Interactive learning game content dynamic generation system with psychological element-driven mechanisms

TWM685881UActive Publication Date: 2026-08-01AI VALUE CO LTD
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Patent Information

Authority / Receiving Office
TW · TW
Patent Type
Utility models
Current Assignee / Owner
AI VALUE CO LTD
Filing Date
2026-03-04
Publication Date
2026-08-01

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Abstract

An interactive learning game content dynamic generation system is disclosed. This system can quickly generate interactive learning game content. It receives unstructured data through a multi-content input interface and converts it into text content. A natural language processing engine then performs semantic structuring on the text content to identify narrative elements and construct their corresponding structured knowledge graphs. Based on this knowledge graph, the system automatically generates interactive visual game content and collects user behavior data during gameplay to build a user mental model. Furthermore, a dynamic adjustment subsystem adjusts the difficulty and learning path of the visual game content in real time based on this mental model to enhance learning effectiveness and interactive experience.
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Claims

1. An interactive learning game content dynamic generation system, comprising: a multi-source content input interface for receiving unstructured data and converting the unstructured data into text content through a text extraction function; a natural language processing engine for performing semantic structuring processing on the text content to identify narrative elements in the text content and converting the narrative elements into a structured knowledge graph; a game content generation module for automatically generating interactive visual game content based on the structured knowledge graph; a psychological element analysis module for real-time collection and recording of behavioral data generated when a user interacts with the visual game content to establish a user mental model; and a dynamic adjustment subsystem for dynamically adjusting the visual game content based on the user mental model; wherein... The multi-content input interface, the natural language processing engine, the game content generation module, the psychological element analysis module, and the dynamic adjustment subsystem are interconnected by signals.

2. The interactive learning game content dynamic generation system as described in claim 1, wherein the text extraction function includes at least one of: native text extraction, optical character recognition, speech recognition and image semantic inference.

3. The interactive learning game content dynamic generation system as described in claim 1, wherein the unstructured data includes text works, PDF files, audio data, or image data.

4. The interactive learning game content dynamic generation system as described in claim 1, wherein the semantic structuring processing is at least one of information extraction, knowledge extraction, and text structuring performed by the natural language processing engine on the text content.

5. The interactive learning game content dynamic generation system as described in claim 1, wherein the narrative elements include characters, time information, locations, events, or dialogues identified from the text content.

6. The interactive learning game content dynamic generation system as described in claim 1, wherein the psychological element analysis module is used to record the user's fine-grained behavioral data in real time to build the user's mental model, wherein the fine-grained behavioral data includes response time, choice preference, operation mode or error type.

7. The interactive learning game content dynamic generation system as described in claim 1, wherein the dynamic adjustment subsystem dynamically adjusts the visual game content according to the user's mental model using an adjustment mechanism corresponding to a scaffolding learning theory, wherein in the adjustment mechanism, appropriate support mechanisms are provided when the user's performance is below a preset ability threshold; or, the support mechanisms are gradually reduced as the user's ability improves.

8. The interactive learning game content dynamic generation system as described in claim 1, wherein the game content generation module automatically generates an interactive story or game card gamified scenario based on the structured knowledge graph and a selected plot game framework, and the game content generation module has a graph engine that performs generative image processing or generative scene rendering based on the gamified scenario to generate the visual game content.

9. The interactive learning game content dynamic generation system as described in claim 1, further comprising a learning effectiveness tracking module, comprising: a data recording unit for instantly recording one or more quantitative indicators when the user interacts with the visual game content, the quantitative indicators including at least one of learning outcomes, task completion progress and answer accuracy. A knowledge point mastery analysis unit is used to collect the quantitative indicators of the data recording unit and combine them with the structured knowledge graph generated by the natural language processing engine to calculate the user's familiarity with the knowledge points in the structured knowledge graph; A growth curve construction unit is used to build a personal growth curve based on the user's learning performance data at different time points to present the user's learning process and ability evolution trend. It also includes a performance evaluation report generation interface, which summarizes the quantitative indicators, the level of familiarity with the knowledge points, and the individual's growth curve, and outputs a performance evaluation result for subsequent adjustments to the visual game content.

10. A dynamic generation system for learning game content with a psychological element-driven mechanism, comprising: a multimodal intelligent gamification module, which receives unstructured data and performs semantic analysis to identify narrative elements in the text content of the unstructured data, converts the narrative elements into a structured knowledge graph, and generates interactive visual game content based on the structured knowledge graph; a psychological element analysis module, which collects user's operational behavior data in the visual game content and estimates at least one psychological element indicator of the user's learning enthusiasm or achievement motivation based on the operational behavior data; and a dynamic adjustment subsystem, which dynamically controls the content control of the visual game content based on the psychological element indicator, wherein the dynamic adjustment subsystem implements a support adjustment mechanism based on scaffolded learning theory, wherein... When the user's performance falls below a preset ability threshold, a support mechanism is provided in the visual game content; and when the user's ability is detected to improve, the support mechanism is gradually reduced or removed; wherein the multimodal intelligent gamification generation module, the psychological element analysis module, and the dynamic adjustment subsystem are connected by signals.

11. The learning game content dynamic generation system as described in claim 10, further comprising a learning performance tracking module, comprising: a data recording unit for instantly recording one or more quantitative indicators when the user interacts with the visual game content, the quantitative indicators including at least one of learning outcomes, task completion progress and answer accuracy. A knowledge point mastery analysis unit is used to collect the quantitative indicators of the data recording unit and combine them with the structured knowledge graph generated by the multimodal intelligent gamification generation module to calculate the user's familiarity with the knowledge points in the structured knowledge graph; A growth curve construction unit is used to build a personal growth curve based on the user's learning performance data at different time points to present the user's learning process and ability evolution trend. It also includes a performance evaluation report generation interface, which summarizes the quantitative indicators, the level of familiarity with the knowledge points, and the individual's growth curve, and outputs a performance evaluation result for subsequent adjustments to the visual game content.

12. The learning game content dynamic generation system as described in claim 10, wherein the psychological element analysis module is configured to capture and analyze the user's fine-grained behavioral data, the fine-grained behavioral data including at least one of response time, selection preference, operation pattern or error type, and to estimate and generate at least one psychological element indicator representing learning enthusiasm or achievement motivation based on the fine-grained behavioral data.

13. The learning game content dynamic generation system as described in claim 10, wherein the unstructured data includes textual works, audio data, PDF files, or image data.

14. The learning game content dynamic generation system as described in claim 10, wherein the dynamic adjustment subsystem divides the challenge difficulty of the visual game content into multiple difficulty levels according to the user's learning progress, and dynamically adjusts the difficulty between each difficulty level based on the psychological element index or learning performance.