# The Application of Scientific Games by Artificial Intelligence in Preschool Education under the Smart City

Authors: Xingjiang Tian; Shujing Cui
Journal: Security and Communication Networks
 (2022)

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## Abstract

The purpose is to explore the application and effect of scientific games based on artificial intelligence (AI) in preschool education under the smart city. An interactive scientific games model for children by virtual reality (VR) is constructed using the augmented reality (AR) technology in AI. This enables the product to continuously enrich its interactive functions in addition to realizing its own functional requirements, pay attention to user experience, and allow users to feel the pleasure and comfortable emotional communication brought by the product in the process of using it. The model mainly completes the interaction through gesture interaction and voice interaction, and it is further empirically analyzed by means of questionnaires and interviews. The results manifested that after the use of the intelligent interaction model of scientific games, 93.33% of the students in the experimental group were interested in scientific games, and 83.33% of the students in the experimental group had a clear understanding of scientific knowledge. Moreover, more students in the experimental group believed that they had received support from explanations, demonstrations, and guided conjectures, which was significantly different from the control group (P < 0.05). In the analysis of teacher interviews, it testified that the scientific values of preschool teachers and the reserve of basic scientific knowledge were still relatively weak, and their knowledge reserve could be improved in the future. Therefore, the research shows that the constructed model can improve the interest of scientific games and the ability of knowledge acquisition in preschool education, and provide an experimental reference for the development of intelligence and the improvement of teaching skills in the field of preschool education.


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## Body

## 1. Introduction

Today, with the rapid expansion of information technology (IT) and the continuous improvement of intelligent infrastructure, systems such as smart medical care, smart transportation, smart tourism, and smart education are constantly improving, which promotes the constant acceleration of the construction of smart cities. In the field of smart education, due to the swift growth of big data, artificial intelligence (AI), and other technologies, the traditional teaching method has gradually changed to the network intelligent teaching method [1, 2]. Among them, preschool education is the first stop for cultivating young children’s scientific spirit and exploration ability. Although the science education of young children cannot directly train the individual’s scientific quality to the scientific and technological talents, the learning of the individual's scientific quality is a step-by-step process [3]. Hence, the reform of scientific and intelligent teaching in preschool education is of great significance.In the field of education, the scientific quality learned by individuals during the preschool education period is rooted in their hearts like a cornerstone, which has a great impact on their becoming a new type of scientific and technological talents. Knowledge educators should pay attention to the value of science education for young children and devote themselves to cultivating children’s interest and enthusiasm for science, so that they can acquire preliminary scientific inquiry ability and scientific knowledge, experience, and learn scientific behavior habits [4, 5]. At present, the application scope of AI technology is more and more extensive, and its application in the field of education has also attracted more and more attention. When AI technology is applied in the field of education, it uses computer information technology to create intelligent machines that work and respond like humans, including speech recognition, learning, planning, and problem-solving. AI technology does not require too much manual supervision in the process of application. It can learn from previous experience, engage in tasks similar to human behavior, and work rationally, such as through insight, planning, reasoning, learning, communication, decision-making, and action, so as to complete the target teaching task [6–9]. Now, AI courses mainly exist in the curriculum system of the computer, control, statistics, and other majors in colleges and universities. In primary and secondary schools, AI courses are mainly set as electives, interest courses, etc. [10, 11].In conclusion, with the rapid progress of AI and IT today, the aim is to make AI technology effective in the field of education and create value for the intelligent development of the field of education. Therefore, the innovation lies in taking the young children in preschool education as the object and using AR technology in AI to implement an interaction model of scientific games for young children on account of VR. The model mainly completes the interaction from gesture interaction and voice interaction, and further conducts an empirical analysis of the model through questionnaires and interviews. The overall organizational framework of the research is as follows. Section1 gives the introduction. The content related to the scientific education background in the preschool stage is expounded. The related content of AI and smart cities are introduced, and the innovation, contribution, and motivation of this research are explained. Section 2, the literature review, studies the development trend of preschool education and the application status of AI algorithms in the field of education and summarizes the advantages and disadvantages, to highlight the significance of this research. Section 3, the method, uses augmented reality (AR) technology in AI to implement a virtual reality (VR)-based children’s scientific interactive game model and further conducts an empirical analysis of the model through questionnaires and interviews. Section 4 explains the results and discussion. A comparative analysis is made between the constructed model and the model algorithms of scholars in related fields, and the obtained results are discussed to highlight their advantages. Section 5 provides the conclusion. The results of this research are briefly summarized, and the limitations and future development directions are prospected and analyzed.


