CN1462944A - System and method for client to customize objects of multimedia window program - Google Patents
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Abstract
Description
技术领域technical field
本发明涉及一种可供客户端定制多媒体窗口程序的对象的系统及其方法,特别是一种在根据学生(或游戏者)的目标实现情况而更换程序中二维图像角色的系统及其方法。The present invention relates to a system and method for client to customize the objects of multimedia window programs, especially a system and method for changing two-dimensional image characters in the program according to the realization of students' (or players') goals .
背景技术Background technique
近年来电脑和通信网络的长足发展已使教育的理念和手段发生了新的变化,宽频而高速的网络可以把老师、同学及教材带进任何一个时空,并使终身学习、因材施教、弹性进度、合作学习、资源共享等教育理念得以落实,但也由于加入了动态教材、自由浏览、多元讨论、以及共享学习等新的因素,多媒体动态教学方式比以往更加复杂,不论是学习动机、知识结构、沟通方式、人机接口、评估标准均需重新调整。当电脑和通信科技以多重的面貌带来学习的革命时,当双向视频、互联网信息查询、电子公告栏、电子邮件、乃至网络游戏等高科技应用日益深入学生的生活时,教学环境必须同步改善,才能保持学生学习的兴趣。In recent years, the rapid development of computers and communication networks has brought about new changes in the concept and means of education. Broadband and high-speed networks can bring teachers, classmates and teaching materials into any time and space, and enable lifelong learning, teaching students in accordance with their aptitude, flexible progress, Educational concepts such as cooperative learning and resource sharing have been implemented. However, due to the addition of new factors such as dynamic teaching materials, free browsing, multi-discussion, and shared learning, the multimedia dynamic teaching method is more complicated than before. Whether it is learning motivation, knowledge structure, Communication methods, man-machine interfaces, and evaluation standards all need to be readjusted. When computer and communication technology bring about a revolution in learning with multiple features, when high-tech applications such as two-way video, Internet information query, electronic bulletin board, e-mail, and even online games are increasingly penetrated into students' lives, the teaching environment must be improved simultaneously , in order to maintain students' interest in learning.
电脑的教学功能一直被认为是一种比以往任何媒体都有潜力的教学媒体,大部分先进国家无论政府或民间均在开发电脑教学或训练的软件上投入了巨额资金。电脑辅助学习有着弹性学习、补救教学、终身学习的特点,由于教师与学生在物理空间上的隔阂,如何适应不同学生的学习差异,是电脑辅助教学的困难所在,有研究指出,多媒体教学本身并不会为教学带来任何效果上的差异,真正会影响教学效果的是设计的策略,而不是教学媒体的本身。The teaching function of computers has always been considered as a teaching medium with more potential than any previous medium. Most advanced countries, whether government or private, have invested huge sums of money in developing computer teaching or training software. Computer-assisted learning has the characteristics of flexible learning, remedial teaching, and lifelong learning. Due to the physical gap between teachers and students, how to adapt to the learning differences of different students is the difficulty of computer-assisted learning. Some studies have pointed out that multimedia teaching itself is not It will not bring any difference in teaching effect. What really affects the teaching effect is the design strategy, not the teaching media itself.
早期的教育科技较偏重于『科技在教育领域中的应用』,目前则越来越强调『为教育而发展的科技』,从教学需求出发来设计开发整个系统,是从使用者出发的观点,将学生视为学习的主体,希望不论是环境或教材都能鼓励学生的主动性。主动性来自于学习动机的增强,在教学历程中,激发学习动机是一种常用的教学技巧。学习动机是指引起学习活动和维持学习活动,并引导该学习活动趋向所设定目标的内在心里因素。教育心理学中指出,快乐的学习经验有助于使人自我肯定,从而提升自我价值。Early educational technology was more focused on "the application of technology in the field of education", and now it is increasingly emphasizing "technology developed for education". The entire system is designed and developed from the perspective of teaching needs, which is from the user's point of view. Treat students as the main body of learning, and hope that both the environment and teaching materials can encourage students' initiative. Initiative comes from the enhancement of learning motivation. In the teaching process, stimulating learning motivation is a common teaching technique. Learning motivation refers to the internal psychological factors that cause learning activities and maintain learning activities, and guide the learning activities towards the set goals. It is pointed out in educational psychology that happy learning experience helps people to affirm themselves and thus enhance their self-worth.
