Mind mapping interaction method and system, device and medium
By combining exercises and battle games with mind maps to dynamically unfold knowledge graphs, the problem of the disconnect between knowledge point learning and structured learning in digital teaching is solved. This achieves personalized learning experience and efficient learning outcome assessment, thereby improving students' learning motivation and knowledge mastery.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- JIANGXI RICHEN EDUCATION TECH CO LTD
- Filing Date
- 2024-11-30
- Publication Date
- 2026-06-02
AI Technical Summary
Existing digital teaching products fail to effectively combine knowledge point learning with knowledge structuring, lack dynamic teaching methods, have insufficient learning motivation, lack interest, lack assessment, and lack dynamic construction of knowledge graphs. As a result, students lack motivation and interest in the learning process and are unable to fully grasp the knowledge points and their position and importance in the knowledge system.
By setting each node in the mind map to correspond to at least one related exercise, and displaying the nodes based on the answers, combined with a battle game learning platform, the knowledge graph is dynamically expanded, providing a personalized learning experience and multi-dimensional display, thereby enabling the assessment of learning effectiveness and comprehensive mastery of knowledge points.
It enhances learning motivation and interest, improves the mastery and structured understanding of knowledge points, promotes the dynamic construction and continuous development of knowledge graphs, optimizes the evaluation of learning outcomes, and improves learning efficiency and creative thinking ability.
Smart Images

Figure CN122135608A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of intelligent education technology, and in particular to an interactive method, system, device, and medium for mind mapping. Background Technology
[0002] In the field of education, with the rapid development of information technology, the digitalization of teaching platforms has become a trend, providing more possibilities and convenience for education. Mind mapping, as an information visualization tool, graphically displays knowledge structures, helping students understand and memorize the relationships between knowledge points more intuitively. Typically, teaching mind maps use nodes to represent corresponding knowledge points, thus visually presenting teaching plans, learning progress, and learning outcomes. However, despite the important role of mind mapping in knowledge management, current digital teaching products do not fully utilize this tool to optimize the learning process. Specifically, this includes the following technical issues:
[0003] 1. Disconnect between knowledge point learning and knowledge structuring: Current digital teaching products fail to effectively combine the learning of knowledge points with the process of organizing and structuring knowledge. This separation leads students to focus only on the knowledge points themselves, neglecting the connections between knowledge points and the overall knowledge framework.
[0004] 2. Monotonous teaching methods: Teaching products either focus on teaching knowledge points through exercises or directly provide static mind maps, lacking dynamic and participatory teaching methods, which may limit students' in-depth understanding and application of knowledge.
[0005] 3. Lack of learning motivation and interest: The lack of teaching elements that combine knowledge learning with interesting activities may lead to students lacking sufficient motivation and interest during the learning process, thus affecting learning outcomes.
[0006] 4. Incomplete grasp of knowledge points: Because there is a lack of a step where students can organize and create mind maps after learning the knowledge points, they may not be able to fully grasp the knowledge points and their position and importance in the knowledge system.
[0007] 5. Inadequate assessment of learning outcomes: Existing teaching products may not provide an effective mechanism to assess the knowledge points that students have mastered through exercises, and the role of these knowledge points in building knowledge structures.
[0008] 6. Lack of dynamic construction of knowledge graphs: There is a lack of a mechanism that enables students to dynamically construct and expand their personal knowledge graphs based on their learning progress and understanding, thereby better reflecting the learning process and outcomes. Summary of the Invention
[0009] The technical problem to be solved by the present invention is to overcome the above-mentioned defects in the prior art, and provides: 1. An interactive method for mind mapping, wherein each node of the mind map is set according to a knowledge point, the knowledge point includes at least one associated exercise, and the interactive method includes the following steps:
[0010] Obtain the user's answers to the exercises;
[0011] The correct answers are determined based on the preset answer information corresponding to the exercises and the answer information, wherein the answer information corresponding to the correct answers matches the preset answer information;
[0012] The nodes in the mind map are displayed based on the number of correctly answered questions and the preset number of correct answers.
[0013] Preferably, the preset number of correct answers includes the first required number of correct answers for all exercises corresponding to the knowledge point; the step of displaying the nodes in the mind map based on the number of correct answers and the preset number of correct answers includes:
[0014] The number of correctly answered exercises corresponding to the knowledge point is determined based on the correctly answered exercises.