## 2. Recent Related Work

### 2.1. Development Trend of Preschool Education

The transition from the digital age to the era of mobile intelligence has quietly triggered profound changes in the cognitive thinking and learning styles of preschool education professionals (preschool teachers). Many scholars have conducted research on preschool education. Liu (2019) proposed a collaborative recommendation mechanism on the basis of learners’ actual needs and community from learners’ existing cognitive level to achieve personalized recommendations of learning resources. Through a series of experiments, it refers that the constructed mechanism can recommend ideal learning paths to target users, effectively improve the accuracy of recommended teaching resources, and help them achieve lifelong learning and development [12]. Nilsson et al. (2019) evaluated preschool workers’ ratings of children with autism on social communication and interaction (SCI) and restricted and repetitive behaviors (RRB). The results revealed that the scores of SCI were more accurate than RRBs in distinguishing autism spectrum disorders (ASDs), and only SCI scores correlated with clinical assessments of social behavior. At the same time, although the rating of SCI by preschool workers is adequate, the rating of RRB should be more cautious [13]. Win and Win (2020) used a play and social skills checklist, a preschool teacher interview form, and a natural observation method to perform a descriptive analysis of data from the teacher rating questionnaire and parent rating questionnaire to estimate play behavior in preschool children. It was found that when compared by age group, children over the age of five had the highest average scores among other age groups. The older the children get, the better their social skills. And according to the evaluations of parents and teachers, the development of social skills of preschool children is highly correlated with their play [14]. Komaini et al. (2021) designed and implemented a sensor technology-based measurement tool for motor learning in preschool education. This measuring device is expected to perform well in assessing children’s movements, such as running, walking, and jumping. The implementation results denoted that this measuring instrument can measure motor skills in sports, namely, jumping, running, and walking. The older the children, the better their motor skills. It can be used to improve learning in preschool education [15]. Erdas and Ezgi (2022) investigated preschool children’s perceptions of causes, consequences, and solutions to environmental problems. The results expressed those young children had limited perception abilities. However, as the age group grew, it was determined that the icons used in the pictures were associated with the causes, consequences, and solutions of environmental problems [16].


### 2.2. The Application Status of AI Algorithms in the Field of Education

AI has undergone significant development in recent years, and it represents an emerging technology that will revolutionize the way humans live. Artificial Intelligence in Education (AIEd) is one of the emerging fields in the field of current educational technology [17]. Many scholars have conducted research on AIEd. Hinojo et al. (2019) analyzed AI scientific outcomes in higher education indexed in the Web of Science and Scopus databases from 2007 to 2017. It was found that there is interest in the application of AIEd all over the world, and the scientific achievements of AI application in higher education have not been consolidated [18]. Zawacki et al. (2019) reviewed the application of AI in higher education through a systematic review. The descriptive results indicate that most of the disciplines involved in AIEd papers come from computer science and Science Technology Engineering Mathematics (STEM), and it is found that AI technology is mainly used in the field of education to analyze, predict, and evaluate adaptive systems, personalization, and intelligent tutoring [19]. Yan and Lv (2020) put forward a face-to-face social simulation on the strength of scene roaming, real-time voice capture, and motion capture, and developed an immersive virtual reality social application (IVRSA). The results refer that in the IVRSA system, the user’s intention expression efficiency is very high, and its tracking device can provide a better body expression effect [20]. Hwang and Tu (2021) considered the dimensions of AI in mathematics education research, participants, research methods, technologies employed, research questions, and the role of AI by referring to a technology-based learning model. After summary and analysis, it is believed that this topic has important value in the field of follow-up education [21]. Ahmad et al. (2022) explored academic and administrative applications of AI. AI applications were found to not only aid education academically and administratively, but also improve its effectiveness. And teachers can be provided with various types of task assistance in the form of learning analytics, VR, grading/assessment, and enrolment [22].In summary, through the research of the above scholars, it means that with the fast progress of AI technology, many scholars have applied it in the field of education. But educators are still unclear on how the teaching benefits of IT can be leveraged on a larger scale, and how it can truly have a meaningful impact on teaching and learning in higher education. Therefore, this research introduces AI technology into the field of education and explores the application of AI technology in preschool education.


