2020
DOI: 10.18280/isi.250102
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Information Extraction Model to Improve Learning Game Metadata Indexing

Abstract: The use of Learning Games (LGs) in schools is a success factor for students. The benefits they bring to the learning process should be widely disseminated at all levels of education. Currently, there are thousands of LGs that cover a large variety of educations fields. Despite this large choice of LGs, very few are used by teachers, due to the difficulty of finding and selecting suitable LGs. The aim of this paper is to propose an extraction model that will automatically collect the information about LGs direc… Show more

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Cited by 5 publications
(3 citation statements)
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References 30 publications
(37 reference statements)
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“…Now, VR has been widely used in various fields, including gaming, medicine, and engineering, showcasing its immense potential for application in the education sector. Especially in the education of design majors, the immersive experience provided by VR creates a more realistic and comprehensive learning environment for students [2][3][4][5][6][7][8][9][10]. Environmental design is a discipline that heavily relies on spatial perception and creative thinking.…”
Section: Introductionmentioning
confidence: 99%
“…Now, VR has been widely used in various fields, including gaming, medicine, and engineering, showcasing its immense potential for application in the education sector. Especially in the education of design majors, the immersive experience provided by VR creates a more realistic and comprehensive learning environment for students [2][3][4][5][6][7][8][9][10]. Environmental design is a discipline that heavily relies on spatial perception and creative thinking.…”
Section: Introductionmentioning
confidence: 99%
“…With the continuous progress and increasing popularity of information technology, the methods of higher vocational education are also undergoing profound changes. As a new teaching method that combines education with game elements, educational gamification has gradually attracted the attention of educators and scholars [1][2][3][4]. This method aims to enhance students' learning motivation through gamified design, thereby encouraging them to participate more actively in the learning process [5,6].…”
Section: Introductionmentioning
confidence: 99%
“…The traditional application of computer technology in teaching is that teachers give demonstrations according to preset contents or programs, which cannot be adjusted flexibly with the changes in the classroom, resulting in that students' thinking is limited within the range of the existing content [18]. When we introduce computer automatic matching technology into teaching, some teaching results might be different from reality, however, it can promote students to think and exercise independently by themselves [19,20]. This paper aims to explore the application of computer automatic matching technology in music teaching and study a new music teaching mode, in the hopes of greatly promoting the reform of music teaching modes and methods.…”
Section: Introductionmentioning
confidence: 99%