Innovative Models of Higher Education Management and Student Training Mechanisms in the Context of Internet Plus

Abstract Human-computer interaction has strong practical significance in higher education teaching. It can not only mobilize students’ enthusiasm in class, but also allow teachers to track students’ learning status according to their learning data, which facilitates education management. Therefore, this paper designs a teaching management platform based on gamification and knowledge mapping, firstly, it introduces the applicability of gamification in teaching, unfolds the construction of course knowledge mapping, and based on the DeepKE framework, it carries out entity extraction of conceptual knowledge data. Obtain the entity relationship text dataset, by which the entity relationships are labeled. The entity relationship set was imported into DeepKE for training, and the entity relationship extraction model was constructed. On this basis, the design and development of the platform was carried out, combining gamification and knowledge mapping technology to build a teaching management platform based on gamification and knowledge mapping, using the gamification module to enhance students’ classroom motivation, and using the knowledge mapping module to manage and analyze students’ interaction data to help their learning. The final grade average of the experimental class is 89.95, which is a significant improvement compared with the midterm grade. And the overall upward trend of their grades is higher than that of the control class. The majority of students chose the affirmative option in the seven aspects of learning resources, learning peers, learning path, perceived ease of use, perceived usefulness, user attitude and behavioral willingness, which shows that the platform designed in this paper is affirmed by students as an innovative and efficient path for student training, and at the same time facilitates educators’ management of students.

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Publication Details

Journal
Applied Mathematics and Nonlinear Sciences
Published
2025-01-01
DOI
https://doi.org/10.2478/amns-2025-1036
Primary Topic
Educational Innovations and Challenges
Type
article
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article

Innovative Models of Higher Education Management and Student Training Mechanisms in the Context of Internet Plus

Shucheng Li
Applied Mathematics and Nonlinear Sciences
Educational Innovations and Challenges
article

Innovative Models of Higher Education Management and Student Training Mechanisms in the Context of Internet Plus

Shucheng Li
article en

Abstract

Abstract Human-computer interaction has strong practical significance in higher education teaching. It can not only mobilize students’ enthusiasm in class, but also allow teachers to track students’ learning status according to their learning data, which facilitates education management. Therefore, this paper designs a teaching management platform based on gamification and knowledge mapping, firstly, it introduces the applicability of gamification in teaching, unfolds the construction of course knowledge mapping, and based on the DeepKE framework, it carries out entity extraction of conceptual knowledge data. Obtain the entity relationship text dataset, by which the entity relationships are labeled. The entity relationship set was imported into DeepKE for training, and the entity relationship extraction model was constructed. On this basis, the design and development of the platform was carried out, combining gamification and knowledge mapping technology to build a teaching management platform based on gamification and knowledge mapping, using the gamification module to enhance students’ classroom motivation, and using the knowledge mapping module to manage and analyze students’ interaction data to help their learning. The final grade average of the experimental class is 89.95, which is a significant improvement compared with the midterm grade. And the overall upward trend of their grades is higher than that of the control class. The majority of students chose the affirmative option in the seven aspects of learning resources, learning peers, learning path, perceived ease of use, perceived usefulness, user attitude and behavioral willingness, which shows that the platform designed in this paper is affirmed by students as an innovative and efficient path for student training, and at the same time facilitates educators’ management of students.

Applied Mathematics and Nonlinear SciencesVol. 10(1)
Tiangong University (CN)
Openalex Percentile: Top 62%
Educational Innovations and Challenges
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