Control method and system of interactive learning system, equipment and medium
By linking knowledge points to game characters in a battle game and updating their status based on their answer data, the problem of insufficient interactivity in traditional education models is solved, resulting in a more efficient learning experience and comprehensive mastery of knowledge points.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-22
- Publication Date
- 2026-03-10
AI Technical Summary
Traditional education models lack interactivity and fun, making it difficult for students to grasp the overall picture when faced with comprehensive knowledge points, resulting in poor learning outcomes.
Design an interactive learning system that links knowledge points to game characters in a battle game and updates the game characters' status based on answer data and preset conditions, thereby stimulating students' learning interest and logical thinking.
It improves students' learning efficiency and experience, promotes the mastery of comprehensive knowledge points, and reduces the contradictions caused by a single learning method.
Smart Images

Figure CN121639408A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of intelligent education technology, and in particular to a control method, system, device and medium for an interactive learning system. Background Technology
[0002] In traditional education models, students often only grasp fragmented pieces of knowledge in a scattered manner. Therefore, when faced with comprehensive knowledge points that integrate multiple concepts, they typically fail to achieve a holistic understanding and experience significant pressure when tackling exercises on such topics. This learning model, lacking interactivity and engagement, discourages students from engaging in the process of integrating knowledge, resulting in unsatisfactory learning outcomes. 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 control method for an interactive learning system, wherein the learning system is based on a battle game, and the battle game includes several game characters; the control method includes the following steps: Several knowledge points are respectively bound to several game characters in the battle game; The game displays several game characters and their associated knowledge points. The status of the game characters is updated based on the answer data corresponding to the knowledge point information and the preset answer conditions.
[0004] Preferably, the game characters include a first game character and a second game character; the state of the game characters includes an active state and a terminated state; the step of updating the state of the plurality of game characters according to the answer data corresponding to the knowledge point information and the preset answer conditions includes: If the external user's answer data for the knowledge points corresponding to the second game character is detected to match the preset answer conditions for the second game character, then the second game character is controlled to switch from the active state to the terminated state. If all the answer data corresponding to the second game character is detected to meet the preset answer conditions corresponding to the second game character, and the answer data corresponding to the first game character meets the preset answer conditions corresponding to the first game character, then the first game character is controlled to switch from the active state to the terminated state.
[0005] Preferably, the step of binding the various knowledge points to the various game characters includes: The aforementioned knowledge points are respectively bound to the first game character and the second game character; the comprehensive knowledge points corresponding to the aforementioned knowledge points are bound to the first game character. The steps for displaying the aforementioned game characters and their associated knowledge point information in the battle game include: The game displays the first game character and its associated knowledge point information, and the second game character and its associated knowledge point information, respectively. Following the step of displaying the aforementioned game characters and their associated knowledge point information in the battle game, the following further steps are included: If it is detected that the answer data corresponding to all the knowledge points meets the corresponding preset answer conditions, then the comprehensive knowledge point information corresponding to the first game character is displayed; In the step of updating the status of the plurality of game characters based on the answer data corresponding to the knowledge point information and the preset answer conditions, when the answer data corresponding to the comprehensive knowledge point information meets the preset answer conditions corresponding to the comprehensive knowledge point information, the first game character is controlled to switch from the active state to the terminated state.
[0006] Preferably, the step of updating the status of the plurality of game characters based on the answer data corresponding to the knowledge point information and the preset answer conditions further includes: When the answer data corresponding to the comprehensive knowledge point information does not meet the preset answer conditions corresponding to the comprehensive knowledge point information, the second game character corresponding to the comprehensive knowledge point information is controlled to switch from the terminated state to the active state, or all the second game characters are controlled to switch from the terminated state to the active state.
[0007] The present invention also provides a control system for an interactive learning system, the learning system being implemented based on a battle game, the battle game including several game characters; the control system includes: The binding module is used to bind several knowledge points to several game characters in the battle game. The display module is used to display the game characters and their associated knowledge information in the battle game; The update module is used to update the status of the several game characters based on the answer data corresponding to the knowledge point information and the preset answer conditions.
