Research on the promotion of intelligent entertainment voice robots in personalized English learning based on data mining and gamified teaching experience
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引用次数: 0
Abstract
With the development of educational technology and the arrival of the intelligent era, intelligent entertainment voice robots have gradually become a research hotspot in the field of education. This study aims to explore the application of intelligent entertainment voice robots based on data mining in the promotion of personalized English learning, and combine with gamified virtual teaching to improve learners’ learning interest and learning effect. The study uses data mining technology to analyze learners’ learning data, interest preferences and learning performance, and provides learners with targeted learning resources and gamified virtual teaching environment based on personalized recommendation. The study creates a virtual teaching environment presented in the form of games, which contains various interesting tasks, challenges and reward mechanisms. Learners can participate in the virtual teaching environment at the same time, experience the fun and stimulation of games, so as to stimulate the interest and motivation of learning. Learners can engage in interactive speech learning through conversations with intelligent entertainment speech robots. The robot can provide real-time answers to learners’ questions, provide personalized learning suggestions, and provide encouragement and feedback. By interacting with robots, learners can get more flexible and personalized learning support, improving learning effectiveness and satisfaction. Through experiments and data analysis, it is found that intelligent entertainment voice robot based on data mining and gamification teaching experience can effectively improve learners’ learning interest and learning effect. Learners show higher engagement and motivation in personalized recommended learning resources and gamified virtual teaching environments.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.