Research on digital entertainment technology and gaming methods based on hidden Markov models in English e-learning classroom mode

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Yiping Tang, Jiajun Liao
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引用次数: 0

Abstract

The traditional English teaching mode often has the problems of students’ low interest in learning and lack of motivation in learning. The introduction of digital entertainment technology and game methods can increase the interest and interaction of learning, improve students’ participation and learning effect. Therefore, this study aims to explore the application of digital entertainment technology and game methods in English E-Learning classroom. By using hidden Markov model as a research tool and combining quantitative and qualitative empirical research methods, a series of English E-Learning classroom activities based on digital entertainment technology and game methods are designed. Using digital entertainment technologies and game methods to increase student engagement and interest, learning in an entertaining and educational environment to become more active and engaged in the classroom. The hidden Markov model provides targeted teaching strategies and suggestions by modeling and predicting students’ behavior. The analysis results of hidden Markov model also verify the positive impact of digital entertainment technology and game methods on English learning.
基于隐马尔可夫模型的英语电子学习课堂模式中的数字娱乐技术和游戏方法研究
传统的英语教学模式往往存在学生学习兴趣不高、学习动力不足等问题。数字娱乐技术和游戏方法的引入可以增加学习的趣味性和互动性,提高学生的参与度和学习效果。因此,本研究旨在探索数字娱乐技术和游戏方法在英语电子学习课堂中的应用。以隐马尔可夫模型为研究工具,结合定量和定性的实证研究方法,设计了一系列基于数字娱乐技术和游戏方法的英语电子学习课堂活动。利用数字娱乐技术和游戏方法提高学生的参与度和兴趣,在寓教于乐的环境中学习,使学生更加积极主动地参与课堂。隐马尔可夫模型通过对学生行为的建模和预测,提供有针对性的教学策略和建议。隐马尔科夫模型的分析结果也验证了数字娱乐技术和游戏方法对英语学习的积极影响。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
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.
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