[0015] If the number of correctly answered questions meets the first requirement for the number of correctly answered questions, then the node corresponding to the knowledge point is displayed in the mind map;
[0016] And / or,
[0017] The preset number of correct answers includes the number of second correct answer questions required for the knowledge points corresponding to the child nodes of the parent node. The steps for displaying the nodes in the mind map based on the number of correct answer questions and the preset number of correct answers include:
[0018] The number of correctly answered exercises corresponding to the child nodes of the parent node is determined based on the correctly answered exercises;
[0019] If the number of correctly answered questions meets the second requirement for the number of correctly answered questions, then the parent node is displayed in the mind map.
[0020] Preferably, after the step of displaying the nodes in the mind map based on the correctly answered questions and the preset number of correct answers, the method further includes:
[0021] Display the first related information corresponding to the knowledge point;
[0022] Obtain the user's interaction operation information with the first associated information;
[0023] If the interactive operation information meets the preset operation requirements, then the second related information corresponding to the knowledge point will be displayed.
[0024] Preferably, the exercises corresponding to the knowledge points are displayed in association with game characters on a game-based learning platform, and the step of obtaining the user's answer information includes the following before:
[0025] In response to the battle game meeting the preset trigger requirements, the exercises corresponding to the game character are displayed;
[0026] The steps for obtaining the user's answer information include:
[0027] Obtain the answer information input by the user for the exercise.
[0028] This invention also provides an interactive system for mind mapping, wherein each node of the mind map is set according to a corresponding knowledge point, and the knowledge point includes at least one associated exercise. The interactive system includes:
[0029] The acquisition module is used to acquire the user's answer information regarding the exercises;
[0030] The judgment module is used to determine the correct answer to the exercise based on the preset answer information corresponding to the exercise and the answer information, wherein the answer information corresponding to the correct answer to the exercise conforms to the preset answer information;
[0031] The interactive module is used to display nodes in the mind map based on the number of correctly answered questions and the preset number of correct answers.
[0032] Preferably, the preset number of correct answers includes the first required number of correct answers for all exercises corresponding to the knowledge point; the interaction module is used to: determine the number of correct answers for the knowledge point based on the correct answers; if the number of correct answers meets the first required number of correct answers, then display the node corresponding to the knowledge point in the mind map;
[0033] And / or,
[0034] The preset number of correct answers includes the number of second correct answer exercises required for the knowledge points corresponding to the child nodes of the parent node. The interaction module is used to: determine the number of correct answer exercises corresponding to the child nodes of the parent node based on the number of correct answer exercises; if the number of correct answer exercises meets the second requirement for the number of correct answer exercises, then display the parent node in the mind map.
[0035] Preferably, the interaction module is further configured to:
[0036] Display the first related information corresponding to the knowledge point;
[0037] Obtain the user's interaction operation information with the first associated information;
[0038] If the interactive operation information meets the preset operation requirements, then the second related information corresponding to the knowledge point will be displayed.
[0039] Preferably, the exercises corresponding to the knowledge points are displayed in association with game characters in a learning platform based on battle games. The interaction module is also used to display the exercises corresponding to the game characters in response to the battle game meeting preset trigger requirements. The acquisition module is also used to acquire the answer information input by the user for the exercises.
[0040] 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 above-described interactive method for mind mapping.
[0041] 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 above-described interactive method for mind mapping.
[0042] The positive and progressive effects of this invention are as follows: This invention provides an interactive method, system, device, and medium for mind mapping. Based on the answer status of exercises corresponding to knowledge points in the mind map, it displays the nodes corresponding to the knowledge points, thereby better matching the displayed content of the mind map with the user's learning progress and mastery level. This fully leverages the visualization function of mind maps, provides users with a better problem-solving experience, and helps improve users' learning and review efficiency. Specifically, it includes the following technical effects:
[0043] 1. Enhance learning motivation: Gamified learning methods can increase students' interest and motivation in learning, making the learning process more attractive.
[0044] 2. Improve mastery of knowledge points: By combining exercises with knowledge points, we ensure that students can deepen their understanding and memory through practice while mastering the knowledge points.
[0045] 3. Promote knowledge structuring: The dynamically unfolding mind map hierarchy helps students understand the position of knowledge points in the knowledge system, thus promoting knowledge structuring.
[0046] 4. Enhance learning interactivity: The interactive construction process between users and knowledge points makes learning more proactive and engaging.