本发明所提及的学习系统是一种中国古代哲学思想的教学软件。中国古代哲学思想家,如老子、庄子、孔子等等,其所论述的哲学思想深深影响着整个中华文化的发展,为了延续中华文化,不论是学校的基础教育或是民间的教育服务行业,都在研制能够简化学习这些哲学思想的学习系统。哲学思想多半艰深难懂,沉闷、枯燥、无趣,不仅学生,就连成人对其也难以产生兴趣。The learning system mentioned in the present invention is a kind of teaching software of ancient Chinese philosophy. Ancient Chinese philosophical thinkers, such as Laozi, Zhuangzi, Confucius, etc., have deeply influenced the development of the entire Chinese culture. Learning systems are being developed that simplify the learning of these philosophies. Most of the philosophical thoughts are difficult to understand, boring, boring, and uninteresting, not only students, but also adults can hardly be interested in them.
为了使学生能够学习这些哲学思想,教育心理学中所提到的学习动机与快乐学习经验,是一种可以促进学习效果的理论,本发明乃将学习动机与快乐学习经验的机制设计在教学软件中,以期能提高学习效果。In order to enable students to learn these philosophical ideas, the learning motivation and happy learning experience mentioned in educational psychology is a theory that can promote learning effects. The present invention designs the mechanism of learning motivation and happy learning experience in the teaching software In order to improve the learning effect.
发明内容Contents of the invention
本发明提供一种可供客户端定制多媒体窗口程序的对象的系统及其方法,以更换教学主角的方式,来鼓励、刺激阅学生利用阅读软件不断阅读、学习。本发明所揭露的技术亦可同样应用于具有二维图像主角的游戏中,这些游戏例如大富翁或是三国志等。The present invention provides a system and method for customizing objects of a multimedia window program by a client, and encourages and stimulates readers to use reading software to continuously read and study by changing teaching protagonists. The technology disclosed in the present invention can also be applied to games with two-dimensional image protagonists, such as Monopoly or Romance of the Three Kingdoms.
这种学习系统中储存有学习成果的判断规则,通过测验回答问题的方式,以验证是否能够真正了解学习系统所要传达的知识。其中,为了要让使用者可以达到预定的学习要求,设计有一激发学习动机的机制,亦即『当达到预定的学习要求时学生可以更换教学的主角』,来吸引学生学习。例如将教学主角换成学生喜欢的对象或明星,借以激发学生能够真正学习到所要传达的知识,并创造趣味的学习环境以及快乐的学习经验,符合上述以教育心理学为基础的电脑多媒体教学软件。The learning system stores the judgment rules of the learning results, and the method of answering questions through the test is used to verify whether the knowledge to be conveyed by the learning system can be truly understood. Among them, in order to allow users to meet the predetermined learning requirements, a mechanism to stimulate learning motivation is designed, that is, "students can change the protagonist of the teaching when the predetermined learning requirements are met" to attract students to learn. For example, the teaching protagonist is replaced by the object or star that students like, so as to stimulate students to truly learn the knowledge to be conveyed, and create an interesting learning environment and happy learning experience, which is in line with the above-mentioned computer multimedia teaching software based on educational psychology. .
而游戏软件实现的方式也是借助判断模块来判断是否达到允许更换的标准。The way the game software is implemented is also to use the judging module to judge whether it meets the standard for allowing replacement.
为实现上述目的,本发明所揭露的可供客户端定制多媒体窗口程序的对象的系统,主要是通过一成果验证模块不断的验证学生是否达到学习的要求,且利用一学习成果数据库存放有使用者的学习历程数据以及累计成果、相对应的评判等级等,再根据验证模块内预设的条件,根据使用者学习成果,通过网络通讯连接到以进行角色更换的动作,鼓励、刺激使用者学习。In order to achieve the above object, the system disclosed by the present invention can be used for the client to customize the object of the multimedia window program, mainly through an achievement verification module to continuously verify whether the students meet the learning requirements, and use a learning achievement database to store user According to the preset conditions in the verification module and the user's learning results, the learning history data, cumulative results, and corresponding evaluation levels are connected through network communication to perform role replacement actions to encourage and stimulate users to learn.
当验证模块验证学习成果达到标准时,使用者可以通过网络连接之一服务器,经过认证处理模块根据使用者数据库的使用者数据的认证完毕后,使用者可以在角色编辑模块中模块中,通过角色数据库所提供的角色特征,编辑个人化的角色,并传回电脑系统中将教学主角更换。When the verification module verifies that the learning results meet the standards, the user can connect to one of the servers through the network, and after the authentication processing module completes the authentication according to the user data in the user database, the user can pass the role database in the role editing module. Provided character characteristics, edit the personalized character, and send it back to the computer system to replace the teaching protagonist.
有关本发明的特征与实例配合附图和最佳实施例详细说明如下。The features and examples of the present invention are described in detail below in conjunction with accompanying drawings and preferred embodiments.
