TWI673691B - System for immersive programming language learning - Google Patents
System for immersive programming language learning Download PDFInfo
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- TWI673691B TWI673691B TW107139010A TW107139010A TWI673691B TW I673691 B TWI673691 B TW I673691B TW 107139010 A TW107139010 A TW 107139010A TW 107139010 A TW107139010 A TW 107139010A TW I673691 B TWI673691 B TW I673691B
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B5/00—Electrically-operated educational appliances
- G09B5/06—Electrically-operated educational appliances with both visual and audible presentation of the material to be studied
- G09B5/065—Combinations of audio and video presentations, e.g. videotapes, videodiscs, television systems
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/06—Foreign languages
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- G—PHYSICS
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- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/22—Games, e.g. card games
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B7/00—Electrically-operated teaching apparatus or devices working with questions and answers
- G09B7/02—Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
- G09B7/04—Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student characterised by modifying the teaching programme in response to a wrong answer, e.g. repeating the question, supplying a further explanation
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Abstract
本發明揭露一種沉浸式程式設計語言學習的系統。該系統可設於一伺服主機內,該伺服主機透過網路與複數個操作端設備連接。該系統包含:一通聯模組、一登錄模組、一程式安裝套件下載模組、一數據資料庫模組與一分析比較模組,數據可以用傳統的關係數據庫來儲存,或者用區塊鏈的技術來永久保存。藉由以上硬體架構及程式安裝套件安裝的應用程式展現的學習遊戲,幼兒園的操作者可在語音的引導下,配合動畫的演示,以拖拉的方式,沉浸於遊戲中而同時學習英文與編程語法。The invention discloses a system for immersive programming language learning. The system can be set in a servo host, and the servo host is connected to a plurality of operation terminal devices through a network. The system includes: a communication module, a login module, a program installation package download module, a data database module and an analysis and comparison module. The data can be stored using a traditional relational database or a blockchain. Technology to save forever. With the above-mentioned hardware architecture and the learning game displayed by the application installed by the program installation kit, the kindergarten operator can immerse himself in the game and learn English and programming at the same time in a drag-and-drop manner under the guidance of the voice and animated demonstration. grammar.
Description
本發明關於一種程式設計語言學習的系統,特別是在引導遊戲的環境下,可同時學習英語的一種沉浸式程式設計語言學習的系統。The invention relates to a system for learning programming languages, particularly an immersive programming language learning system capable of learning English at the same time in a guided game environment.
因應社會以及科技的快速變化,現代學生的教育方式也不斷地推陳出新。知識走出了從前的書本載體,透過互聯網,以多媒體的型態呈現在學生面前。老師教授的內容也不再限於傳統科目,而是以綜合呈現的方式進行教育。比如一次的戶外環境考察,可以同時獲得歷史、地理、文物、生態等知識點。因為方式活潑與內容多元,可提升學生的學習動力,這種綜合性的教學方式(同時學習兩種以上科目知識)方興未艾。傳統單一科目由淺入深的學習方式漸漸被打破,知識的疆界不再那麼明顯。In response to the rapid changes in society and technology, the education methods of modern students are constantly being updated. Knowledge emerged from the previous book carrier and was presented to students in the form of multimedia through the Internet. The content taught by the teacher is no longer limited to traditional subjects, but is taught in a comprehensive manner. For example, an outdoor environment survey can simultaneously acquire knowledge about history, geography, cultural relics, and ecology. Because the methods are lively and the content is diversified, it can improve students' motivation for learning. This comprehensive teaching method (learning more than two subjects at the same time) is in the ascendant. The traditional single subject learning approach is gradually broken, and the boundaries of knowledge are not so obvious.
雖然教學的態樣更多元,但無可厚非的是每一個學習過程,是要能同時學習或感受到多個科目所要傳授的知識。這種課程設計要能同時連貫不同科目,其挑戰不能不謂艱鉅,例如老師很難在化學課上教授公民民主程序。可能的綜合性教學奠基於共有的環境與學習元素,比如,有可能在聲樂課中教大家練唱法文歌,進而了解一些常用的法文。這裡,法文的單字與法就是共有學習元素,而利用適合唱歌的環境氛圍進行學習。基於此,我們可以看出一些潛在的教學利基。Although the teaching style is more diverse, it is undeniable that in each learning process, it is necessary to be able to learn or feel the knowledge to be imparted by multiple subjects at the same time. Such a course design must be able to coherent different subjects at the same time, the challenges can not be more difficult, for example, teachers can hardly teach civil democracy procedures in chemistry classes. The possible comprehensive teaching is based on the shared environment and learning elements. For example, it is possible to teach everyone to practice French songs in vocal lessons, and then learn some common French. Here, French vocabulary and French are shared learning elements, and learn in an environment suitable for singing. Based on this, we can see some potential teaching niche.
回頭看現有的教學課程分類,從國小開始,學生們便需要學習英語與編程。如上所分析,英語與編程的共有學習元素就是英文單字,照理應該可以開發一套同時間學習英語與編程的教材或雲端學習平台,以讓學生們更有效地進入學習。然而,現有的程式語言有一些困擾較小學生的問題,如保留字艱深且有特殊定義、邏輯不合口語語法、結構嚴謹導致學習缺趣味等等。是故,面對學習英語與編程兩個重要科目,還是沒有事半功倍的方法。Looking back at the existing classification of teaching courses, starting from elementary school, students need to learn English and programming. As analyzed above, the common learning element of English and programming is English words. It should be possible to develop a set of textbooks or cloud learning platforms to learn English and programming at the same time, so that students can enter learning more effectively. However, the existing programming languages have some problems that plague younger students, such as the difficulty of retaining words with special definitions, logical inconsistency with spoken grammar, and rigorous structure that leads to uninteresting learning. Therefore, in the face of two important subjects of learning English and programming, there is still no way to do more with less.
好的消息是,目前已有團隊開發了以英語單字及文法為基礎的自然語法程式語言,比如LIVECODE TM。這類的程式語言可以在不破壞口語結構的情況下,以人類常用的邏輯來進行編程,其保留字也是盡量使用日常生活中的詞彙。此外,基於人工智能流行的趨勢,利用自然語言來完成編程的目的也將成為一種趨勢。如此一來,同時學習英語與編程的願望,不再遙遠。然而,雖然兩種課程的結合不困難,但要突破學習欠缺趣味的障礙,目前還看不到較有效的做法。而如果能有一種教學平台,讓學生能在平台操作而同時學英文、練習編程,順便玩樂,特別是也適用於幼兒園的學童,這將是教育體系的一大福音。 The good news is that at present, teams have developed natural grammar programming languages based on English words and grammar, such as LIVECODE TM . This type of programming language can be programmed in the logic commonly used by humans without destroying the spoken language structure. Its reserved words are also used as much as possible in daily life. In addition, based on the popular trend of artificial intelligence, using natural language to complete programming purposes will also become a trend. In this way, the desire to learn English and programming at the same time is no longer far away. However, although the combination of the two courses is not difficult, there is no effective way to break through the uninteresting learning barriers. And if there is a teaching platform that allows students to operate on the platform while learning English, practicing programming, and having fun, by the way, it is especially applicable to children in kindergartens, which will be a great gospel for the education system.
本段文字提取和編譯本發明的某些特點。其它特點將被揭露於後續段落中。其目的在涵蓋附加的申請專利範圍之精神和範圍中,各式的修改和類似的排列。This paragraph extracts and compiles certain features of the invention. Other features will be revealed in subsequent paragraphs. Its purpose is to cover the spirit and scope of the scope of additional patent applications, with various modifications and similar arrangements.