[0008] Preferably, the game characters include a first game character and a second game character; the state of the game characters includes an active state and a terminated state; the update module is used for: When it is detected that the external user's answer data for the knowledge point information corresponding to the second game character matches the preset answer conditions corresponding to the second game character, the second game character is controlled to switch from the active state to the terminated state. When it is detected that all the answer data corresponding to the second game character meets the preset answer conditions corresponding to the second game character, and the answer data corresponding to the first game character meets the preset answer conditions corresponding to the first game character, the first game character is controlled to switch from the active state to the terminated state.
[0009] Preferably, the binding module is used for: The aforementioned knowledge points are respectively bound to the first game character and the second game character; the comprehensive knowledge points corresponding to the aforementioned knowledge points are bound to the first game character. The display module is used for: In the game, the first game character and its associated knowledge point information, and the second game character and its associated knowledge point information are displayed respectively; if it is detected that the answer data corresponding to all the knowledge point information meets the corresponding preset answer conditions, then the comprehensive knowledge point information corresponding to the first game character is displayed. The update module is also used to control the first game character to switch from the active state to the terminated state when the answer data corresponding to the comprehensive knowledge point information meets the preset answer conditions corresponding to the comprehensive knowledge point information.
[0010] Preferably, the binding module is used for: The aforementioned knowledge points are respectively bound to the first game character and the second game character; the comprehensive knowledge points corresponding to the aforementioned knowledge points are bound to the first game character. The display module is used for: In the game, the first game character and its associated knowledge point information, and the second game character and its associated knowledge point information are displayed respectively; if it is detected that the answer data corresponding to all the knowledge point information meets the corresponding preset answer conditions, then the comprehensive knowledge point information corresponding to the first game character is displayed. The update module is also used to control the first game character to switch from the active state to the terminated state when the answer data corresponding to the comprehensive knowledge point information meets the preset answer conditions corresponding to the comprehensive knowledge point information.
[0011] Preferably, the update module is further configured to: When the answer data corresponding to the comprehensive knowledge point information does not meet the preset answer conditions corresponding to the comprehensive knowledge point information, the second game character corresponding to the comprehensive knowledge point information is controlled to switch from the terminated state to the active state, or all the second game characters are controlled to switch from the terminated state to the active state.
[0012] The present invention also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the control method of the interactive learning system described above.
[0013] The present invention also provides a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the control method of the interactive learning system described above.
[0014] The positive and progressive effects of this invention are as follows: This invention provides a control method, system, device, and medium for an interactive learning system. By binding knowledge point information to game characters in a battle game and displaying it, and updating the state of the game characters according to the answer data and preset answer conditions corresponding to the knowledge point information, it realizes the integration of knowledge points and game characters in a scientific learning mode. Through reasonable content presentation, it helps students achieve higher efficiency and a better learning experience in the process of learning and doing exercises. It helps to cultivate students' logical thinking, memory, and problem-solving abilities, and can help parents better guide their children's learning in family education, reducing conflicts caused by a single learning method. Attached Figure Description
[0015] Figure 1 This is a flowchart of the control method of the interactive learning system according to Embodiment 1 of the present invention.
[0016] Figure 2 This is a schematic diagram of the control system of the interactive learning system in Embodiment 2 of the present invention.