附图说明Description of drawings
图1是本发明的系统结构图;以及Fig. 1 is a system structure diagram of the present invention; And
图2是本发明的方法流程图。Fig. 2 is a flow chart of the method of the present invention.
具体实施方式Detailed ways
本发明提供了一种引起学习动机的机制,当学生的学习成绩达到程序所要求的等级时,便给予学生一个机会,允许学生将程序中的主角更换成其喜爱的角色,使得学生可以拥有一个具有个人特色而且独一无二的个人化学习程序系统,以刺激其学习兴趣。所谓定制多媒体窗口程序对象即指通过网络向服务器端编辑所要的教学主角。The present invention provides a mechanism for arousing learning motivation. When the student's academic performance reaches the level required by the program, the student is given an opportunity to allow the student to replace the protagonist in the program with his favorite role, so that the student can have a Personalized and unique personalized learning program system to stimulate their interest in learning. The so-called customized multimedia window program object refers to editing the desired teaching protagonist to the server through the network.
图1是本发明的系统结构图。学习程序是储存在本地端的电脑系统100中,电脑系统100包括有一存储模块111,用以储存相关的操作系统以及教学软件,可以是硬盘、软盘、磁带、或光盘等等;一执行显示模块112,用以显示操作系统以及教学软件执行时的相关信息,电脑系统的操作系统提供一使用者操作界面113,作为使用者操作电脑的操作界面,使用者可以在操作界面113执行软件程序。计算处理模块114是电脑系统100的运算核心,其主要的作用在执行储存在存储模块中的操作系统或软件115,并将相关的执行结果或运算过程显示在执行显示模块112上,并通过传送接收模块115通过网络300与服务器200中的程序进行数据传输。电脑系统100中各模块间的数据传输是通过总线以及符合其传输协议的适配卡来完成。Fig. 1 is a system structure diagram of the present invention. The learning program is stored in the
服务器200中,储存有管理模块210、认证处理模块220、使用者数据库230、角色编辑模块240、角色数据库250。使用者数据库230系记录使用者相关的数据,提供认证处理模块220认证的根据。角色数据库储250储存有主要的各项特征,例如脸孔、头发颜色、发型、身材、外观等等,使用者可以在角色编辑模块240中根据角色数据库250所提供的各项特征,编辑所要的主角特色。管理模块主要是执行认证处理模块以及角色编辑模块,并将使用者编辑完成的角色通过互联网传送回电脑系统中的学习模块,以更换将学习模块中的教学主角。The
本发明提及学习系统是储存在存储模块111中,学习系统包括有学习内容数据库、学习成果数据库、学习模块以及验证模块。其中学习内容模块中储存有学习内容的相关数据;学习成果数据库储存学生学习历程的数据,包括学习情况、测验成绩等等;成果验证模块中包含有成果验证相关的判断规则及学习等级,不断根据学习成果数据库中的学习结果验证是否达到预定的成绩,并由学习模块告知学生其学习情况。当验证模块判断学生的学习成果达到标准时,由学习模块告知学生可以进行角色更换的动作,以提高使用者的学习兴趣,创造快乐的学习经验。The present invention mentions that the learning system is stored in the storage module 111, and the learning system includes a learning content database, a learning result database, a learning module and a verification module. Among them, the learning content module stores the relevant data of the learning content; the learning achievement database stores the data of the students' learning process, including the learning situation, test scores, etc.; The learning outcomes in the Learning Outcomes database verify whether the predetermined grades have been achieved, and the learning modules inform the students about their learning. When the verification module judges that the student's learning achievement has reached the standard, the learning module informs the student that the role can be changed, so as to improve the user's learning interest and create a happy learning experience.