本發明的目的在提出可同時學習英語的一種沉浸式程式設計語言學習的系統。該系統包含:一通聯模組,用以與該些操作端設備連接,用以對該些操作端設備收發資料;一登錄模組,透過網路接收來自該通聯模組之操作端設備的一登錄資料,以為該些操作端設備的使用者進行系統登錄作業;一程式安裝套件下載模組,透過通聯模組提供一程式安裝套件給該些操作端設備,其中當該些操作端設備安裝該程式安裝套件後,可執行一應用程式;該應用程式運作以接受使用者操作以發出該登錄資料,及利用該些操作端設備的螢幕與錄放音裝置提供複數個學習主題課程,每一學習主題課程含有複數個遊戲練習主題,每一遊戲練習主題利用語音引導與動畫演示方式,教導用戶以拖拉或點擊方式操作一自然語法程式語言的保留字用法與語法之不同難度教學遊戲、提供每一難度教學遊戲複數回遊戲練習單元,並將練習結果與練習時間儲存於操作端設備以及回傳伺服主機;一數據資料庫模組,儲存及更新複數個註冊資料,以便當該登錄資料與該些註冊資料之一的部分內容相符時完成系統登錄作業,以及儲存來自該些操作端設備之對應註冊資料的一部分內容的練習結果與練習時間;及一分析比較模組,將該數據資料庫模組中對應註冊資料的一部分內容的練習結果與練習時間進行排序及分析,並將排序及分析結果經該通聯模組發送給全部或以特定登錄資料進行系統登錄作業的操作端設備或指定終端。The object of the present invention is to propose an immersive programming language learning system that can simultaneously learn English. The system includes: a communication module for connecting with the operation terminal devices to send and receive data to the operation terminal devices; a login module for receiving an operation terminal device from the communication terminal device through the network; Registration data to perform system registration operations for users of the terminal devices; a program installation package download module provides a program installation package to the terminal devices through the communication module, and when the terminal devices install the After installing the program package, an application can be executed; the application operates to accept user operations to issue the registration information, and uses the screens and recording and playback devices of the terminal devices to provide a plurality of learning theme courses, each learning theme The course contains a number of game practice topics. Each game practice topic uses voice guidance and animation demonstrations to teach users to operate a natural grammar programming language by using drag-and-click methods to reserve words and use different levels of grammar. Plurality of the teaching game back to the game practice unit, and the practice results and practice time are stored in As a terminal device and a return server host; a data database module that stores and updates a plurality of registration data, so as to complete the system registration operation when the registration data matches a part of one of the registration data, and store data from the registration data; Some operation equipment corresponding to the practice results and practice time corresponding to a part of the registered data; and an analysis and comparison module to sort and analyze the practice results and practice time corresponding to a part of the registered data in the data database module, The sorting and analysis results are sent to the operating terminal equipment or designated terminals that perform system login operations with all or specific login information through the communication module.
最好,該通聯模組、該登錄模組、該程式安裝套件下載模組、該數據資料庫模組及該分析比較模組可為安裝於伺服主機中的軟體、架設於伺服主機中的外接板卡,或部分為安裝於伺服主機中的軟體部分為架設於伺服主機中的外接板卡。Preferably, the communication module, the registration module, the program installation package download module, the data database module, and the analysis and comparison module may be software installed in the server host, and an external connection set in the server host. The board, or part of the software installed in the servo host, is an external board installed in the servo host.
最好,該登錄資料可包含使用者帳號及密碼。Preferably, the login information may include a user account and password.
最好,對應註冊資料的一部分內容可為使用者帳號、姓名或ID。Preferably, a part of the corresponding registration information may be a user account, name, or ID.
最好,該學習主題課程可為字母、數位、顏色、形狀、動物或人體。Preferably, the learning theme can be letters, numbers, colors, shapes, animals or humans.
最好,該自然語法程式語言可為LIVECODE。Preferably, the natural grammar programming language is LIVECODE.
最好,該保留字可為GET、PUT、SET、HIDE、SHOW或MOVE。Preferably, the reserved word can be GET, PUT, SET, HIDE, SHOW, or MOVE.
以下的描述是對顏色的英文編程學習相關的,也可以用類似的方法來學習其它的科目。該顏色學習主題課程可包含一第一遊戲練習主題,該第一遊戲練習主題於螢幕上配合動畫顯示數種顏色球、以語音說明GET語意、操作方式以及目標顏色、當語音說明的目標顏色與點擊的顏色球顏色相同時,將該回遊戲練習單元的練習結果設定為正確、記錄每一回遊戲練習單元操作時間與操作錯誤次數,及以不同發聲的語音控制教學遊戲的難度。The following description is related to the English programming learning of color. You can also learn other subjects in a similar way. The color learning theme course may include a first game practice theme. The first game practice theme displays several color balls with animation on the screen, explains the GET semantics by voice, the operation method and the target color, and the target color and When the colors of the clicked color balls are the same, set the exercise result of the game practice unit to be correct, record the operation time and the number of operation errors of each game practice unit, and control the difficulty of the teaching game with different voices.
該顏色學習主題課程亦可包含一第二遊戲練習主題,該第二遊戲練習主題於螢幕上配合動畫顯示數個寫有關於顏色的PUT語法的文字框及數個顏色框、以語音說明PUT語意及操作方式、當一顏色框受拖拉到對應的關於顏色的PUT語法的文字框時,將該回遊戲練習單元的練習結果設定為正確、記錄每一回遊戲練習單元操作時間與操作錯誤次數,及以不同發聲的語音控制教學遊戲的難度。The color learning theme course may also include a second game practice theme. The second game practice theme displays a number of text boxes with color PUT grammars and several color boxes in conjunction with animation on the screen. The PUT semantic meaning is explained by voice. And operation method, when a color box is dragged to the corresponding text box of the PUT grammar about color, set the exercise result of the game practice unit to be correct, record the operation time and number of operation errors of each game practice unit, And the difficulty of controlling teaching games with different vocal voices.
該顏色學習主題課程亦可包含一第三遊戲練習主題,該第三遊戲練習主題於螢幕上配合動畫顯示數種顏色框及數個各具顏色英文單字的文字框、以語音說明SET語意及操作方式、當一具有特定顏色英文單字的文字框受拖拉到對應的顏色框時,將該回遊戲練習單元的練習結果設定為正確、記錄每一回遊戲練習單元操作時間與操作錯誤次數,及以調整顏色框位置以控制教學遊戲的難度。The color learning theme course may also include a third game practice theme. The third game practice theme displays several color boxes and several text boxes with English characters in color on the screen in conjunction with animation. The SET meaning and operation are explained by voice. Method, when a text box with a specific color English word is dragged to the corresponding color box, set the exercise result of the game practice unit to correct, record the operation time and number of operation errors of each game practice unit, and Adjust the color box position to control the difficulty of the teaching game.
該顏色學習主題課程亦可包含一第四遊戲練習主題,該第四遊戲練習主題於螢幕上配合動畫顯示數個可隨機出現不同顏色物件的容器、以語音說明HIDE語意、操作方式及目標顏色、當一隨機出現的特定顏色物件與該目標顏色相同,且該物件被點擊時,將該回遊戲練習單元的練習結果設定為正確、記錄每一回遊戲練習單元操作時間與操作錯誤次數,及以增加隨機出現物件的數量以控制教學遊戲的難度。The color learning theme course can also include a fourth game practice theme. The fourth game practice theme displays animation on the screen with several containers that can randomly display objects of different colors, voices HIDE semantics, operation methods and target colors, When a randomly appearing specific color object is the same as the target color and the object is clicked, the exercise result of the game practice unit is set to correct, the operation time and the number of operation errors of each game practice unit are recorded, and Increase the number of random objects to control the difficulty of teaching games.