[0017] Figure 3 This is a structural block diagram of the electronic product according to Embodiment 3 of the present invention. Detailed Implementation
[0018] The control method for the interactive learning system provided in this embodiment can be executed in a smart terminal, computer terminal, network device, chip, chip module, or similar computing device. The reference to "embodiment" in this application means that a specific feature, structure, or characteristic described in connection with an embodiment can be included in at least one embodiment of this application. The appearance of this phrase in various places in the specification does not necessarily refer to the same embodiment, nor is it a mutually exclusive, independent, or alternative embodiment. Those skilled in the art will explicitly and implicitly understand that the embodiments described in this application can be combined with other embodiments. Example 1
[0019] See Figure 1 As shown, this embodiment specifically provides a control method for an interactive learning system. The learning system is based on a battle game, which includes several game characters. The control method includes the following steps: S1. Bind several knowledge points to several game characters in the battle game; S2. Display several game characters and their associated knowledge points in the battle game; S3. Update the status of several game characters based on the answer data corresponding to the knowledge point information and the preset answer conditions.
[0020] The battle game in this invention can be used by users who are learning, allowing them to learn, practice, master, and consolidate relevant knowledge points through a learning system based on the battle game. The learning system can be applied to various devices, including but not limited to computers, mobile phones, tablets, and wearable smart devices, and can be operated and controlled through online or local gameplay. Of course, those skilled in the art will understand that the presentation format, platform, or usage scenario of either the battle game or the learning system does not limit the concept of this invention.
[0021] In step S1, knowledge point information is bound to the game character. Knowledge point information can be the knowledge points that the user needs to learn and be tested on. Its specific presentation in the game includes, but is not limited to, the content of the knowledge point itself and the corresponding exercises. When displayed as knowledge point content, the user can learn it in the learning system; when displayed as exercises, it is used for practice and problem-solving to consolidate learning. The game character can be the game monster that acts as the opponent of the user character. For ease of explanation, the game characters are divided into the user-controlled user character and the game monsters that come with the game. The display methods in step 2 include, but are not limited to, displaying the knowledge point information before the game monster appears, displaying the corresponding exercises when the game monster appears, or displaying both the knowledge point content and exercises simultaneously when the game monster appears. Of course, the display method can also be adjusted according to the appearance scenario 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. Step S3, based on the judgment result of the user's answer and input data and the preset answer conditions, decides whether to update the state of the game character, such as defeating the game monster.
[0022] In a preferred embodiment, the game characters include a first game character and a second game character; the states of the game characters include an active state and a terminated state; step S3 includes: If the external user's answer data for the knowledge points corresponding to the second game character is detected to match the preset answer conditions of the second game character, then the second game character is controlled to switch from the active state to the terminated state. If all the answer data for the second game character meets the preset answer conditions for the second game character, and the answer data for the first game character meets the preset answer conditions for the first game character, then control the first game character to switch from the active state to the terminated state.
[0023] In this embodiment, the first and second game characters can be illustrated using the example of large and small monsters in a battle game. Large monsters are those that are generally more difficult to defeat in the game. The fighting and defeating of monsters can be illustrated as examples of active and passive states. Specifically, in the pre-executed knowledge point decomposition step, comprehensive knowledge point questions can be divided into multiple knowledge points, denoted as N0. Preferably, the decomposed knowledge points are marked with difficulty and importance, and the number of knowledge points mastered by the student among the N0 knowledge points is obtained based on the student's learning records, denoted as N1. The remaining knowledge points are then divided into N2 and N3, preferably N2 > N3. Thus, N2 knowledge points are bound to the large monster, and N3 small monsters are set around the large monster, each small monster bound to one knowledge point. Preferably, knowledge points with high difficulty and importance can be associated with the large monster, allowing the user to focus on attacking the large monster while better and more thoroughly mastering key knowledge points. More preferably, the decomposition of knowledge points can be dynamically adjusted based on the student's answer records, making the learning process more personalized and efficient.
[0024] This implementation method combines learning content with game elements, increasing the fun of learning and stimulating students' interest. By rationally allocating knowledge points to "big monsters" and "small monsters" based on their difficulty and importance, and designing corresponding monsters for multiple knowledge points, it helps promote interactive and challenging learning, enabling students to better learn and master comprehensive test questions.