## 2.1. Development Trend of Preschool Education

The transition from the digital age to the era of mobile intelligence has quietly triggered profound changes in the cognitive thinking and learning styles of preschool education professionals (preschool teachers). Many scholars have conducted research on preschool education. Liu (2019) proposed a collaborative recommendation mechanism on the basis of learners’ actual needs and community from learners’ existing cognitive level to achieve personalized recommendations of learning resources. Through a series of experiments, it refers that the constructed mechanism can recommend ideal learning paths to target users, effectively improve the accuracy of recommended teaching resources, and help them achieve lifelong learning and development [12]. Nilsson et al. (2019) evaluated preschool workers’ ratings of children with autism on social communication and interaction (SCI) and restricted and repetitive behaviors (RRB). The results revealed that the scores of SCI were more accurate than RRBs in distinguishing autism spectrum disorders (ASDs), and only SCI scores correlated with clinical assessments of social behavior. At the same time, although the rating of SCI by preschool workers is adequate, the rating of RRB should be more cautious [13]. Win and Win (2020) used a play and social skills checklist, a preschool teacher interview form, and a natural observation method to perform a descriptive analysis of data from the teacher rating questionnaire and parent rating questionnaire to estimate play behavior in preschool children. It was found that when compared by age group, children over the age of five had the highest average scores among other age groups. The older the children get, the better their social skills. And according to the evaluations of parents and teachers, the development of social skills of preschool children is highly correlated with their play [14]. Komaini et al. (2021) designed and implemented a sensor technology-based measurement tool for motor learning in preschool education. This measuring device is expected to perform well in assessing children’s movements, such as running, walking, and jumping. The implementation results denoted that this measuring instrument can measure motor skills in sports, namely, jumping, running, and walking. The older the children, the better their motor skills. It can be used to improve learning in preschool education [15]. Erdas and Ezgi (2022) investigated preschool children’s perceptions of causes, consequences, and solutions to environmental problems. The results expressed those young children had limited perception abilities. However, as the age group grew, it was determined that the icons used in the pictures were associated with the causes, consequences, and solutions of environmental problems [16].