該顏色學習主題課程亦可包含一第五遊戲練習主題,該第五遊戲練習主題於螢幕上配合動畫顯示數個可隨機出現不同顏色物件的容器、以語音說明SHOW語意、操作方式及目標顏色、當一隨機出現的特定顏色物件與該目標顏色相同,且該物件所在容器被點擊時,將該回遊戲練習單元的練習結果設定為正確、記錄每一回遊戲練習單元操作時間與操作錯誤次數,及以不同發聲的語音控制教學遊戲的難度。The color learning theme course can also include a fifth game practice theme. The fifth game practice theme displays several containers that can randomly appear in different colors on the screen in conjunction with animation, explains SHOW semantics, operation methods and target colors with voice, When a randomly appearing specific color object is the same as the target color and the container in which the object is clicked, the exercise result of the game practice unit is set to correct, and the operation time and number of operation errors of each game practice unit are recorded. And the difficulty of controlling teaching games with different vocal voices.
該顏色學習主題課程亦可包含一第六遊戲練習主題,該第六遊戲練習主題於螢幕上配合動畫顯示數個可隨機出現不同顏色的物件及一容器、以語音說明MOVE語意、操作方式及目標顏色、當指定目標顏色的物件受拖拉至容器時,將該回遊戲練習單元的練習結果設定為正確、記錄每一回遊戲練習單元操作時間與操作錯誤次數,及將指定目標顏色的物件藏在其它顏色物件下方以控制教學遊戲的難度。The color learning theme course can also include a sixth game practice theme. The sixth game practice theme displays a number of objects and containers that can randomly appear in different colors with animation on the screen, and explains the meaning of MOVE, the operation method and the goal by voice. Color, when the object of the specified target color is dragged to the container, set the exercise result of the game practice unit to be correct, record the operation time and number of operation errors of the game practice unit each time, and hide the object of the specified color in the Below the other colored objects to control the difficulty of the instructional game.
該顏色學習主題課程亦可包含一第七遊戲練習主題,該第七遊戲練習主題於螢幕上配合動畫顯示數個文字框,其中每一文字框內含一保留字、一顏色英文單字、一介係詞單字、一定冠詞單字或一受詞單字、以語音說明一段程式語法及操作方式、當程式語法中所有提及的保留字與單字依序受拖拉而排列時,將該回遊戲練習單元的練習結果設定為正確、記錄每一回遊戲練習單元操作時間與操作錯誤次數,及將某些文字框完整或部分的藏在其它文字框下方以控制教學遊戲的難度。The color learning theme course can also include a seventh game practice theme. The seventh game practice theme displays several text boxes with animations on the screen. Each text box contains a reserved word, a color English word, and a preposition word. , A certain article or a subject word, using a voice to explain a program grammar and operation method, when all the reserved words and words mentioned in the program gram are sequentially arranged by dragging, set the practice result of the game practice unit In order to be correct, record the operation time and the number of operation errors of each game practice unit, and hide some or all text boxes under other text boxes to control the difficulty of teaching games.
利用本發明的數據資料庫模組來創建一個數據中心。數據的收集是依據以下的階層架構:1.主題 - 例如與顏色學習相關的主題;2.練習 - 例如在顏色學習主題之下的8個學習練習;3.分段 - 例如“GET顏色”學習練習裡的4個分段學習;及4.單元 - 例如“GET顏色”分段學習裡的18個遊戲練習單元。The data database module of the present invention is used to create a data center. Data collection is based on the following hierarchical structure: 1. themes-such as topics related to color learning; 2. exercises-such as 8 learning exercises under the color learning theme; 3. segmentation-such as "GET color" learning 4 segmented learning in the exercise; and 4. units-for example, 18 game practice units in the "GET Color" segmented learning.
依照以上的架構來計算,每一版本的沉浸式程式設計語言學習的系統可有六個學習主題課程,每個學習主題課程有八個遊戲練習主題,每個遊戲練習主題有2到4個分段,每個分段有36到72個遊戲練習單元。每一個學習主題課程總共有510個遊戲練習單元。六個學習主題課程就有總共有3060個學習主題課程。每一次的學習次數、時間、和犯錯都會詳細記錄以便於日後的分析與比較。所有的數據都會儲存在雲端的數據庫裡以及未來的區塊鏈裡做永久的保存。Calculated according to the above architecture, each version of the immersive programming language learning system can have six learning theme courses, each learning theme course has eight game practice topics, and each game practice theme has 2 to 4 points Segments, each segment has 36 to 72 game practice units. There are a total of 510 game practice units for each learning topic. There are a total of 3,060 subject-learning courses for the six subject-learning courses. Each time of learning, time, and mistakes will be recorded in detail for future analysis and comparison. All data will be stored in the cloud database and permanently stored in the future blockchain.
本發明的沉浸式程式設計語言學習的系統可以從數千個學習單元來收集數據。在每一個階層,應用軟體都會記錄學生學習的次數、學習的時間、以及犯錯的次數。利用深度學習人工智慧從這些數據構建模型,來發掘這些數據對英語、編程、和其他學科學習的關係和預測能力。這些數據也可以和班上的同學、學校的同學、以及全球和全國各省、縣、市、區的同學做大數據的分析與比較,讓學生、老師、家長、和學校能夠洞察學生的學習能力與效果。The immersive programming language learning system of the present invention can collect data from thousands of learning units. At each level, the application keeps track of how many times students have studied, how long they have studied, and how many times they have made mistakes. Use deep learning artificial intelligence to build models from these data to discover the relationship and predictive ability of these data for English, programming, and other subject learning. These data can also be analyzed and compared with classmates, schoolmates, and students from provinces, counties, cities, and districts around the world and across the country, allowing students, teachers, parents, and schools to gain insight into students' learning abilities. With effect.
為了讓學生能夠即時獲得老師的確認、讚許、和反饋,本發明的沉浸式程式設計語言學習的系統可以讓老師設置即時反饋的模式。當開啟這個即時反饋的模式時,在完成分段學習之後,學生需要把這個顯示的頁面拿給老師,讓老師查看學生在這個分段學習單元裡所花的時間與犯錯。然後老師需要點擊這個頁面並且正確的回答一個問題(例如一個幼兒無法回答的簡單乘法問題)就可以讓學生繼續學習下一個分段練習。在完成一個練習所有的分段練習之後,學生需要把顯示的頁面拿給老師,讓老師查看學生在這個練習裡所花的時間與犯錯。然後老師需要點擊這個頁面並且正確的回答一個問題就可以讓學生繼續學習下一個練習。在完成一個主題所有的練習之後,學生需要把這個顯示的頁面拿給老師,讓老師查看學生在這個主題學習裡所花的時間與犯錯。然後老師需要點擊這個頁面並且正確的回答一個問題就可以讓學生繼續學習下一個主題。在陳列六個學習主題課程的首頁裡(圖2)老師可以看到這次(從啟動APP以來)學生在所有學習主題課程的學習次數、時間、和犯錯以及所有累積的學習主題課程次數、時間、和犯錯。這個即時反饋設置的目的是讓老師能夠即時看到和瞭解學生的學習進度與難處並且增加師生的互動。對於學生而言,能夠即時獲得老師的確認、讚許、和反饋也是非常重要的。在重複學習時,老師可以關閉這個即時反饋的模式讓學生自主學習無需老師的確認。In order to enable students to obtain the teacher's confirmation, praise, and feedback in real time, the immersive programming language learning system of the present invention allows the teacher to set the mode of instant feedback. When this mode of instant feedback is turned on, after completing the segmented learning, the student needs to bring the displayed page to the teacher so that the teacher can view the time and mistakes the student spent in this segmented learning unit. Then the teacher needs to click on this page and answer a question correctly (such as a simple multiplication question that a toddler cannot answer) in order for the student to continue to the next segmented exercise. After completing all the segmented exercises for an exercise, the student needs to bring the displayed page to the teacher so that the teacher can view the time and mistakes the student spent in this exercise. Then the teacher needs to click on this page and answer a question correctly to allow students to continue to the next exercise. After completing all the exercises on a topic, the student needs to bring the displayed page to the teacher, so that the teacher can check the time and mistakes the student spent in the study of the topic. Then the teacher needs to click on this page and answer a question correctly to allow students to continue to the next topic. On the first page of the six learning theme courses (Figure 2), the teacher can see the number of times, time, and mistakes made by students in all learning theme courses (since the APP was started), and the cumulative number of times, time, And make mistakes. The purpose of this instant feedback setting is to allow teachers to see and understand the student's progress and difficulties in real time and increase the interaction between teachers and students. It is also important for students to get instant confirmation, approval, and feedback from the teacher. During repeated learning, the teacher can turn off this instant feedback mode so that students can learn autonomously without the teacher's confirmation.
