{"title":"基于数字娱乐和游戏化体验的英语网络教学模式研究:互动式教学体验","authors":"Xiao Han","doi":"10.1016/j.entcom.2024.100867","DOIUrl":null,"url":null,"abstract":"With the rapid development of digital technology, online education has gradually become the mainstream learning mode, and the traditional E-learning mode often lacks interaction and participation, resulting in learners’ enthusiasm and learning effect being affected. Therefore, this study aims to explore E-learning English online teaching mode based on digital entertainment and gamification experience, with a view to improving learners’ interactive teaching experience, learning effect and learning motivation. This study adopts a hybrid approach, summarizes the application of existing digital entertainment and gamification technologies in education, and designs an online English learning platform integrating game elements. Through case study and questionnaire survey, feedback data of students in the process of using this platform is collected, and their interactive experience and learning effectiveness are analyzed. The results show that the online teaching model based on digital entertainment and gamification experience significantly improves learners’ participation and learning enthusiasm. Learners’ academic performance improved significantly in the interactive environment, and feedback showed a significant increase in their satisfaction with the course content and the attractiveness of gamified elements.","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"8 1","pages":""},"PeriodicalIF":2.8000,"publicationDate":"2024-08-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Research on english E-learning teaching model based on digital entertainment and gamification experience: Interactive teaching experience\",\"authors\":\"Xiao Han\",\"doi\":\"10.1016/j.entcom.2024.100867\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"With the rapid development of digital technology, online education has gradually become the mainstream learning mode, and the traditional E-learning mode often lacks interaction and participation, resulting in learners’ enthusiasm and learning effect being affected. Therefore, this study aims to explore E-learning English online teaching mode based on digital entertainment and gamification experience, with a view to improving learners’ interactive teaching experience, learning effect and learning motivation. This study adopts a hybrid approach, summarizes the application of existing digital entertainment and gamification technologies in education, and designs an online English learning platform integrating game elements. Through case study and questionnaire survey, feedback data of students in the process of using this platform is collected, and their interactive experience and learning effectiveness are analyzed. The results show that the online teaching model based on digital entertainment and gamification experience significantly improves learners’ participation and learning enthusiasm. Learners’ academic performance improved significantly in the interactive environment, and feedback showed a significant increase in their satisfaction with the course content and the attractiveness of gamified elements.\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":\"8 1\",\"pages\":\"\"},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2024-08-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1016/j.entcom.2024.100867\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1016/j.entcom.2024.100867","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
Research on english E-learning teaching model based on digital entertainment and gamification experience: Interactive teaching experience
With the rapid development of digital technology, online education has gradually become the mainstream learning mode, and the traditional E-learning mode often lacks interaction and participation, resulting in learners’ enthusiasm and learning effect being affected. Therefore, this study aims to explore E-learning English online teaching mode based on digital entertainment and gamification experience, with a view to improving learners’ interactive teaching experience, learning effect and learning motivation. This study adopts a hybrid approach, summarizes the application of existing digital entertainment and gamification technologies in education, and designs an online English learning platform integrating game elements. Through case study and questionnaire survey, feedback data of students in the process of using this platform is collected, and their interactive experience and learning effectiveness are analyzed. The results show that the online teaching model based on digital entertainment and gamification experience significantly improves learners’ participation and learning enthusiasm. Learners’ academic performance improved significantly in the interactive environment, and feedback showed a significant increase in their satisfaction with the course content and the attractiveness of gamified elements.
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.