## 2.2. The Application Status of AI Algorithms in the Field of Education

AI has undergone significant development in recent years, and it represents an emerging technology that will revolutionize the way humans live. Artificial Intelligence in Education (AIEd) is one of the emerging fields in the field of current educational technology [17]. Many scholars have conducted research on AIEd. Hinojo et al. (2019) analyzed AI scientific outcomes in higher education indexed in the Web of Science and Scopus databases from 2007 to 2017. It was found that there is interest in the application of AIEd all over the world, and the scientific achievements of AI application in higher education have not been consolidated [18]. Zawacki et al. (2019) reviewed the application of AI in higher education through a systematic review. The descriptive results indicate that most of the disciplines involved in AIEd papers come from computer science and Science Technology Engineering Mathematics (STEM), and it is found that AI technology is mainly used in the field of education to analyze, predict, and evaluate adaptive systems, personalization, and intelligent tutoring [19]. Yan and Lv (2020) put forward a face-to-face social simulation on the strength of scene roaming, real-time voice capture, and motion capture, and developed an immersive virtual reality social application (IVRSA). The results refer that in the IVRSA system, the user’s intention expression efficiency is very high, and its tracking device can provide a better body expression effect [20]. Hwang and Tu (2021) considered the dimensions of AI in mathematics education research, participants, research methods, technologies employed, research questions, and the role of AI by referring to a technology-based learning model. After summary and analysis, it is believed that this topic has important value in the field of follow-up education [21]. Ahmad et al. (2022) explored academic and administrative applications of AI. AI applications were found to not only aid education academically and administratively, but also improve its effectiveness. And teachers can be provided with various types of task assistance in the form of learning analytics, VR, grading/assessment, and enrolment [22].In summary, through the research of the above scholars, it means that with the fast progress of AI technology, many scholars have applied it in the field of education. But educators are still unclear on how the teaching benefits of IT can be leveraged on a larger scale, and how it can truly have a meaningful impact on teaching and learning in higher education. Therefore, this research introduces AI technology into the field of education and explores the application of AI technology in preschool education.


## 3. Analysis of AI-Based Scientific Games Applied to Preschool Education

### 3.1. Analysis of the Problems Faced by Scientific Quality in Preschool Education

Strong curiosity and thirst for knowledge are powerful driving forces for learning science. It can awaken individual enthusiasm for learning and lead young children into the ocean of science. In the learning of scientific quality, scientific expression ability is a skill that children need to master in scientific inquiry, that is, to record, summarize, and share the process of scientific inquiry through language, pictures, tables, symbols, etc. [23, 24]. But the current preschool education still has some problems, as shown in Figure 1.Figure 1
Schematic diagram of the problems faced by the cultivation of scientific quality in preschool education.In Figure1, in the cultivation of scientific quality in preschool education, the problems it faces mainly include two types: schools and teachers. In terms of schools, firstly, in the aspects of conditional support, the scientific materials are weak to explore, there is insufficient time for children to explore, and there is a lack of interaction and operability in a certain environment; secondly, in the aspects of ability support, the school places too much emphasis on the results of scientific experiments and lacks the exercise of children’s scientific expression ability and the cultivation of production ability. In terms of teachers, the first is emotional and attitude support. Teachers ignore curious questions about unknown answers, lack of stimulation of children’s initiative, and lack of understanding and tolerance for children’s behavior of damaging materials. The second is knowledge and experience support. The content of scientific knowledge lacks balance and hierarchy, focusing on the teaching of scientific knowledge or principles, and meanwhile, it may rashly interrupt young children’s concentration activities due to the difficulty in grasping the timing of support.Therefore, through the analysis of the problems faced in the cultivation of scientific quality in preschool education, it is found that it is not enough to simply rely on schools and teachers to stimulate children's interest in science, and it is of great significance to apply AI technology to it.


### 3.2. Analysis of the Application Elements of AI in Preschool Education

Driven by the concept of “Internet + Mode,” the quick update of AI technology has accelerated the design concept of interactive games in the cultivation of scientific quality in the field of education. The design of intelligent interactive games is on account of the concepts, principles, methods, and strategies of interactive design. The concept, development, and design goals of interactive children's games and toys are analyzed, and the design process, methods, and principles of preschool children's interactive games and toys are summarized. The concept of interaction design is applied to the design of scientific games and toys, enriching the educational and interactive features of children's toys from the goal of interaction design, increasing children's participation and the cultivation of scientific quality.