[0025] Step S3: When it is detected that the answer data corresponding to the small monsters all meet the preset answer conditions, such as answering completely correctly, answering mostly correctly, or answering correctly within the specified time, the status of the small monsters is updated to "defeated". Similarly, when all small monsters are defeated, if the answer data corresponding to the large monster meets the corresponding preset answer conditions, then the large monster is also defeated.
[0026] As a preferred implementation, step S1 includes: binding several knowledge point information to a first game character and a second game character respectively; binding the comprehensive knowledge point information corresponding to the several knowledge point information to the first game character; Step S2 includes: displaying the first game character and its associated knowledge point information, and the second game character and its associated knowledge point information in the game respectively; Step S2 is followed by: If all the answer data corresponding to the knowledge points are found to meet the corresponding preset answer conditions, then the comprehensive knowledge point information corresponding to the first game character will be displayed. In step S3, when the answer data corresponding to the comprehensive knowledge point information meets the preset answer conditions corresponding to the comprehensive knowledge point information, the first game character is controlled to switch from the active state to the terminated state.
[0027] This implementation method, designed to facilitate student learning and assess their mastery of comprehensive knowledge points, employs a reasonable update mechanism for the game character. Comprehensive knowledge point information is bound to the main monster, and is only displayed when the answers to questions related to other knowledge points meet the requirements. The main monster is only defeated when the user provides satisfactory feedback on their answers. Specifically, the question-answering mechanism can be controlled as follows: When the user controls their game character to attack a smaller monster, the system sequentially displays knowledge points and exercises. After the student answers, the learning system judges whether the answer is correct. If correct, the knowledge point is recorded in the user's corresponding knowledge set, and the smaller monster is defeated in the game. If incorrect, the knowledge point is not recorded in the student's knowledge set, and the user's game character is attacked by the smaller monster. Preferably, the exercise and answer can be recorded in the student's error notebook. The main monster will not be defeated until the student has acquired all the knowledge points. Only after the student has acquired all the knowledge points can a comprehensive exam question appear, matching the main monster. The main monster is defeated when the student answers the comprehensive exam question satisfactorily.
[0028] In a preferred embodiment, step S3 further includes: When the answer data corresponding to the comprehensive knowledge point information does not meet the preset answer conditions corresponding to the comprehensive knowledge point information, control the second game character corresponding to the comprehensive knowledge point information to switch from the terminated state to the active state, or control all second game characters to switch from the terminated state to the active state.
[0029] This implementation method addresses situations where the user's answers to comprehensive knowledge points do not meet set requirements. It allows for the restoration of the monsters' battle state, and correspondingly, the display of knowledge points the user failed to grasp is also restored, enabling reinforcement learning and practice. In one optional approach, all monsters are restored to battle state; in another, only monsters associated with incorrect answers are restored.
[0030] As a specific example, the control method of the present invention is described below. The solution in the example does not constitute any limitation on the present invention.
[0031] There is a comprehensive exam question: "Please briefly describe: Greek city-states." This question covers the following knowledge points: Key Point 1: Time Period: 8th century BC to 4th century BC; Knowledge Point 2: Characteristics: geographically dispersed, economically self-sufficient, and culturally prosperous; Key Point 3: Geographical Location: Eastern Mediterranean, including the southern Balkan Peninsula and the western coast of Asia Minor; Knowledge Point 4: Civilization: The Minoan civilization on Crete and the Mycenaean civilization on the Peloponnese peninsula; Knowledge Point 5: Composition of City-State Residents: City-state residents are divided into two categories: citizens and non-citizens; Knowledge Point 6: The meaning of citizen: Citizens participate in the construction of the city-state, their status is usually hereditary, and they may also be obtained through contributions.
[0032] In the knowledge point breakdown stage, the system reads the user's previous game monster-fighting records to determine that the user has already obtained knowledge point 1, i.e., N1=1. To defeat the monster corresponding to the question, the user needs to obtain knowledge points 2-6, i.e., 5 knowledge points. The platform divides these 5 knowledge points into two parts: 3 knowledge points are bound to a large monster, i.e., N2=3, and two smaller monsters are placed around the large monster, each corresponding to one knowledge point, i.e., N3=2.
