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Design Of Smart Camera For English Learning For Children Aged 7 To 12 From The Perspective Of Gamification

Posted on:2022-11-11Degree:MasterType:Thesis
Country:ChinaCandidate:Z G XuFull Text:PDF
GTID:2492306773490004Subject:Automation Technology
Abstract/Summary:PDF Full Text Request
In recent years,the state has attached great importance to the issue of children’s education,and has issued some relevant policies and regulations to promote the development of children’s education.Children’s education has received widespread attention from the society,and the consumer demand in this area will increase.Among many subjects,English has always been the focus subject of schools and parents.With the development of big data,edge computing,Internet of Things and other technologies,different types of intelligent products for children’s English learning have appeared on the market.These products have been recognized for tutoring extracurricular learning.Due to the lack of scientific theoretical guidance,children still have problems such as lack of enthusiasm,difficulty in operation,and poor experience in use.The integration of the gamification concept provides new ideas for solving the above problems.Some products on the market apply the gamification concept to learning English,but these attempts are only visually beautiful,and do not integrate the gamification concept into knowledge.Through the literature research method,case analysis method and other methods,this paper explores how to reasonably apply the concept of gamification to the design of intelligent products for children’s English learning,and discusses how to use gamification to improve the enthusiasm,interest and interactivity of children’s English learning.This can help cultivate children’s awareness of independent learning and interest in learning English.The author analyzes the physiological and cognitive characteristics of children aged 7 to 12 years,theories related to children’s language learning,and theories related to gamification design.Then the author conducts user research to provide a basis for establishing user portraits.The author studies the intelligent products for children’s English learning on the market through case analysis,and summarizes the design trends and design goals.Guided by the theory of gamification,the author proposes the gamification design strategy of intelligent products for children’s English learning.To sum up,the paper proposes a design concept of a smart camera for children’s English learning.Under the guidance of research objectives and design strategies,the author has completed the comprehensive design of the product,which based on the combination of software and hardware.The product forms a new way of learning English words,allowing children to learn English words while taking pictures,cultivating children’s interest in learning English,and the integration of game mechanics also makes the learning process more interesting.The paper summarizes the design trends and design goals of children’s English intelligent products,and propose a gamification design strategy for children’s English learning intelligent products,hoping to provide the necessary basis for the follow-up research on children’s education intelligent products.
Keywords/Search Tags:Gamification, Children’s education, English learning, Smart products
PDF Full Text Request
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