基于神经网络算法的沉浸式电子学习在英语作文智能教学中的应用

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Bing Zhao , Deng Pan
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引用次数: 0

摘要

针对传统英语教学作文评价主观性过强、浪费时间、反馈速度慢、评分时间短、任务繁重等问题的技术解决方案。本文首先分析了神经网络算法的理论基础,从文本分割、文本表示和文本片段检索三个方面完成了对学生提交的作文文本的预处理。然后,建立英语作文智能评价体系,确定英语作文评分标准。在此基础上,改进了英语评分模块的设计,并针对英语作文中常见的抄袭问题增加了反作弊模块。最后,对英语作文智能评价系统进行了测试。该系统能有效完成目标任务,对作文进行评价和批改,具有较高的识别成功率和准确率。本文通过对算法的研究,并将其应用于英语作文智能评改系统的构建,成功设计了一种英语作文智能评改系统,促进了教学工作的发展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Immersive e-learning application in intelligent teaching of English composition based on neural network algorithm

Technical solutions for evaluating traditional English teaching composition and other problems, such as excessive subjectivity, waste of time, slow feedback, short scoring time, heavy tasks and so on. This paper first analyzes the theoretical basis of neural network algorithm, and completes the preprocessing of the composition text submitted by students from three aspects: text segmentation, text representation and text fragment retrieval. Then, an intelligent evaluation system of English composition is established, and the scoring standard of English composition is determined. On this basis, the design of English scoring module is improved, and an anti cheating module for common plagiarism problems in English composition is added. Finally, the English composition intelligent evaluation system is tested. It can effectively complete the target task, evaluate and correct the composition, and has a higher recognition success rate and accuracy rate. By studying the algorithm and applying it to the construction of English composition intelligent evaluation system, this paper successfully designs a kind of English composition intelligent evaluation system, which promotes the development of teaching work.

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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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