[0033] When users attack the large monster and the small monster respectively, the system displays knowledge points and exercises in sequence, and the student answers the questions. If the answer is correct, the corresponding knowledge point is recorded in the user's knowledge set. If the attack is on the small monster, the small monster is defeated; if the answer is incorrect, the platform does not record it, and the student is attacked. After collecting 6 knowledge points, the user can launch a final attack on the large monster. At this time, comprehensive exercises appear, which can be fill-in-the-blank questions or matching questions. Examples of exercises include: The following are key points about "Greek city-states". Please connect the content on the left and right sides correctly: Geographical location: 8th century BC to 4th century BC; Its characteristics include geographical dispersion, economic self-sufficiency, and cultural prosperity. The eastern Mediterranean region, including the southern Balkan Peninsula and the western coast of Asia Minor; Civilization originated from the Minoan civilization on Crete and the Mycenaean civilization on the Peloponnese peninsula; Composition of City-State Residents: City-state residents are divided into two categories: citizens and non-citizens. The meaning of citizen: Citizens participate in the construction of the city-state, and their status is usually inherited, but may also be obtained through contributions.
[0034] The above question is considered a victory for the student if all answers are correct. If an answer is incorrect, the corresponding monster can be revived, or all five monsters can be revived; ideally, the correct answer should be displayed simultaneously.
[0035] The control method of the interactive learning system in this embodiment binds knowledge point information to game characters in a battle game and displays them, and updates the state of the game characters according to the answer data and preset answer conditions corresponding to the knowledge point information. This achieves the integration of knowledge points and game characters in a scientific learning mode. Through reasonable content presentation, it helps students achieve higher efficiency and a better learning experience in the process of learning and doing exercises. It helps to cultivate students' logical thinking, memory and problem-solving abilities, and can help parents better guide their children's learning in family education, reducing conflicts caused by a single learning method. Example 2
[0036] See Figure 2 This embodiment also provides a control system for an interactive learning system. The learning system is based on a battle game, which includes several game characters. The control system includes: Binding module 1 is used to bind several knowledge points to several game characters in the battle game; Display module 2 is used to display several game characters and their associated knowledge points in the battle game; Update module 3 is used to update the status of several game characters based on the answer data corresponding to the knowledge point information and the preset answer conditions.
[0037] Module 1 binds knowledge point information to game characters. Knowledge point information can be knowledge points that users need to learn and test. Its specific presentation in the game includes, but is not limited to, the content of the knowledge point itself and corresponding exercises. When displayed as knowledge point content, users can learn it in the learning system; when displayed as exercises, it is used for practice and problem-solving to consolidate learning. Game characters can be game monsters that act as opponents to the user character. For ease of explanation, game characters are divided into user-controlled user characters and game monsters. Module 2's display methods include, but are not limited to, displaying knowledge point information before the game monster appears, displaying corresponding exercises when the game monster appears, or displaying both knowledge point content and exercises simultaneously when the game monster appears. The display method can also be adjusted according to the appearance scenario and type of the game monster, allowing users to conveniently and reasonably obtain knowledge point content and practice exercises during gameplay. Module 3, based on the user's answers and input data and the judgment results of preset answer conditions, decides whether to update the state of the game character, such as defeating the game monster.
[0038] In a preferred implementation, the game characters include a first game character and a second game character; the states of the game characters include an active state and a terminated state; the update module 3 is used for: When it is detected that the answer data of an external user to the knowledge point information corresponding to the second game character meets the preset answer conditions of the second game character, the second game character is controlled to switch from the active state to the terminated state. When it is detected that the answer data of all the second game characters meets the preset answer conditions of the second game character, and the answer data of the first game character meets the preset answer conditions of the first game character, the first game character is controlled to switch from the active state to the terminated state.