[0047] 5. Personalized learning experience: Users can dynamically build their own knowledge graph based on their learning progress and understanding, thus achieving personalized learning.
[0048] 6. Comprehensive presentation of knowledge points: By presenting knowledge points from multiple dimensions, it helps students fully understand all aspects of each knowledge point.
[0049] 7. Continuous development of knowledge graphs: The continuous updating and improvement of knowledge graphs reflects the continuity and depth of students' learning process.
[0050] 8. Optimize learning outcome assessment: The completion of exercises and the correctness of knowledge point placement provide intuitive feedback for assessing students' learning outcomes.
[0051] 9. Fostering Creative Thinking: Gamified learning environments encourage students to use creative thinking when solving problems, thereby improving their problem-solving abilities.
[0052] 10. Improve learning efficiency: Combining knowledge point learning with knowledge structuring methods enables students to master and apply knowledge more effectively in a shorter period of time. Attached Figure Description
[0053] Figure 1 This is a flowchart of the mind map interaction method according to Embodiment 1 of the present invention.
[0054] Figure 2 This is the first intermediate state of the mind map displayed by the interactive method in Embodiment 1 of the present invention.
[0055] Figure 3 This is the second intermediate state of the mind map displayed by the interactive method in Embodiment 1 of the present invention.
[0056] Figure 4 This is the third intermediate state of the mind map displayed by the interactive method in Embodiment 1 of the present invention.
[0057] Figure 5 This is a schematic diagram of the interactive system of mind mapping according to Embodiment 2 of the present invention.
[0058] Figure 6 This is a structural block diagram of the electronic product according to Embodiment 3 of the present invention. Detailed Implementation
[0059] The interactive mind mapping method provided in this embodiment can be executed in smart terminals, computer terminals, network devices, chips, chip modules, or similar computing devices. 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.
[0060] Example 1
[0061] See Figure 1As shown, this embodiment specifically provides an interactive method for mind mapping. Each node of the mind map is set according to a corresponding knowledge point, and the knowledge point includes at least one associated exercise. The interactive method includes the following steps:
[0062] S1. Obtain the user's answer information regarding the exercises;
[0063] S2. Determine the correctly answered exercises based on the preset answer information and the answer information corresponding to the exercises. The answer information corresponding to the correctly answered exercises must match the preset answer information.
[0064] S3. Display the nodes in the mind map based on the number of questions answered correctly and the preset number of correct answers.
[0065] The mind map described in this embodiment, as a visualization tool, can be displayed on various devices, such as computers, laptops, handheld devices, and wearable devices. As an example of its application in the field of intelligent teaching, the mind map can be constructed based on teaching units. That is, a mind map framework consisting of the knowledge points within each teaching unit is created, with each node in the mind map corresponding to a specific knowledge point. Simultaneously, a question bank is built corresponding to each knowledge point, preparing one or more exercises for each knowledge point to test students' understanding and mastery of the knowledge points.
[0066] The user in step S1 is typically a learner of the knowledge points, such as a student, who can practice exercises on a learning platform. Those skilled in the art will understand that the learning platform and the mind map can be integrated or set up separately; they can reside on the same platform or be deployed remotely via wired, wireless networks, or other communication connections to obtain the user's answers to the exercises.
[0067] As a preferred implementation, the exercises corresponding to the knowledge points are displayed in association with game characters in a learning platform based on battle games. Before step S1, the method further includes: in response to the battle game meeting the preset trigger requirements, displaying the exercises corresponding to the game characters.
[0068] Step S1 includes: obtaining the user's answer information for the exercises.
[0069] The application scenario of the interactive method in this embodiment includes a learning platform based on a battle game. The learning platform loads and displays knowledge points and corresponding exercises through the battle game for users to learn and review. The exercises corresponding to the knowledge points can be associated with game characters in the battle game, allowing users to learn knowledge points through gamification. The game battle format integrates knowledge points and exercises with game elements, improving the interactivity and fun of user learning. During the game, once the user's interaction with the game character meets the preset trigger requirements, the battle game can be triggered to display knowledge points and exercises. For example, if the game character is a monster, then when the user battles the monster, the knowledge points and exercises bound to the monster will be displayed, allowing the user to practice and input answers.