藉由以上硬體架構及應用程式展現的學習遊戲,幼兒園的操作者可在語音的引導下,配合動畫的演示,以拖拉的方式,沉浸於遊戲中而同時學習英文與編程語法。是故幼兒從兩、三歲起就可以本發明的幼兒英文程式設計教學應用軟體,並同時學習英文單字以及程式設計的語法。不識字的幼兒也可以跟隨著語音的引導和動畫的演示來學習。另外因為幼兒的邏輯思考能力還沒有發展開來,所以沒有所謂啟發邏輯思考能力的教學。相較其它的幼兒程式設計教學產品,例如Scratch,其沒有語音的引導和動畫的演示,還要求幼兒認識基本的英文字和具備邏輯思考的能力才能學習,所以它們比較適合高齡的孩子來學習,而熱學習幼兒英文程式設計教學應用軟體則適合任何一個年齡的幼兒來學習。配合系統的遊戲比分排序,更能刺激幼兒的上進心,同時也給一旁的家長或老師,了解幼兒在學習中遭遇那些困難點。With the learning game presented by the above hardware architecture and applications, kindergarten operators can immerse themselves in the game and learn English and programming grammar in a drag-and-drop manner under the guidance of voice, accompanied by animation demonstrations. It is because young children can use the English programming teaching application software for young children from the age of two or three, and learn English words and programming grammar at the same time. Children who are illiterate can also follow the guidance of speech and animation demonstration. In addition, because the children's logical thinking ability has not yet developed, there is no so-called teaching to inspire logical thinking ability. Compared with other children's programming teaching products, such as Scratch, they do not have voice guidance and animation demonstrations. They also require children to know basic English characters and have the ability to think logically. Therefore, they are more suitable for older children to learn. And hot learning English programming teaching application software is suitable for children of any age to learn. Matching the system's game score ranking can stimulate children's self-motivation, and also give parents or teachers on the side to understand those children's difficulties in learning.
本發明將藉由參照下列的實施方式而更具體地描述。The present invention will be described more specifically by referring to the following embodiments.
請見圖1至圖17,圖1為依照本發明實施例的一種沉浸式程式設計語言學習的系統方框及運作說明示意圖;圖2至圖16繪示該系統提供的一程式安裝套件在安裝後執行的應用程式之螢幕顯示例子。沉浸式程式設計語言學習的系統可設於一伺服主機100內,包含了一通聯模組101、一登錄模組102、一程式安裝套件下載模組103、一數據資料庫模組104及一分析比較模組105。前述的諸模組各有其別於伺服主機在100無工作負載下正常運作時,內部軟硬體所發揮功效。因此,該些模組可為安裝於伺服主機100中的軟體、架設於伺服主機100中的外接板卡,或部分為安裝於伺服主機100中的軟體、部分為架設於伺服主機100中的外接板卡。伺服主機100可透過網路20與數個操作端設備連接。此處,網路20在形式上可以是行動網路或固定網路,在應用上可以是網際網路、廣域網路或區域網路,本發明不限定之。操作端設備指的是可以連接網路、透過網路與伺服主機100交換訊息、具有特定作業系統,及提供使用者顯示介面及操作介面的電子設備,不論其是否具有行動可攜特點。實作上,操作端設備可以是桌上型電腦、筆記型電腦、平板電腦或智慧型手機。為了說明方便,在圖1中的例子裡,以一桌上型電腦301、一平板電腦302,及一智慧型手機303作為操作端設備來說明。以下配合圖式說明每一模組的功能。Please refer to FIG. 1 to FIG. 17. FIG. 1 is a block diagram of an immersive programming language learning system and an operation description diagram according to an embodiment of the present invention. FIGS. 2 to 16 show a program installation package provided by the system during installation. Screen display example of an application running afterwards. An immersive programming language learning system can be set in a server host 100, including a communication module 101, a login module 102, a program installation package download module 103, a data database module 104, and an analysis Compare module 105. Each of the aforementioned modules is different from the internal hardware and software when the servo host operates normally under a no-load of 100. Therefore, the modules can be software installed in the servo host 100, external board cards installed in the servo host 100, or part of the software installed in the servo host 100, and some of the external boards installed in the servo host 100. Board. The servo host 100 can be connected to a plurality of operation terminal devices through the network 20. Here, the network 20 may be a mobile network or a fixed network in form, and may be an Internet network, a wide area network, or a local area network in application, which is not limited in the present invention. The operation terminal device refers to an electronic device that can connect to the network, exchange information with the server host 100 through the network, has a specific operating system, and provides a user display interface and an operation interface, regardless of whether it has mobile portability. In practice, the terminal device can be a desktop computer, a notebook computer, a tablet computer, or a smart phone. For convenience of description, in the example in FIG. 1, a desktop computer 301, a tablet computer 302, and a smart phone 303 are used as the operation terminal devices for description. The function of each module will be described below with drawings.
通聯模組101與該些操作端設備(桌上型電腦301、平板電腦302、智慧型手機303)連接,用以對該些操作端設備收發資料。通聯模組101並非伺服主機100中主要處理資料傳輸的硬體,而是可透過該硬體,利用開放式系統互連通訊參考模型應用層規範以進行特定資料(尤其是多媒體)傳輸的工作單元。The communication module 101 is connected to the operation terminal devices (desktop computer 301, tablet computer 302, and smart phone 303), and is used to send and receive data to the operation terminal devices. The communication module 101 is not the hardware that mainly handles data transmission in the servo host 100, but a working unit that can transmit specific data (especially multimedia) by using this hardware and using the open system interconnection communication reference model application layer specification. .
登錄模組102可透過網路20接收來自通聯模組101之操作端設備的一登錄資料,以為該些操作端設備的使用者進行系統登錄作業。對於一般的網路系統登錄作業,使用者可以傳輸使用者帳號與密碼,讓對應系統中負責登錄的模組來處理。若傳輸的使用者帳號與密碼和註冊的一組使用者帳號與密碼相同,登錄作業成功;反之,失敗。這裡,登錄模組102也可以按照同樣的方法來處理系統登錄作業。因此,登錄資料可最少包含使用者帳號與密碼。為了資訊安全,登錄資料也可包括依隨機出現的數字圖案,要求使用者輸入對應的數字。若數字圖案內容與輸入的數字相同,則系統登錄作業成功。The login module 102 can receive a login data from the operation terminal equipment of the communication module 101 through the network 20, so as to perform a system login operation for the users of the operation terminal equipment. For general network system login operations, users can transmit user accounts and passwords, and let the corresponding module in the corresponding system handle them. If the transmitted user account and password are the same as the registered user account and password, the login operation succeeds; otherwise, it fails. Here, the registration module 102 may also perform a system registration operation in the same manner. Therefore, the login information can include at least the user account and password. For information security, the registration data may also include a number pattern that randomly appears, requiring the user to enter a corresponding number. If the number pattern content is the same as the number entered, the system login operation is successful.