[0039] In this embodiment, the first and second game characters can be illustrated using large and small monsters in a battle game as examples. Large monsters are those that are generally more difficult to defeat in the game. The fighting and defeating of monsters can be illustrated as examples of active and passive states. Specifically, in the pre-processed knowledge point decomposition step, comprehensive knowledge point questions can be divided into multiple knowledge points, denoted as N0. Preferably, the decomposed knowledge points are marked with difficulty and importance, and the number of knowledge points mastered by the student among the N0 knowledge points is obtained based on the student's learning records, denoted as N1. The remaining knowledge points are then divided into N2 and N3, preferably N2 > N3. Thus, N2 knowledge points are bound to the large monster, and N3 small monsters are set around the large monster, each small monster bound to one knowledge point. Preferably, in this process, knowledge points with high difficulty and importance can be associated with the large monster, so that the user can better and more effectively grasp some key knowledge points during the stage where they are most focused on attacking the large monster.
[0040] This implementation method increases the fun of learning by combining learning content with game elements, thereby stimulating students' interest in learning. Knowledge points are rationally allocated to "big monsters" and "small monsters" based on their difficulty and importance, thus breaking down comprehensive questions into multiple knowledge points and designing corresponding monsters. This helps promote learning interactivity and challenge, enabling students to better learn and master comprehensive questions.
[0041] In a preferred implementation, the binding module 1 is used for: Bind several knowledge points to the first game character and the second game character respectively; bind the comprehensive knowledge points corresponding to the several knowledge points to the first game character; Display module 2 is used for: In the game, the first game character and its associated knowledge point information are displayed separately, as are the second game character and its associated knowledge point information. If the answer data corresponding to all knowledge point information is found to meet the corresponding preset answer conditions, then the comprehensive knowledge point information corresponding to the first game character is displayed. The update module 3 is also used to control the first game character to switch from the active state to the terminated state when the answer data corresponding to the comprehensive knowledge point information meets the preset answer conditions corresponding to the comprehensive knowledge point information.
[0042] This implementation method, designed to facilitate student learning and assess their mastery of comprehensive knowledge points, employs a reasonable update mechanism for the game character. Comprehensive knowledge point information is bound to the main monster, and is only displayed when the answers to questions related to other knowledge points meet the requirements. The main monster is only defeated when the user provides satisfactory feedback on their answers. Specifically, the question-answering mechanism can be controlled as follows: When the user controls their game character to attack a smaller monster, the system sequentially displays knowledge points and exercises. After the student answers, the learning system determines if the answer is correct. If correct, the knowledge point is recorded in the user's corresponding knowledge set, and the smaller monster is defeated in the game. If incorrect, the knowledge point is not recorded in the student's knowledge set, and the user's game character is attacked by the smaller monster. Preferably, the exercise and answer can be recorded in the student's error notebook. The main monster will not be defeated until the student has acquired all the knowledge points. Only after the student has acquired all the knowledge points can a comprehensive test be presented to the main monster, and the main monster is defeated when the student's answer meets the requirements. The aforementioned question-and-answer mechanism requires students to answer knowledge-related questions while attacking monsters in the game. Correct answers help them defeat monsters and record the knowledge points, while incorrect answers result in attacks from the monsters, thus enhancing their sense of participation and urgency in learning. Furthermore, a comprehensive assessment of all knowledge points after acquisition helps evaluate students' overall mastery of the material. In a preferred embodiment, the updating module 3 is also used for: When the answer data corresponding to the comprehensive knowledge point information does not meet the preset answer conditions corresponding to the comprehensive knowledge point information, control the second game character corresponding to the comprehensive knowledge point information to switch from the terminated state to the active state, or control all second game characters to switch from the terminated state to the active state.
