| In recent years,gamified education has been recognized as a new educational technology with great prospect and future influence by global education communities.At the same time,with the gradual popularization of smart phones,the comprehensive spread of 5G communication networks,and the increasing personalization of education needs,mobile online education gradually reveals its unique advantages.Therefore,as an organic combination of gamified education and mobile online education,gamified education APP has attracted more and more attention.So,what is the application status of gamified education APP in China?Is the gamified education recognized by the majority of users?Can the theoretical advantages of gamified education model be brought into play in the practice of mobile online education?What problems and shortcomings have been exposed during the application process?Under the background of global continuous epidemics of covid-19,these questions appear more and more important,urgent to be answered.Therefore,in this article,through the comprehensive use of machine learning techniques,the automatic method of empirical research on the application effect of APPs is designed,and some improved algorithms of clustering and classification are proposed for the method,so as to carry out an empirical research on the application effect of gamified education APP.The research mainly includes the following aspects:(1)The acquisition and analysis of the evaluation information of gamified education APP are carried out.Firstly,the screening criteria and webpage acquisition method of gamified education APP are designed.Then,the distributions of gamified education APP in the educational periods and contents are statistically analyzed.Next,the common gamification methods of education APP are summarized and analyzed.Finally,the comment information is extracted and formalized.(2)The survey and analysis of the favorable rating of gamified education APP are carried out.Firstly,the common methods to label comment polarity are analyzed.Then,a fast nearest neighbor classification algorithm based on linear spatial index and sample reduction,KNN-NDS algorithm for short,is proposed,and then the polarity of comment is labeled by the algorithm.Finally,the static and dynamic analysis of APPs’ favorable rating are completed by using polarity labels.(3)The mining and analysis of the reasons for user satisfaction or dissatisfaction with gamified education APP are carried out.Firstly,a method to mine and analyze comment topics is designed,Then,an efficient algorithm to generate initial center of bisecting k-means based on random integer triangular matrix mappings(RTMM algorithm for short)and an algorithm of locally optimal clustering nearby k of bisecting K-means(LOCK-means algorithm for short)are proposed for the method.Finally,the mining and analysis of user dissatisfaction or satisfactory reasons are completed by using the method.The research findings and relevant conclusions of this paper mainly include the following:(1)According to the statistics of learning period,the number of preschool education APPs is the largest,the number of middle school and adult APPs decrease rapidly;According to the statistics of learning content,the number of enlightening education APPs is the largest,followed by foreign language learning,subject tutoring,thinking improvement and classical Chinese culture;Six kinds of user learning experience driven by gamification methods and their mechanisms are found.(2)The overall favorable rating of APPs is about 79%,more than 87%of APPs have the favorable rating greater than 60%;According to the statistics of learning period,the average favorable rating of preschool education APPs is the highest,adult and middle school APPs’ decrease in turn;According to the statistics of learning content,the average favorable rating of enlightenment education APPs is the highest,followed by foreign language learning APPs,and subject tutoring APPs’ is the lowest;Six change patterns of the favorable rating of gamified education APP are found.(3)30 reasons for user dissatisfaction are found,among which the reasons for system design problem are the most,and the reasons for operation and education problem decrease in turn;There are only three reasons related to gamification:the gamification scheme is not appropriate for the educational stage,out of touch with the educational goal,and not interesting enough.(4)22 reasons for user satisfaction are found,50%of which are related to gamification;Among the top 10 satisfaction reasons,70%are related to gamification;For example,gamification can improve learning efficiency,provide motivational support,reduce learning fatigue and so on.The research work of this paper reveals the application effect and development status of gamified education APP in China,confirms the applicability and effectiveness of gamification in the field of mobile online education,and also finds some problems and shortcomings in this field,and puts forward some corresponding countermeasures and suggestions,so as to help the healthy development of gamified education APP in China. |