[0070] Step S2 determines whether the obtained answer information matches the preset answer information. If it matches, the question is considered a correct answer by the user. Step S3 then determines which nodes in the mind map to display to the user based on the comparison between the correct answers and the preset number of correct answers. The preset number of correct answers can be adjusted based on the user's learning plan, personal information, and historical answer performance. For example, a lower preset number of correct answers can be set to make it easier to display nodes in the mind map, helping users quickly see the knowledge structure and make targeted learning choices. Conversely, a higher preset number of correct answers requires nodes in the mind map to meet a higher level of knowledge mastery to be displayed, thus helping users build a more solid foundation in basic knowledge. Teachers, experts, or parents on the education side can adjust the preset number of correct answers according to the actual situation of different students and teaching content to make the teaching process more scientific and precise.
[0071] As an optional implementation, the preset number of correct answers includes the first required number of correct answers for all exercises corresponding to the knowledge point; step S3 includes: determining the number of correct answers for the knowledge point based on the correct answers; if the number of correct answers meets the first required number of correct answers, then the node corresponding to the knowledge point is displayed in the mind map.
[0072] In this implementation, the first required number of correct answers per question is specific to a particular knowledge point. For example, knowledge point A includes 12 questions of different types. The first required number of correct answers for knowledge point A can be set as an absolute number, such as greater than or equal to 10 questions; or it can be represented as a percentage, such as greater than or equal to 75%, i.e., 9 questions. Alternatively, it can be set to require correct answers to all questions corresponding to a particular knowledge point. For a given knowledge point, if the number of correct answers meets the first required number, the corresponding node for that knowledge point is displayed in the mind map. Leaf nodes without child nodes can be interactively accessed using this implementation.
[0073] As another optional implementation, the preset number of correct answers includes the number of second correct answers required for the knowledge points corresponding to the child nodes of the parent node. Step S3 includes: determining the number of correct answers for the child nodes of the parent node based on the correct answers; if the number of correct answers meets the second correct answer requirement, then the parent node is displayed in the mind map.
[0074] In this embodiment, the second required number of correct answers measures the answering performance of child nodes under a parent node in the mind map. Those skilled in the art will understand that a parent node includes at least one child node, each representing a knowledge point. The second required number of correct answers is the required number of correct answers for all child nodes under a parent node. For example, a parent node T includes five child nodes T1, T2, T3, T4, and T5, each with 10 questions. The second required number of correct answers can be an absolute number set for the total number of questions across all child nodes (50 questions), for example, greater than or equal to 48 questions; or it can be represented as a proportion, for example, greater than or equal to 95%. Similarly, it can be set so that the parent node is only displayed after all child node questions are answered correctly.
[0075] As another optional implementation, the preset number of correct answers includes the first required number of correct answers for all exercises corresponding to the knowledge point and the second required number of correct answers for the knowledge point corresponding to the child nodes of the parent node; step S3 includes: determining the number of correct answers for the knowledge point based on the correct answers; if the number of correct answers meets the first and second required number of correct answers, then the node corresponding to the knowledge point is displayed in the mind map.
[0076] This implementation method sets dual requirements: for a certain knowledge point, the knowledge point itself corresponds to comprehensive exercises. On the one hand, users need to answer the comprehensive exercises correctly in accordance with the first requirement of answering the exercises correctly; on the other hand, for the next level knowledge point, users also need to answer the basic exercises correctly in accordance with the second requirement of answering the exercises correctly. This places high demands on the presentation of knowledge points.
[0077] In a preferred embodiment, step S3 is followed by:
[0078] Display the first related information corresponding to each knowledge point;
[0079] Obtain user interaction information regarding the first associated information;
[0080] If the interactive operation information meets the preset operation requirements, the second related information corresponding to the knowledge point will be displayed.
[0081] When the exercises for a knowledge point meet the requirements, the knowledge graph hierarchy is dynamically expanded, and the corresponding nodes are displayed in the mind map. This implementation method displays multiple dimensions of primary related information for the knowledge point outside the mind map, such as time, location, and cultural characteristics, comprehensively reflecting all aspects of the knowledge point. The knowledge graph is constructed through user interaction using this primary related information. Specifically, it acquires user interaction information regarding the primary related information, such as clicking or dragging a knowledge point to its corresponding node in the mind map. It then determines whether this operation meets preset requirements; if so, it displays the secondary related information for the knowledge point, which typically includes the corresponding teaching content. As the user's learning deepens, the knowledge graph corresponding to the mind map can be dynamically updated and improved to match the user's deepening mastery and understanding of the knowledge points.