程式安裝套件下載模組103可透過通聯模組101,提供一程式安裝套件給該些操作端設備。這裡,程式安裝套件可能會因為操作端設備的CPU架構與作業系統不同,而提供不同種類。比如桌上型電腦301使用Intel i5 CPU及Win 10作業系統、平板電腦302使用ARM架構的Qualcomm處理器及Android 7.0作業系統、智慧型手機303使用A11 Bionic晶片及iOS 11作業系統,就需要不同的程式安裝套件。當該些操作端設備安裝各自的程式安裝套件後,就可執行一個應用程式。這個應用程式運作主要會完成以下工作:1. 接受使用者操作以發出前述的登錄資料;及2. 利用該些操作端設備的螢幕與錄放音裝置提供數個學習主題課程。這裡,每一個學習主題課程含有數個遊戲練習主題,每一個遊戲練習主題可利用語音引導與動畫演示方式,教導用戶以拖拉或點擊方式,操作一種自然語法程式語言的保留字用法與語法之教學遊戲,而這種教學遊戲有不同的難度,可讓不同年齡的學前小朋友遊玩,進而學習英語單字與自然語法程式語言保留字用法與語法的使用方式(編程)。在本實施例中,自然語法程式語言使用LIVECODE。由於LIVECODE中的保留字相當多,本實施例中茲以常用的GET、PUT、SET、HIDE、SHOW與MOVE的保留字用法與其語法為說明。The program installation package download module 103 can provide a program installation package to the operating terminal devices through the communication module 101. Here, the program installation package may provide different types because the CPU structure of the operating device is different from the operating system. For example, desktop computer 301 uses Intel i5 CPU and Win 10 operating system, tablet computer 302 uses ARM-based Qualcomm processor and Android 7.0 operating system, and smart phone 303 uses A11 Bionic chip and iOS 11 operating system. Program installation package. After these terminal devices have installed their respective program installation packages, an application can be executed. The operation of this application mainly completes the following tasks: 1. accepting user operations to issue the aforementioned login information; and 2. using the screens and recording and playback devices of these terminal devices to provide several learning topics. Here, each learning topic course contains several game practice topics. Each game practice topic can use voice guidance and animation presentations to teach users to drag and click to operate a reserved word usage and grammar teaching of a natural grammar programming language. Games, and this teaching game has different levels of difficulty, allowing preschoolers of different ages to play, and then learn English words and natural grammar programming language reserved word usage and grammar usage (programming). In this embodiment, the natural grammar programming language uses LIVECODE. Since there are quite a lot of reserved words in LIVECODE, in this embodiment, the commonly used reserved words of GET, PUT, SET, HIDE, SHOW, and MOVE are used for explanation and their syntax.
要注意的是,自然語法程式語言並非只限於LIVECODE,所有自然語法程式語言中的其它保留字用法與語法也都可以當作標的來設計教學遊戲。此外,該應用程式可運作來提供每一難度教學遊戲複數回遊戲練習單元,並將練習結果與練習時間儲存於操作端設備以及回傳伺服主機。具體的運作方法將配合後文中的例子來說明。用LIVECODE來學習程式設計的模式與英文的學習模式是非常類似的。學習英文是從字母、單字、單詞開始最後能夠完成片語、句子、段落以及文章。學習的重點是對文字的意義與使用有充分的理解進而能夠編寫文章來表達自己的思想與創意。LIVECODE幼兒程式設計的學習也是從它的英文程式設計語言的單字、單詞開始最後能夠完成程式碼片段(片語、句子、段落)以及APP(文章)。學習的重點也是對程式設計語法的意義與使用有充分的理解進而能夠創建應用來表達自己的想法與創意。通過幼兒對“sight words”的學習能力,他們同樣也可以在不知不覺中學會了程式設計的語法。It should be noted that the natural grammar programming language is not limited to LIVECODE. All other reserved word usage and grammar in the natural grammar programming language can also be used as the target to design teaching games. In addition, the application can operate to provide multiple back-to-back game practice units for each difficulty teaching game, and store the practice results and practice time on the operating device and the return server. The specific operation method will be explained with the examples in the following. The mode of learning programming with LIVECODE is very similar to the mode of learning English. Learning English starts with letters, words, and words, and ends with phrases, sentences, paragraphs, and articles. The focus of the study is to have a sufficient understanding of the meaning and use of words and then be able to write articles to express their ideas and ideas. LIVECODE children's programming learning also starts from the words and words of its English programming language and can finally complete code fragments (phrases, sentences, paragraphs) and APP (articles). The focus of the study is also to have a good understanding of the meaning and use of programming grammar so that you can create applications to express your ideas and ideas. By learning the "sight words" of young children, they can also learn the grammar of programming without knowing it.
數據資料庫模組104用以儲存及更新複數個註冊資料,以便當該登錄資料與該些註冊資料之一的部分內容相符時,登錄模組102可以之完成系統登錄作業。依照本發明,每一組註冊資料可包含一使用者的諸多個資,比如但不限於使用者帳號、密碼、姓名、ID、年齡、居住區域、學校、班級等等。同前所述,其中的使用者帳號與密碼就可以拿來做系統登錄作業之準據。此外,數據資料庫模組104還可儲存來自該些操作端設備之對應註冊資料的一部分內容的練習結果與練習時間。這裡,數據資料庫模組104除了記錄了遊戲練習單元的練習結果與練習時間,還記錄了與之對應的註冊資料的一部分內容,即,進行遊戲練習的使用者個資,比如前述的使用者帳號、姓名或ID。這樣做法方便針對使用者的練習結果與練習時間,進行排比與分析。是故,分析比較模組105便是用來處理這個工作的。分析比較模組105可將數據資料庫模組中對應註冊資料的一部分內容(使用者個資)的練習結果與練習時間進行排序及分析,並將排序及分析結果經通聯模組101發送給全部或以特定登錄資料進行系統登錄作業的操作端設備或指定終端。也就是說,這個排序與分析的結果可發給所有在本系統上的使用者,讓它們知道自己學習(遊戲)的成果跟所有人的比較處在何處。比如某一遊戲練習主題的數回遊戲練習單元,甲在20秒鐘完成無錯誤操作,這種成績在所有人當中是排行第幾。當然,本系統可以付費授權的方式,讓某個團體,比如幼兒園,購買數個使用帳戶,而這些帳戶就可以特定登錄資料進行系統登錄作業,而其操作端設備或指定終端(比如幼兒園的電子公佈欄),便可以接收到所有操作應用程式的小孩們的各種遊戲練習主題的遊戲練習單元成績。這些成績可以不用對外(全系統使用者)公布。此外,數據資料庫模組104中的數據除了可以用傳統的關係數據庫來儲存,也可以用區塊鏈的技術來永久保存。The data database module 104 is used to store and update a plurality of registration data, so that when the registration data matches a part of one of the registration data, the registration module 102 can complete the system registration operation. According to the present invention, each set of registration information may include a number of personal information of a user, such as, but not limited to, a user account, password, name, ID, age, residential area, school, class, and so on. As mentioned above, the user account and password can be used as the basis for system login. In addition, the data database module 104 can also store the practice results and practice time of a part of the corresponding registration data from the operating terminal devices. Here, in addition to recording the practice results and practice time of the game practice unit, the data database module 104 also records a part of the corresponding registration data, that is, the personal data of users who perform game exercises, such as the aforementioned users Account number, name, or ID. In this way, it is convenient to perform comparison and analysis based on the user's practice results and practice time. Therefore, the analysis and comparison module 105 is used to handle this work. The analysis and comparison module 105 can sort and analyze the practice results and practice time of a part of the content of the registration data (user profile) in the data database module, and send the ranking and analysis results to all through the communication module 101 Or an operation terminal device or a designated terminal that performs system login operations with specific login information. In other words, the results of this sorting and analysis can be sent to all users on this system to let them know where the results of their learning (games) compare to everyone. For example, for several game practice units of a certain game practice theme, A completed the error-free operation in 20 seconds. This score ranks among all the people. Of course, this system can authorize a group, such as a kindergarten, to purchase several user accounts, and these accounts can log in to the system with specific login information, and its operating terminal equipment or designated terminals (such as kindergarten electronics Bulletin board), you can receive the game practice unit scores of various game practice topics for all children who operate the application. These results can be released to the public (system-wide users). In addition, the data in the data database module 104 can be stored in a traditional relational database or can be stored permanently using blockchain technology.
