically loads the game according to the set exercise binding rules and question bank. Based on the exercise binding rules, the preset exercises in the question bank are bound to the game elements corresponding to the target user in the interactive game, and the game elements and preset exercises are synchronously associated and displayed.

[0045] As a preferred embodiment, the display module 4 is used for: In response to the game element being triggered in the interactive game, presenting a preset exercise to the target user; Obtain the target user's answer information on the preset exercises; If the answer information meets the preset answer requirements, the game elements will be displayed.

[0046] This embodiment provides a specific interactive display method of exercises. When a game element is triggered in the game, a preset exercise is displayed. The triggering of the game element includes but is not limited to the user character engaging in battle with the game monster, the user character trying to open the game treasure chest, etc. In this case, the preset exercise is displayed through a front-end pop-up window or the like. Taking the user character engaging in battle with the game monster and preparing to launch an attack as an example, it can be understood that during the display of the exercise, the user character temporarily does not launch an attack. After the target user sees the displayed exercise and answers it, it is determined whether the answer information meets the answer requirements. If it meets the requirements, the game element is displayed. Preferably, the display module 4 is used to: display the attack status of the game character corresponding to the user on the game element. For example, when the user answers correctly and the answer information meets the preset answer requirements, the game monster is displayed, that is, the battle scene between the user character and the game monster begins to be presented; for another example, when the user answers correctly and the answer information meets the preset answer requirements, the game treasure chest that the user character is about to open is displayed.

[0047] As a preferred embodiment, the processing module 2 is also used for: Adjust question binding rules based on input from external users.

[0048] This implementation method opens up permissions for external users such as parents and teachers based on preset rules, allowing them to adjust and set exercise binding rules based on the user's learning situation, thereby achieving personalized management of the user.

[0049] As a preferred implementation, the association module 3 is used for: Based on the exercise binding rules and the answer accuracy rate, several preset exercises are associated and bound to the game elements corresponding to the target users in the interactive game.

[0050] This embodiment continuously evaluates and adjusts the target user's exercise binding rules according to the user's answering situation and game performance, and adapts to the user's learning ability and interest changes by adjusting the difficulty of the exercises and the rhythm of the game. Generally, a higher correct rate of user answers indicates that the user has a firm grasp of the knowledge points corresponding to the exercises, and does not need to spend more time or times to practice; on the contrary, a lower correct rate of answers to exercises corresponding to a certain knowledge point usually indicates that the corresponding content is weak in memory or not firmly grasped. When the user's correct rate of answering questions increases, the number of knowledge points bound to a single game monster or game treasure chest can be gradually reduced, that is, the number of bound exercises is controlled to be negatively correlated with the correct rate of answering questions, so that the user can pass the corresponding game link faster, thereby entering other subsequent links and releasing the exercises corresponding to the new knowledge points. Of course, in the above case, the difficulty of the questions can also be increased, that is, the difficulty of the bound exercises is controlled to be positively correlated with the correct rate of answering questions, so as to maintain the challenge and fun of the user's learning for the knowledge point.

[0051] The exercise display system of the interactive game of this embodiment distinguishes the user's learning situation and sets exercise binding rules by judging the answer situation, thereby dynamically adjusting the degree of integration of game and learning by adjusting the binding relationship between game elements and exercises, ensuring the user's learning effect while maintaining the fun of the game, and taking into account both the game experience and preventing addiction to the game.

[0052] Example 3 Figure 4 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, and when the processor executes the program, the exercise display method of the interactive game 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.

[0053] like Figure 4As 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).

[0054] The bus 33 includes a data bus, an address bus, and a control bus.

[0055] The memory 32 may include a volatile memory, such as a RAM 321 (Random Access Memory), and / or a cache memory 322 , and may further include a ROM 323 (Read Only Memory).

[0056] The memory 32 may also include a program tool 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 the implementation of a network environment.

[0057] The processor 31 executes various functional applications and data processing by running the computer program stored in the memory 32, such as the exercise display method of the interactive game as described above in the present invention.

[0058] 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 I / O interface 35 (input / output interface). Furthermore, the model generating electronic 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 electronic 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 electronic device 30, including but not limited to: microcode, device drivers, redundant processors, disk drive arrays, RAID (disk array) systems, tape drives, and data backup storage systems, etc.

[0059] 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.

[0060] Example 4 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 interactive game exercise display method of 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 of the above.

[0061] 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 exercise display method for implementing the interactive game 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.

[0062] 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 method for displaying exercises for an interactive game, characterized in that: The steps include: Obtaining the game time of the interactive game user and / or the correct rate of the user's answers to questions appearing in the interactive game; If the game duration or the correct rate of answering questions does not meet the preset requirements, the user is determined as a target user and question binding rules are set; Binding a plurality of preset exercises to game elements corresponding to the target user in the interactive game according to the exercise binding rule; The game elements and the preset exercises are displayed to the target user in association.

2. The method for presenting exercises for an interactive game as claimed in claim 1, characterized in that: The step of displaying the game elements and the preset exercises in association with each other to the target user comprises: In response to the game element being triggered in the interactive game, presenting the preset exercises to the target user; Obtaining the target user's answer information on the preset exercises; If the answer information meets the preset answer requirements, the game element is displayed.

3. The interactive game exercise display method as claimed in claim 2, characterized in that: Also includes: Adjusting the exercise binding rules according to input information from an external user; The steps of displaying the game element include: Display the attack status of the game character corresponding to the user on the game element.

4. The interactive game exercise display method according to claim 1, characterized in that: The step of binding a plurality of preset exercises to game elements corresponding to the target user in the interactive game according to the exercise binding rule comprises: Based on the question binding rule and the correct answer rate, a number of preset questions are associated and bound to the game elements corresponding to the target user in the interactive game.

5. An interactive game exercise display system, characterized in that: include: An acquisition module, used to acquire the game time of the interactive game user and / or the correct rate of the user's answers to the exercises in the interactive game; A processing module, used for determining the user as a target user and setting exercise binding rules when the game duration or the correct rate of answering questions does not meet preset requirements; An association module, for binding a plurality of preset exercises to game elements corresponding to the target user in the interactive game according to the exercise binding rule; A display module is used to display the game elements and the preset exercises in association with each other to the target user.

6. The method for presenting exercises for an interactive game as claimed in claim 5, characterized in that: The display module is used for: In response to the game element being triggered in the interactive game, presenting the preset exercises to the target user; Obtaining the target user's answer information on the preset exercises; If the answer information meets the preset answer requirements, the game element is displayed.

7. The interactive game exercise display system as claimed in claim 6, characterized in that: The processing module is also used for: Adjusting the exercise binding rules according to input information from an external user; The display module is used for: Display the attack status of the game character corresponding to the user on the game element.

8. The interactive game exercise display system as claimed in claim 7, characterized in that: The association module is used to: Based on the exercise binding rule and the correct answer rate, a number of preset exercises are associated and bound to the game elements corresponding to the target user in the interactive game.

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 exercise display method for the interactive game as described in any one of claims 1-4 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 exercise display method for an interactive game as described in any one of claims 1-4 is implemented.

Citation Information

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