[0082] See Figures 2-4 As shown in the illustration, as a specific example of this implementation method, the root node in the mind map is Ancient History, the first-level nodes are Early Humans and the Origin of Civilization, the second-level nodes are Early Humans and the Origin of Civilization within China, and the third-level node is the Upper Cave Man. There are multiple fourth-level nodes, reflecting key knowledge points about the Upper Cave Man from multiple dimensions, including the discovery time, discovery location, and cultural characteristics. When a user correctly answers the questions corresponding to the discovery time, discovery location, and cultural characteristics of the Upper Cave Man, the mind map expands the fourth-level nodes but does not display the corresponding content. Figure 2 As shown, the first related information of a knowledge point is displayed outside the mind map. When the user clicks or drags a knowledge point and correctly places it on the corresponding node of the mind map, the node displays the second related information of the knowledge point, as shown below. Figure 3 , Figure 4 As shown.
[0083] The interactive method of mind mapping in this embodiment displays the nodes corresponding to the knowledge points based on the answer status of the exercises corresponding to the knowledge points in the mind map. This allows the displayed content of the mind map to be better matched with the user's learning progress and mastery level, giving full play to the visualization function of the mind map and providing users with a better problem-solving experience, which is conducive to improving the user's learning and review efficiency.
[0084] Example 2
[0085] See Figure 5 This embodiment also provides an interactive system for mind mapping, where each node of the mind map is set according to a corresponding knowledge point, and the knowledge point includes at least one associated exercise. The interactive system includes:
[0086] Module 1 is used to obtain the user's answer information regarding the exercises;
[0087] Judgment module 2 is used to determine the correct answers to exercises based on the preset answer information and the answer information corresponding to the exercises. The answer information corresponding to the correct answers must match the preset answer information.
[0088] Interactive module 3 is used to display nodes in the mind map based on the number of correct answers to exercises and the preset number of correct answers.
[0089] In this embodiment, the user is typically a learner of knowledge points, such as a student, who can practice exercises on a learning platform. Those skilled in the art will understand that the learning platform and the mind map can be integrated or set up separately; they can reside on the same carrier or be deployed remotely via wired, wireless networks, or other communication connections to obtain the user's answers to the exercises.
[0090] As a preferred implementation, the exercises corresponding to the knowledge points are displayed in association with game characters in the learning platform based on battle games. The interaction module 3 is also used to display the exercises corresponding to the game characters in response to the battle game meeting the preset trigger requirements. The acquisition module 1 is also used to acquire the answer information input by the user for the exercises.
[0091] The application scenario of the interactive method in this embodiment includes a learning platform based on a battle game. The learning platform loads and displays knowledge points and corresponding exercises through the battle game for users to learn and review. The exercises corresponding to the knowledge points can be associated with game characters in the battle game, allowing users to learn knowledge points through gamification. The game battle format integrates knowledge points and exercises with game elements, improving the interactivity and fun of user learning. During the game, once the user's interaction with the game character meets the preset trigger requirements, the battle game can be triggered to display knowledge points and exercises. For example, if the game character is a monster, then when the user battles the monster, the knowledge points and exercises bound to the monster will be displayed, allowing the user to practice and input answers.
[0092] Module 2 determines whether the acquired answer information matches the preset answer information. If it matches, the question is considered a correct answer by the user. Then, Module 3, based on the comparison between the correct answer and the preset number of correct answers, determines which nodes in the mind map to display to the user. The preset number of correct answers can be adjusted based on the user's learning plan, personal information, and historical answer history. For example, a lower preset number of correct answers can be set to make it easier for nodes in the mind map to be displayed, helping users quickly see the knowledge structure and make targeted learning choices. Conversely, a higher preset number of correct answers requires nodes to meet a higher level of knowledge mastery to be displayed, thus helping users build a more solid foundation in basic knowledge. Teachers, experts, or parents on the education side can adjust the preset number of correct answers according to the actual situation of different students and teaching content to make the teaching process more scientific and precise.
[0093] As an optional implementation, the preset number of correct answers includes the first required number of correct answers for all exercises corresponding to the knowledge point; the interaction module 3 is used to: determine the number of correct answers for the knowledge point based on the correct answers; if the number of correct answers meets the first required number of correct answers, then the node corresponding to the knowledge point is displayed in the mind map.