依照本發明,該應用程式可以提供數個學習主題課程,不同的學習主題課程可以點擊呈現於操作端設備螢幕的介面上不同的圖標(icon)來執行,如圖2所繪示。學習主題課程的數量不限,主題也不限制,原則上以幼兒學童能理解學習的標的為主。在本實施例中,應用程式包含了6個學習主題課程,分別對應6個圖標,該些學習主題課程為字母、數位、顏色、形狀、動物與人體。易言之,每一學習主題課程分別環繞字母、數位、顏色、形狀、動物或人體的相關文字、保留字及其程式碼教學。以顏色學習主題課程為例,其擁有7個遊戲練習主題,用於方6個法保留字(GET、PUT、SET、HIDE、SHOW及MOVE)的教學以及一個總複習。然而,每一學習主題課程的遊戲練習主題數量不限,可以多於七個,也可以少於七個。以下分別說明之。應注意的是,為配合操作,可使用圖3麥克風所展開的引導介面來進行錄音,因為一半的遊戲練習是用學生自己的錄音來完成的。According to the present invention, the application program can provide several learning theme courses, and different learning theme courses can be executed by clicking different icons presented on the interface of the screen of the operating device, as shown in FIG. 2. There is no limit to the number of subject-based courses to study, and in principle the subject matter is understood by young children. In this embodiment, the application program includes 6 learning theme courses corresponding to 6 icons, and the learning theme courses are letters, numbers, colors, shapes, animals, and humans. In other words, each learning topic course is taught around letters, digits, colors, shapes, animal or human-related text, reserved words, and their codes. Take the color learning theme course as an example. It has 7 game practice themes for teaching 6 reserved words (GET, PUT, SET, HIDE, SHOW, and MOVE) and a general review. However, there is no limit to the number of game practice topics for each learning topic course, which can be more than seven or less than seven. These are explained separately below. It should be noted that in order to cooperate with the operation, the guidance interface developed by the microphone in FIG. 3 can be used for recording, because half of the game exercises are completed by the students' own recordings.
顏色學習主題課程的第一遊戲練習主題(一個遊戲子程式,之後提到的遊戲練習主題皆同)的操作畫面,可藉由點擊(桌上型電腦301以滑鼠左鍵,平板電腦302與智慧型手機303藉由手指觸擊觸控螢幕)圖3之”GET” 圖標進入。第一遊戲練習主題於螢幕上配合動畫顯示數種顏色球(如圖4所示),以語音說明GET語意、操作方式以及目標顏色,並在其上顯示GET保留字的語法(Get Red)。在LIVECODE中,GET是取得物件的保留字,六種顏色分別有其對應的物件,以綠球、紅球、黃球、白球、藍球與黑球分別代表之。第一遊戲練習主題會藉由語音的導引,比如說「get是拿的意思,請聽get後面的英文字,點選正確的顏色」,當「get green」說明後,會有一個手指動畫點擊綠球,之後便會出現如圖5的大勾勾,表示做對了。此處,語音提示的”green”便為目標顏色。此為練習示範。之後,第一遊戲練習主題會開始許多的遊戲練習單元,學習遊戲的操作者便配合操作點擊。操作有對有錯,當語音說明的目標顏色與點擊的顏色球顏色相同時,第一遊戲練習主題將該回遊戲練習單元的練習結果設定為正確。此外,第一遊戲練習主題可記錄每一回遊戲練習單元的操作時間與操作錯誤次數(正確時,操作錯誤次數為零),這些資料將被用於統計練習結果與練習時間以進行排序及分析。最後,第一遊戲練習主題可以不同發聲的語音控制教學遊戲的難度。依照本發明,每個遊戲練習主題可有數個不同難度的分段,每個分段配合數回的遊戲練習單元。在此實施例中,第一遊戲練習主題有三個分段,每個分段配合6回的遊戲練習單元。操作一次第一遊戲練習主題可以練習(玩)18回的遊戲練習單元。然而,分段與配合的遊戲練習單元數量並不受本發明的限定。The operation screen of the first game practice theme of a color learning theme course (a game subroutine, which is the same as the game practice theme mentioned later) can be clicked (left click on desktop computer 301, tablet 302 and The smart phone 303 is accessed by touching the touch screen with a finger. The first game practice theme displays several colored balls with animation on the screen (as shown in Figure 4), and explains the GET semantics, operation method, and target color by voice, and displays the GET reserved word syntax (Get Red) on it. In LIVECODE, GET is a reserved word for getting objects. The six colors have their corresponding objects, which are represented by green balls, red balls, yellow balls, white balls, blue balls, and black balls. The first game practice theme will be guided by voice. For example, "get is the meaning of get, please listen to the English word after get, click the correct color." After the "get green" description, there will be a finger animation Click the green ball, and then a big tick as shown in Figure 5 will appear, indicating that you are doing it right. Here, the "green" of the voice prompt is the target color. This is an exercise demonstration. After that, the first game practice theme will start many game practice units, and the operator learning the game will cooperate with the operation and click. There are right and wrong operations. When the target color of the voice description is the same as the color of the clicked color ball, the first game practice theme sets the exercise result of the game practice unit back to correct. In addition, the first game practice theme can record the operation time and the number of operation errors of each game practice unit (when correct, the number of operation errors is zero). These data will be used to count the practice results and practice time for sorting and analysis. . Finally, the first game practice theme can control the difficulty of a teaching game with different vocal voices. According to the present invention, each game practice theme can have several segments of different difficulty, and each segment is matched with several game practice units. In this embodiment, the first game practice theme has three segments, and each segment is matched with 6 game practice units. You can practice (play) 18 game practice units by operating the first game practice theme once. However, the number of segmented and coordinated game practice units is not limited by the present invention.
顏色學習主題課程的第二遊戲練習主題的操作畫面,可藉由點擊圖3之”PUT” 圖標進入。第二遊戲練習主題於螢幕上配合動畫顯示數個寫有關於顏色的PUT語法的文字框及數個顏色框(如圖6所示),並以語音說明PUT語意及操作方式。在LIVECODE中,PUT是將物件的置入容器保留字。六種顏色的物件分別是綠框、紅框、黃框、白框、藍框與黑框。第二遊戲練習主題會藉由語音的導引,比如說「put color into me,這是用來顯示顏色的名字,把顏色拖拉到正確的地方來顯示顏色的名字」,在說明後,會有一個手指動畫演示將點紅框拉到” put color into me”的文字框中,文字框的內容就更改為”red”。之後,便可由學習遊戲的操作者將所有的顏色”歸位”,全部歸位正確,便會出現如圖7的大勾勾,表示做對6個了遊戲練習單元。第二遊戲練習主題會當一顏色框受拖拉到對應的關於顏色的PUT語法的文字框時,將該回遊戲練習單元的練習結果設定為正確。同第一遊戲練習主題,第二遊戲練習主題會記錄每一回遊戲練習單元操作時間與操作錯誤次數,及以不同發聲的語音控制教學遊戲的難度(分段)。不同發聲的語音可藉由點擊圖3中的麥克風圖形後而錄製。The operation screen of the second game practice theme of the color learning theme course can be accessed by clicking the "PUT" icon in Figure 3. The second game practice theme displays several text boxes with color PUT grammar and several color boxes (shown in Figure 6) with animation on the screen, and explains the semantics and operation of PUT with voice. In LIVECODE, PUT is a reserved word that puts an object in a container. The six color objects are green frame, red frame, yellow frame, white frame, blue frame and black frame. The second game practice theme will be guided by voice, such as "put color into me, which is used to display the name of the color, drag the color to the correct place to display the name of the color". After the description, there will be A finger animation shows that the point red box is dragged to the "put color into me" text box, and the content of the text box is changed to "red". After that, all the colors can be “homed” by the operator of the learning game, and all the positions are correct, and a big tick as shown in FIG. 7 will appear, indicating that the six game practice units are done correctly. In the second game practice theme, when a color box is dragged to a text box corresponding to a color PUT grammar, the exercise result of the game practice unit is set to be correct. Same as the first game practice theme, the second game practice theme will record the operation time and the number of operation errors of each game practice unit, and control the difficulty (segmentation) of the teaching game with different vocal voices. Different sounds can be recorded by clicking the microphone icon in Figure 3.