[0043] This implementation method addresses situations where the user's answers to comprehensive knowledge points do not meet set requirements. It allows for the restoration of the monsters' battle state, and correspondingly, the display of knowledge points the user failed to grasp is also restored, enabling reinforcement learning and practice. In one optional approach, all monsters are restored to battle state; in another, only monsters associated with incorrect answers are restored.
[0044] The control system of this interactive learning system binds knowledge point information to game characters in a battle game and displays them, and updates the state of the game characters according to the answer data and preset answer conditions corresponding to the knowledge point information. This achieves the integration of knowledge points and game characters in a scientific learning mode. Through reasonable content presentation, it helps students achieve higher efficiency and a better learning experience in the process of learning and doing exercises. It helps to cultivate students' logical thinking, memory and problem-solving abilities, and can help parents better guide their children's learning in family education, reducing conflicts caused by a single learning method. Example 3
[0045] 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, it implements the control method of the interactive learning system in the above embodiment. Figure 3 The electronic device 30 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of the present invention.
[0046] like Figure 3 As shown, the electronic device 30 can be manifested as a general-purpose computing device, such as 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 memory 32 and processor 31).
[0047] Bus 33 includes a data bus, an address bus, and a control bus.
[0048] The memory 32 may include volatile memory, such as random access memory (RAM) 321 and / or cache memory 322, and may further include read-only memory (ROM) 323.
[0049] The memory 32 may also include a program / utility 325 having a set (at least one) of program modules 324, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.
[0050] The processor 31 executes various functional applications and data processing by running computer programs stored in the memory 32, such as the control method of the interactive learning system described above.
[0051] Electronic device 30 can also communicate with one or more external devices 34 (e.g., keyboard, pointing device, etc.). This communication can be performed via input / output (I / O) interface 35. Furthermore, the model-generating device 30 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 36. Figure 3 As shown, network adapter 36 communicates with other modules of the model-generated device 30 via 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.
[0052] It should be noted that although several units / modules or sub-units / modules of the electronic device have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to embodiments 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 and embodied by multiple units / modules. Example 4
[0053] This embodiment also provides a computer-readable storage medium storing a computer program thereon. When the program is executed by a processor, it implements the steps in the control method of the interactive learning system as described in the above embodiment. The readable storage medium may specifically include, but is not limited to, portable disks, hard disks, random access memory, read-only memory, erasable programmable read-only memory, optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0054] In a possible implementation, the present invention can also be implemented as a program product comprising program code that, when run on a terminal device, causes the terminal device to execute the steps of the control method for implementing the interactive learning system as described above. The program code for executing the present invention can be written in any combination of one or more programming languages, and can be executed entirely on the user device, partially on the user device, as a standalone software package, partially on the user device and partially on a remote device, or entirely on a remote device.
[0055] While specific embodiments of the present invention have been described above, those skilled in the art should understand that these are merely illustrative examples, and the scope of protection of the present invention is defined by the appended claims. Those skilled in the art can make various changes or modifications to these embodiments without departing from the principles and essence of the present invention, but all such changes and modifications fall within the scope of protection of the present invention.
Claims
1. A control method of an interactive learning system, characterized by, The learning system is implemented based on a battle game, the battle game including a plurality of game characters; the control method includes the following steps: binding a plurality of knowledge point information to the plurality of game characters in the battle game respectively; displaying the plurality of game characters and the bound knowledge point information in the battle game; updating the state of the plurality of game characters according to the answering data corresponding to the knowledge point information and the preset answering condition.
2. The control method of the interactive learning system according to claim 1, characterized by, The game characters include a first game character and a second game character; the state of the game characters includes an active state and a termination state; The step of updating the state of the plurality of game characters according to the answering data corresponding to the knowledge point information and the preset answering condition includes: detecting that the answering data of the external user to the knowledge point information corresponding to the second game character meets the preset answering condition corresponding to the second game character, and then controlling the second game character to switch from the active state to the termination state; detecting that the answering data of all the second game characters meets the preset answering condition corresponding to the second game character, and the answering data of the first game character meets the preset answering condition corresponding to the first game character, and then controlling the first game character to switch from the active state to the termination state.