[0094] In this implementation, the first required number of correct answers per question is specific to a particular knowledge point. For example, knowledge point A includes 12 questions of different types. The first required number of correct answers for knowledge point A can be set as an absolute number, such as greater than or equal to 10 questions; or it can be represented as a percentage, such as greater than or equal to 75%, i.e., 9 questions. Alternatively, it can be set to require correct answers to all questions corresponding to a particular knowledge point. For a given knowledge point, if the number of correct answers meets the first required number, the corresponding node for that knowledge point is displayed in the mind map. Leaf nodes without child nodes can be interactively accessed using this implementation.
[0095] As another optional implementation, the preset number of correct answers includes the number of second correct answers required for the knowledge points corresponding to the child nodes of the parent node. The interaction module is used to: determine the number of correct answers for the child nodes of the parent node based on the correct answers; if the number of correct answers meets the second correct answer requirement, then the parent node is displayed in the mind map.
[0096] In this embodiment, the second required number of correct answers measures the answering performance of child nodes under a parent node in the mind map. Those skilled in the art will understand that a parent node includes at least one child node, each representing a knowledge point. The second required number of correct answers is the required number of correct answers for all child nodes under a parent node. For example, a parent node T includes five child nodes T1, T2, T3, T4, and T5, each with 10 questions. The second required number of correct answers can be an absolute number set for the total number of questions across all child nodes (50 questions), for example, greater than or equal to 48 questions; or it can be represented as a proportion, for example, greater than or equal to 95%. Similarly, it can be set so that the parent node is only displayed after all child node questions are answered correctly.
[0097] As another optional implementation, the preset number of correct answers includes the first required number of correct answers for all exercises corresponding to the knowledge point and the second required number of correct answers for the knowledge point corresponding to the child nodes of the parent node; the interaction module 3 is used to: determine the number of correct answers for the knowledge point based on the correct answers; if the number of correct answers meets the first and second required number of correct answers, then the node corresponding to the knowledge point is displayed in the mind map.
[0098] This implementation method sets dual requirements: for a certain knowledge point, the knowledge point itself corresponds to comprehensive exercises. On the one hand, users need to answer the comprehensive exercises correctly in accordance with the first requirement of answering the exercises correctly; on the other hand, for the next level knowledge point, users also need to answer the basic exercises correctly in accordance with the second requirement of answering the exercises correctly. This places high demands on the presentation of knowledge points.
[0099] In a preferred implementation, the interaction module 3 is also used for:
[0100] Display the first related information corresponding to each knowledge point;
[0101] Obtain user interaction information regarding the first associated information;
[0102] If the interactive operation information meets the preset operation requirements, the second related information corresponding to the knowledge point will be displayed.
[0103] When the exercises for a knowledge point meet the requirements, the knowledge graph hierarchy is dynamically expanded, and the corresponding nodes are displayed in the mind map. This implementation method displays multiple dimensions of primary related information for the knowledge point outside the mind map, such as time, location, and cultural characteristics, comprehensively reflecting all aspects of the knowledge point. The knowledge graph is constructed through user interaction using this primary related information. Specifically, it acquires user interaction information regarding the primary related information, such as clicking or dragging a knowledge point to its corresponding node in the mind map. It then determines whether this operation meets preset requirements; if so, it displays the secondary related information for the knowledge point, which typically includes the corresponding teaching content. As the user's learning deepens, the knowledge graph corresponding to the mind map can be dynamically updated and improved to match the user's deepening mastery and understanding of the knowledge points.
[0104] The interactive system of the mind map in this embodiment displays the nodes corresponding to the knowledge points based on the answer status of the exercises corresponding to the knowledge points in the mind map. This allows the displayed content of the mind map to be better matched with the user's learning progress and mastery level, giving full play to the visualization function of the mind map and providing users with a better problem-solving experience, which is conducive to improving the user's learning and review efficiency.
[0105] Example 3
[0106] Figure 6 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 mind mapping interaction method described in the above embodiment. Figure 6 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.
[0107] like Figure 6 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).
[0108] Bus 33 includes a data bus, an address bus, and a control bus.
[0109] 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.
[0110] 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.
[0111] The processor 31 executes various functional applications and data processing by running computer programs stored in the memory 32, such as the interactive mind mapping method of the present invention as described above.
[0112] Electronic device 30 can also communicate with one or more 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 6 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, disk drive arrays, RAID (disk array) systems, tape drives, and data backup storage systems.
[0113] 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.