当学生的学习成果达到某一标准时,在电脑系统中100的执行显示模块112上会由学习模块会显示一信息对话窗,告知学生的学习成果已经到达某一标准,并询问是否要进行主角更换。当使用者确定要更换时,由学习模块发出更换的信息封包,封包中记录有使用者相关的数据,通过互联网传送给服务器200中管理模块210,管理模块将信息封包中的使用者数据交由认证处理模块220根据使用者数据库230进行认证,当认证完毕后,管理模块210便告知使用者可以进行角色更换。When the learning achievement of the student reaches a certain standard, an information dialogue window will be displayed by the learning module on the execution display module 112 of the
使用者可以在角色编辑模块230中,根据角色数据库中所提供的各项特征创造自己的主角,编辑完成后由管理模块210将编辑完成的角色通过互联网传回电脑系统中学习模块,并由学习模块将角色更换。当下次再度执行学习系统时,使用者就可以在新角色下进行学习。In the
图2是本发明所的方法流程图,使用者通过学习模块不断学习由内容数据库所提供的内容,再通过成果验证模块,不断进行测验考核,同时将结果记录在学习成果数据库中(步骤400),验证模块根据记录的学习数据,验证是否已经达到学习标准(步骤410),学习模块会告知使用者使否要进行角色(步骤420),若是,则学习模块会将此信息封包传送给服务器200中的管理模块,管理模块接收到封包的时候,管理模块将这个封包交由身份认证模块验证是否为合法的使用者(步骤430),通过认证后,管理模块将指示使用者进入角色编辑模块中,角色数据库提供角色的各项特征(步骤440),在角色编辑模块中,使用者可以根据个人的喜好编辑所喜欢的角色(步骤450),编辑完成后,处理模块将此角色封包回传给电脑系统的学习模块(步骤460),以进行角色更换。Fig. 2 is the method flow chart of the present invention, the user constantly learns the content provided by the content database through the learning module, then through the achievement verification module, constantly carries out the examination and assessment, and simultaneously records the results in the learning achievement database (step 400) , the verification module verifies whether the learning standard has been reached according to the recorded learning data (step 410), the learning module will inform the user whether to perform the role (step 420), if so, the learning module will send this information packet to the
本发明是根据学习成果提供学生更换教学主角的系统及方法,希望能够通过允许更换教学主角的方式,不但可以提高使用者来学习的欲望以及意愿,同时也可以促进阅读的效果,激发学习动机,创造有趣的学习经验。尤其是阅读、学习的效果,对于现今科技发展相当迅速的时代,『活到老,学到老』或是说终身学习一直是社会不断推崇的课题,利用这样的机制,可以增加使用者利用阅读软件的频率以及机会,更可以进一步刺激使用者学习的意愿,并增加阅读学习的效果。The present invention provides a system and method for students to change the teaching protagonist according to the learning results. It is hoped that by allowing the replacement of the teaching protagonist, it can not only improve the user's desire and willingness to learn, but also promote the effect of reading and stimulate learning motivation. Create fun learning experiences. Especially the effects of reading and learning. In today's era of rapid technological development, "live and learn" or life-long learning has always been a topic that the society continues to respect. Using such a mechanism can increase users' utilization of reading. The frequency and opportunities of software can further stimulate users' willingness to learn and increase the effect of reading learning.
虽然本发明以前述较佳实施例揭露如上,但其并非用以限定本发明,本行业的普通技术人员在不脱离本发明的精神和范围内,可进行各种轻易思及的变化和润饰,因此本发明的专利保护范围应以权利要求述界定的为准。Although the present invention is disclosed above with the aforementioned preferred embodiments, it is not intended to limit the present invention. Those skilled in the art can make various easily conceivable changes and modifications without departing from the spirit and scope of the present invention. Therefore, the scope of patent protection of the present invention should be defined by the claims.
Claims (9)
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Cited By (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2008131657A1 (en) * | 2007-04-28 | 2008-11-06 | Tencent Technology (Shenzhen) Company Limited | Method, system and device of changing role images in network game |
| CN101910992A (en) * | 2007-11-30 | 2010-12-08 | 耐克国际有限公司 | Interactive avatar for social networking services |
| CN1992756B (en) * | 2005-12-22 | 2012-09-05 | 阿尔卡特朗讯 | Custom presence icons |
-
2002
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Cited By (8)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN1992756B (en) * | 2005-12-22 | 2012-09-05 | 阿尔卡特朗讯 | Custom presence icons |
| WO2008131657A1 (en) * | 2007-04-28 | 2008-11-06 | Tencent Technology (Shenzhen) Company Limited | Method, system and device of changing role images in network game |
| US8601051B2 (en) | 2007-04-28 | 2013-12-03 | Tencent Technology (Shenzhen) Company Ltd. | Method, system and apparatus for changing avatar in online game |
| CN101910992A (en) * | 2007-11-30 | 2010-12-08 | 耐克国际有限公司 | Interactive avatar for social networking services |
| CN106055599A (en) * | 2007-11-30 | 2016-10-26 | 耐克创新有限合伙公司 | Interactive avatar for social network services |
| US10083393B2 (en) | 2007-11-30 | 2018-09-25 | Nike, Inc. | Interactive avatar for social network services |
| CN106055599B (en) * | 2007-11-30 | 2019-12-03 | 耐克创新有限合伙公司 | Interactive avatars for social networking services |
| US11093815B2 (en) | 2007-11-30 | 2021-08-17 | Nike, Inc. | Interactive avatar for social network services |
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