顏色學習主題課程的第三遊戲練習主題的操作畫面,可藉由點擊圖3之”SET” 圖標進入。第三遊戲練習主題於螢幕上配合動畫顯示數種顏色框及數個各具顏色英文單字的文字框(如圖8所示),並以語音說明SET語意及操作方式。在LIVECODE中,SET是設定物件屬性的保留字。在本例中,將顏色英文單字的文字框移到對應的顏色框,擊會顯示出對應的”SET”語法。第三遊戲練習主題會藉由語音的導引,比如說「set the backcolor of me to a color是用來設定背景顏色的,把顏色的名字拖拉到正確的顏色來設定背影顏色」在說明後,會有一個手指動畫演示將點”red”文字框拖拉到紅色框中,紅色框就出現內容”set the backcolor of me to red”。 之後,便可由學習遊戲的操作者將所有的顏色”歸位”,全部歸位正確,便會出現如圖9的大勾勾,表示做對6個了遊戲練習單元。第三遊戲練習主題會當一具有特定顏色英文單字的文字框受拖拉到對應的顏色框時,將該回遊戲練習單元的練習結果設定為正確。同第一遊戲練習主題,第三遊戲練習主題會記錄每一回遊戲練習單元操作時間與操作錯誤次數,及以調整顏色框位置以控制教學遊戲的難度(分段)。The operation screen of the third game practice theme of the color learning theme course can be accessed by clicking the "SET" icon in Figure 3. The third game practice theme displays several color boxes and several text boxes with English characters in colors (as shown in Figure 8) on the screen with animation, and explains the SET meaning and operation method by voice. In LIVECODE, SET is a reserved word for setting object properties. In this example, move the text box of color English words to the corresponding color box, and click to display the corresponding "SET" syntax. The third game practice theme will be guided by voice. For example, "set the backcolor of me to a color is used to set the background color. Drag the color name to the correct color to set the back color." After the description, There will be a finger animation to drag the "red" text box to the red box, and the red box will display the content "set the backcolor of me to red". After that, the operator of the learning game can “home” all the colors, and all the home positions are correct, and a big tick as shown in FIG. 9 will appear, indicating that the six game practice units are done correctly. In the third game practice theme, when a text box with a specific color English word is dragged to the corresponding color box, the exercise result of the game practice unit is set to be correct. Same as the first game practice theme, the third game practice theme will record the operation time and number of operation errors of each game practice unit, and adjust the position of the color box to control the difficulty (segmentation) of the teaching game.
顏色學習主題課程的第四遊戲練習主題的操作畫面,可藉由點擊圖3之”HIDE” 圖標進入。第四遊戲練習主題於螢幕上配合動畫顯示數個可隨機出現不同顏色物件的容器(如圖10所示)、以語音說明HIDE語意、操作方式及目標顏色。在LIVECODE中,HIDE是將物件屬性隱藏的保留字。第四遊戲練習主題類似打地鼠遊戲,不同顏色物件就是戴著不同顏色帽子的地鼠,背景語音會進行相關的說明。在某些難度較低的分段遊戲練習單元中,地鼠一次會出現一個;當該出現的地鼠被點擊時,大勾勾會出現(如圖11所示),表示做對了。在某些難度較高的分段遊戲練習單元中,帶不同顏色帽子的地鼠會隨機出現二個以上,語音會說出目標顏色,讓學習遊戲的操作者試著點擊戴與「目標顏色」相同的帽子的地鼠。當一隨機出現的特定顏色物件(地鼠)與該目標顏色相同,且該物件被點擊時,第四遊戲練習主題將該回遊戲練習單元的練習結果設定為正確。同時,第四遊戲練習主題也可記錄每一回遊戲練習單元操作時間與操作錯誤次數,及以增加隨機出現物件的數量以控制教學遊戲的難度(分段)。The operation screen of the fourth game practice theme of the color learning theme course can be accessed by clicking the "HIDE" icon in Figure 3. The fourth game practice theme uses animations on the screen to display several containers that can randomly display objects of different colors (as shown in Figure 10), and explains the HIDE semantics, operation method, and target color by voice. In LIVECODE, HIDE is a reserved word that hides object properties. The fourth game practice theme is similar to the gopher game. The objects of different colors are the gophers wearing hats of different colors. The background voice will provide relevant instructions. In some less difficult segmented game practice units, the gophers will appear one at a time; when the appearing gophers are clicked, a big tick will appear (as shown in Figure 11), indicating that you are right. In some of the more difficult segmented game practice units, more than two hamsters with different colored hats will appear randomly, and the voice will say the target color, so that the operator of the learning game will try to click and wear the "target color" Gopher in the same hat. When a randomly appearing specific color object (gopher) is the same color as the target and the object is clicked, the fourth game practice theme sets the exercise result of the game practice unit back to correct. At the same time, the fourth game practice theme can also record the operation time and number of operation errors of each game practice unit, and increase the number of randomly appearing objects to control the difficulty (segmentation) of the teaching game.
顏色學習主題課程的第五遊戲練習主題的操作畫面,可藉由點擊圖3之”SHOW” 圖標進入。第五遊戲練習主題於螢幕上配合動畫顯示數個可隨機出現不同顏色物件的容器、以語音說明SHOW語意、操作方式及目標顏色。在LIVECODE中,SHOW是將物件屬性呈現的保留字。和當第四遊戲練習主題一樣,第五遊戲練習主題也是打地鼠遊戲(如圖12所示)。只不過不同顏色物件(地鼠)出現後一段時間內會消失,此時背景語音會說出目標顏色,讓學習遊戲的操作者試著點擊戴與「目標顏色」相同的帽子的地鼠曾經出現過的容器(地洞)。當作對時,大勾勾會出現(如圖13所示)。當一隨機出現的特定顏色物件與該目標顏色相同,且該物件所在容器被點擊時,第五遊戲練習主題會將該回遊戲練習單元的練習結果設定為正確。同時,第五遊戲練習主題會記錄每一回遊戲練習單元操作時間與操作錯誤次數,及以不同發聲的語音控制教學遊戲的難度(分段)。The operation screen of the fifth game practice theme of the color learning theme course can be accessed by clicking the "SHOW" icon in Figure 3. The fifth game practice theme uses animations on the screen to display several containers that can randomly display objects of different colors, and to explain SHOW semantics, operation methods, and target colors by voice. In LIVECODE, SHOW is a reserved word for rendering object attributes. Like the fourth game practice theme, the fifth game practice theme is a mole game (see Figure 12). It ’s just that the objects (gophers) of different colors will disappear after a period of time. At this time, the background voice will say the target color, so that the operator of the learning game tries to click on the gopher wearing the same hat as the “target color”. Passed container (ground hole). When right, a big tick will appear (as shown in Figure 13). When a randomly appearing specific color object is the same as the target color and the container where the object is clicked, the fifth game practice theme will set the exercise result of the game practice unit back to correct. At the same time, the fifth game practice theme will record the operation time and the number of operation errors of each game practice unit, and control the difficulty (segmentation) of the teaching game with different voices.