3. The control method of the interactive learning system according to claim 2, characterized by, The step of binding the plurality of knowledge point information to the plurality of game characters includes: binding the plurality of knowledge point information to the first game character and the second game character respectively; and binding the comprehensive knowledge point information corresponding to the plurality of knowledge point information to the first game character; The step of displaying the plurality of game characters and the bound knowledge point information in the battle game includes: displaying the first game character and the bound knowledge point information, and the second game character and the bound knowledge point information in the game respectively; The step of displaying the plurality of game characters and the bound knowledge point information in the battle game further includes: if it is detected that the answering data corresponding to all the knowledge point information meets the corresponding preset answering condition, then displaying the comprehensive knowledge point information corresponding to the first game character; In the step of updating the state of the plurality of game characters according to the answering data corresponding to the knowledge point information and the preset answering condition, when the answering data corresponding to the comprehensive knowledge point information meets the preset answering condition corresponding to the comprehensive knowledge point information, the first game character is controlled to switch from the active state to the termination state.
4. The control method of the interactive learning system according to claim 3, characterized by, The step of updating the state of the plurality of game characters according to the answering data corresponding to the knowledge point information and the preset answering condition further includes: when the answering data corresponding to the comprehensive knowledge point information does not meet the preset answering condition corresponding to the comprehensive knowledge point information, the second game character corresponding to the comprehensive knowledge point information is controlled to switch from the termination state to the active state, or all the second game characters are controlled to switch from the termination state to the active state.
5. A control system for an interactive learning system, characterized in that The learning system is implemented based on a battle game, the battle game including a plurality of game characters; the control system includes: binding module, configured to bind a plurality of knowledge point information to a plurality of game characters in the game respectively; displaying the plurality of game characters and the bound knowledge point information in the game; updating the state of the plurality of game characters according to the answer data corresponding to the knowledge point information and the preset answer condition.
6. The control system of an interactive learning system of claim 5, wherein, The game characters include a first game character and a second game character; the state of the game characters includes an active state and a termination state; the updating module is configured to: when detecting that the answer data of the external user to the knowledge point information corresponding to the second game character meets the preset answer condition corresponding to the second game character, control the second game character to switch from the active state to the termination state; when detecting that all the answer data corresponding to the second game character meets the preset answer condition corresponding to the second game character, and the answer data corresponding to the first game character meets the preset answer condition corresponding to the first game character, control the first game character to switch from the active state to the termination state.
7. The control system of an interactive learning system of claim 6, wherein, The binding module is configured to: bind the plurality of knowledge point information to the first game character and the second game character respectively; and bind comprehensive knowledge point information corresponding to the plurality of knowledge point information to the first game character; The display module is configured to: display the first game character and the bound knowledge point information, and the second game character and the bound knowledge point information in the game respectively; and if detecting that all the answer data corresponding to the knowledge point information meets the corresponding preset answer condition, display the comprehensive knowledge point information corresponding to the first game character; The updating module is further configured to control the first game character to switch from the active state to the termination state when the answer data corresponding to the comprehensive knowledge point information meets the preset answer condition corresponding to the comprehensive knowledge point information.
8. The control system of an interactive learning system of claim 7, wherein, The updating module is further configured to: when the answer data corresponding to the comprehensive knowledge point information does not meet the preset answer condition corresponding to the comprehensive knowledge point information, control the second game character corresponding to the comprehensive knowledge point information to switch from the termination state to the active state, or control all the second game characters to switch from the termination state to the active state.
9. An electronic device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, The processor executes the computer program to implement the control method of the interactive learning system according to any one of claims 1-4.
10. A computer-readable storage medium having stored thereon a computer program, characterized in that, The computer program is executed by the processor to implement the control method of the interactive learning system according to any one of claims 1-4.