[0114] Example 4
[0115] 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 mind map interaction method of the above embodiment. The readable storage medium may specifically include, but is not limited to, a portable disk, a hard disk, a random access memory, a read-only memory, an erasable programmable read-only memory, an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0116] 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 perform steps in the interactive method for implementing the mind mapping 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.
[0117] 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. An interactive method for mind mapping, characterized in that, Each node of the mind map is set up according to a knowledge point, and the knowledge point includes at least one associated exercise. The interaction method includes the following steps: Obtain the user's answers to the exercises; The correct answers are determined based on the preset answer information corresponding to the exercises and the answer information, wherein the answer information corresponding to the correct answers matches the preset answer information; The nodes in the mind map are displayed based on the number of correctly answered questions and the preset number of correct answers.
2. The method for displaying mind maps as described in claim 1, characterized in that, The preset number of correct answers includes the required number of correct answers for the first set of all exercises corresponding to the knowledge point. The steps for displaying the nodes in the mind map based on the number of correctly answered questions and the preset number of correct answers include: The number of correctly answered exercises corresponding to the knowledge point is determined based on the correctly answered exercises. If the number of correctly answered questions meets the first requirement for the number of correctly answered questions, then the node corresponding to the knowledge point is displayed in the mind map; And / or, The preset number of correct answers includes the number of second correct answer questions required for the knowledge points corresponding to the child nodes of the parent node. The steps for displaying the nodes in the mind map based on the number of correct answer questions and the preset number of correct answers include: The number of correctly answered exercises corresponding to the child nodes of the parent node is determined based on the correctly answered exercises; If the number of correctly answered questions meets the second requirement for the number of correctly answered questions, then the parent node is displayed in the mind map.
3. The method for displaying mind maps as described in claim 1, characterized in that, Following the step of displaying the nodes in the mind map based on the number of correctly answered questions and the preset number of correct answers, the method further includes: Display the first related information corresponding to the knowledge point; Obtain the user's interaction operation information with the first associated information; If the interactive operation information meets the preset operation requirements, then the second related information corresponding to the knowledge point will be displayed.
4. The method for displaying mind maps as described in claim 1, characterized in that, The exercises corresponding to the knowledge points are displayed in association with game characters on a learning platform based on battle games. The step of obtaining the user's answer information includes the following prior to: In response to the battle game meeting the preset trigger requirements, the exercises corresponding to the game character are displayed; The steps for obtaining the user's answer information include: Obtain the answer information input by the user for the exercise.
5. An interactive mind mapping system, characterized in that, Each node of the mind map is set up according to a knowledge point, and the knowledge point includes at least one associated exercise. The interactive system includes: The acquisition module is used to acquire the user's answer information regarding the exercises; The judgment module is used to determine the correct answer to the exercise based on the preset answer information corresponding to the exercise and the answer information, wherein the answer information corresponding to the correct answer to the exercise conforms to the preset answer information; The interactive module is used to display nodes in the mind map based on the number of correctly answered questions and the preset number of correct answers.
6. The interactive system for mind mapping as described in claim 5, characterized in that, The preset number of correct answers includes the first required number of correct answers for all exercises corresponding to the knowledge point; the interaction module is used to: determine the number of correct answers for the knowledge point based on the correct answers; if the number of correct answers meets the first required number of correct answers, then display the node corresponding to the knowledge point in the mind map; And / or, The preset number of correct answers includes the number of second correct answer exercises required for the knowledge points corresponding to the child nodes of the parent node. The interaction module is used to: determine the number of correct answer exercises corresponding to the child nodes of the parent node based on the number of correct answer exercises; if the number of correct answer exercises meets the second requirement for the number of correct answer exercises, then display the parent node in the mind map.
7. The interactive system for mind mapping as described in claim 5, characterized in that, The interaction module is also used for: Display the first related information corresponding to the knowledge point; Obtain the user's interaction operation information with the first associated information; If the interactive operation information meets the preset operation requirements, then the second related information corresponding to the knowledge point will be displayed.
8. The interactive system for mind mapping as described in claim 5, characterized in that, The exercises corresponding to the knowledge points are used to be displayed in association with game characters in the learning platform based on battle games. The interaction module is also used to display the exercises corresponding to the game characters in response to the battle game meeting the preset trigger requirements. The acquisition module is also used to acquire the answer information input by the user for the exercises.
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, it implements the interactive method of mind mapping as described in any one of claims 1-4.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the interactive method of mind mapping as described in any one of claims 1-4.