顏色學習主題課程的第六遊戲練習主題的操作畫面,可藉由點擊圖3之”MOVE” 圖標進入。該第六遊戲練習主題於螢幕上配合動畫顯示數個可隨機出現不同顏色的物件(此處為不同顏色的綿羊)及一容器(如圖14所示)、以語音說明MOVE語意、操作方式及目標顏色。在LIVECODE中,MOVE是將物件轉移容器的保留字。在進行練習遊戲時,語音會題示需要移動的綿羊顏色(目標顏色),比如「move image black to me」,便是要將所有的黑色綿羊,拖拉到容器中。當作到時,大勾勾會出現(如圖15所示)。當指定目標顏色的物件受拖拉至容器時,第六遊戲練習主題將該回遊戲練習單元的練習結果設定為正確。同時,第六遊戲練習主題會記錄每一回遊戲練習單元操作時間與操作錯誤次數,及將指定目標顏色的物件藏在其它顏色物件下方以控制教學遊戲的難度(分段)。The operation screen of the sixth game practice theme of the color learning theme course can be accessed by clicking the "MOVE" icon in Figure 3. This sixth game practice theme displays several objects with random colors (here different colors of sheep) and a container (shown in Figure 14) with animation on the screen, with animation to explain the meaning of MOVE, operation methods, and The target color. In LIVECODE, MOVE is a reserved word for transferring objects to containers. During the practice game, the voice will indicate the sheep color (target color) that needs to be moved, such as "move image black to me", which is to drag all black sheep into the container. When it is considered to be, a big tick will appear (as shown in Figure 15). When the object of the specified color is dragged to the container, the sixth game practice theme sets the exercise result of the game practice unit to be correct. At the same time, the sixth game practice theme will record the operation time and the number of operation errors of each game practice unit, and hide the objects of the specified color under the objects of other colors to control the difficulty (segmentation) of the teaching game.
第七遊戲練習主題是用來複習前面各單元的單字及語法的,該第七遊戲練習主題的操作畫面,可藉由點擊圖3之”勾勾” 圖標進入。該第七遊戲練習主題於螢幕上配合動畫顯示數個文字框,其中每一文字框內含一保留字、一顏色英文單字、一介係詞單字、一定冠詞單字或一受詞單字(如圖16所示),並以語音說明一段程式語法及操作方式。此時,學習遊戲的操作者要將程式語法中提的單字之單字框,依序排列;正確排列後,文字框會消失,僅剩文字(如圖17所示)。當程式語法中所有提及的保留字與單字依序受拖拉而排列時,第七遊戲練習主題將該回遊戲練習單元的練習結果設定為正確,同時,第七遊戲練習主題記錄每一回遊戲練習單元操作時間與操作錯誤次數,及將某些文字框完整或部分的藏在其它文字框下方以控制教學遊戲的難度(分段)。The seventh game practice theme is used to review the words and grammar of the previous units. The operation screen of the seventh game practice theme can be accessed by clicking the "Go" icon in Figure 3. The seventh game practice theme displays several text boxes with animations on the screen. Each text box contains a reserved word, a color English word, a preposition word, a certain article word or a receiving word word (see Figure 16). ), And explain the grammar and operation of a program by voice. At this time, the operator of the learning game should arrange the word boxes of the words mentioned in the program grammar in order; after the correct arrangement, the text box will disappear, and only the text is left (as shown in Figure 17). When all the reserved words and words mentioned in the grammar are arranged in order by being dragged, the seventh game practice theme sets the exercise result of the game practice unit to be correct. At the same time, the seventh game practice theme records each game. Practice the unit operation time and the number of operation errors, and hide some text boxes completely or partially under other text boxes to control the difficulty (segmentation) of the teaching game.
雖然本發明已以實施方式揭露如上,然其並非用以限定本發明,任何所屬技術領域中具有通常知識者,在不脫離本發明之精神和範圍內,當可作些許之更動與潤飾,因此本發明之保護範圍當視後附之申請專利範圍所界定者為準。Although the present invention has been disclosed as above in the embodiments, it is not intended to limit the present invention. Any person with ordinary knowledge in the technical field can make some modifications and retouching without departing from the spirit and scope of the present invention. The protection scope of the present invention shall be determined by the scope of the attached patent application.
100‧‧‧伺服主機100‧‧‧Serving host
101‧‧‧通聯模組101‧‧‧Communication Module
102‧‧‧登錄模組102‧‧‧Login Module
103‧‧‧程式安裝套件下載模組103‧‧‧Program installation package download module
104‧‧‧數據資料庫模組104‧‧‧Database Module
105‧‧‧分析比較模組105‧‧‧analysis and comparison module
20‧‧‧網路20‧‧‧Internet
301‧‧‧桌上型電腦301‧‧‧ desktop computer
302‧‧‧平板電腦302‧‧‧ Tablet
303‧‧‧智慧型手機303‧‧‧Smartphone
圖1為依照本發明實施例的一種沉浸式程式設計語言學習的系統方框及運作說明示意圖。 圖2至圖17繪示該系統提供的一程式安裝套件在安裝後執行的應用程式之螢幕顯示例子。FIG. 1 is a schematic block diagram and operation description of an immersive programming language learning system according to an embodiment of the present invention. FIG. 2 to FIG. 17 show screen display examples of an application program executed by a program installation package provided by the system.
Claims (13)
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| TWI512694B (en) * | 2014-09-12 | 2015-12-11 | Univ Tamkang | Situation-based teaching method and system |
| US20170243512A1 (en) * | 2016-02-19 | 2017-08-24 | Pai-Tsung Lee | Situational programming teaching method and computer program product |
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| JP3964159B2 (en) * | 2001-06-25 | 2007-08-22 | 株式会社ノヴァ | Education service system using communication line and education service providing method |
| US8784108B2 (en) * | 2011-11-21 | 2014-07-22 | Age Of Learning, Inc. | Computer-based language immersion teaching for young learners |
| WO2016109334A1 (en) * | 2014-12-31 | 2016-07-07 | Novotalk, Ltd. | A method and system for online and remote speech disorders therapy |
| CN104636143A (en) * | 2015-02-12 | 2015-05-20 | 天津职业技术师范大学 | Electronic presentation device for C language teaching and control method of electronic presentation device |
| CN106033647A (en) * | 2015-03-20 | 2016-10-19 | 李佰聪 | Programming education system |
| KR101963016B1 (en) * | 2017-01-31 | 2019-03-27 | 계명대학교 산학협력단 | Learning apparatus for intelligent computer programing language and learning method using the same |
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| Publication number | Priority date | Publication date | Assignee | Title |
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| TWI512694B (en) * | 2014-09-12 | 2015-12-11 | Univ Tamkang | Situation-based teaching method and system |
| TWM505034U (en) * | 2015-03-04 | 2015-07-11 | Pai-Tsung Lee | Programming education system |
| US20170243512A1 (en) * | 2016-02-19 | 2017-08-24 | Pai-Tsung Lee | Situational programming teaching method and computer program product |
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| Publication number | Priority date | Publication date | Assignee | Title |
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| CN116561092A (en) * | 2023-04-04 | 2023-08-08 | 苏州小猫花网络科技有限公司 | Block chain data storage method with guide function |
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| CN111145603A (en) | 2020-05-12 |
| TW202018679A (en) | 2020-05-16 |
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