#### 3.2.1. An Analysis of the Teaching Mode of Children’s Scientific Quality

Teaching mode is a teaching activity structure and teaching method constructed to achieve certain teaching objectives under the guidance of the theoretical and practical framework of learning environment design. It is an intermediary that transforms learning environment design theory into specific teaching activity structures and operating procedures, and is the result of combining the design theory with a practical framework [25]. Generally, scholars in related fields include three orientations on teaching models, as expressed in Figure 2.Figure 2
Three orientations of teaching mode.In Figure2, the teaching mode can be summarized into three orientations: structural theory, procedural theory, and methodology. Among them, the structural theory believes that the teaching mode is a stable teaching structure form; the procedure theory considers that it is a fixed operating procedure; the methodology thinks that it is a set of fixed teaching methods. However, in this research, for the specific course of the cultivation and teaching of young children’s scientific quality, the teaching objectives of the course should be clarified first, and then a relatively stable operating procedure and structural paradigm should be constructed around the teaching objectives under the guidance of relevant theories. Its elements are exhibited in Figure 3.Figure 3
The elements of the teaching mode.In Figure3, the composition of the teaching mode mainly comprises five parts: theoretical basis, teaching objectives, teaching procedures, auxiliary conditions, and teaching evaluation [26, 27]. In the teaching of scientific quality, the theoretical basis refers to the application of scientific theories to guide practice, to reflect the uniqueness of a teaching model. The teaching objectives are the teacher's expectation of the effect of children participating in scientific games and activities. The teaching procedure is the main part of the teaching mode that guides the scientific games and activities taught by teachers in a chronological or logical order and the scientific games of preschool education. The auxiliary conditions are some auxiliary contents such as teaching methods, teaching media, teaching environment, and teaching resources included in the teaching mode. Teaching evaluation is an important link to test whether the teaching objectives of scientific quality training are achieved. As a result, reasonable and effective teaching evaluation should be designed according to the teaching mode.


#### 3.2.2. Application Analysis of AI Technology in the Teaching of Young Children’s Scientific Quality

In the teaching of young children’s scientific quality, the application of VR technology in AI can not only enhance the interactivity of scientific games, but also pay more attention to the usage scenarios and interaction with users while realizing the functions of the games. In addition to realizing its own functional requirements, the product continuously enriches the interactive functions, pays attention to the user experience, and allows users to feel the pleasure and comfortable emotional communication brought by the product in the process of using the product, to realize the interactive communication between products and people [28, 29]. Among them, the application of VR technology in scientific games is displayed in Figure 4.Figure 4
Application of VR technology in scientific games.In Figure4, the interaction between users and scientific games in VR is actually a cognitive process of virtual works, that is, the process of information exchange with games through cognitive behaviors such as sensory perception, attention, memory, and emotion. In the process of users’ active cognition, the tendency of media to be used as a tool to explain the game is offset, and the user’s cognitive potential of the game is more emphasized. Different interaction forms will cause users to have different cognitive behaviors and cognitive psychology. The closer the interaction form is to the user’s cognitive psychology, the more accurate the information in the work can be obtained by users. So, when designing scientific games, more consideration should be given to user cognition and aesthetic reflection, so that scientific games can be properly perceived, noticed, and operated by users.


### 3.3. Construction and Analysis of Interactive Scientific Games Model of Young Children Based on VR

Under the concept of scientific game interaction design, according to the psychological, physiological, and behavioral characteristics of children in the process of development (such as curiosity and thirst for knowledge, love of imitation, unstable personality and emotion, and like to be praised), this work uses the concept of virtual reality to divide the scientific game design process of preschool children into five parts: the determination of background and target users, the analysis of preschool children, the integration of design points, the scheme design, and the scheme implementation, as shown in Figure5.Figure 5
Design process of VR-based young children’s interactive scientific games model.In Figure5, in this model, the background and users are first determined. Through the overall analysis of the social background and the development status of domestic preschool education, it is determined that the final target users are preschool children. Target analysis is carried out from the skills of various aspects of the body of preschool children during the growth process and the differentiated characteristics of different growth stages. In the interactive design, the interactive experience of children and the scene is mainly based on the interactive feeling of visual, auditory, smell, taste, touch, and other sensory cognition. Children explore and discover new things in specific scenes, promote cognitive development, and feed back to the perceptual brain to construct an “image” of the external world, deepening the cognition and formation of scientific concepts. Among them, when VR technology is applied to intelligent scientific game models, the intelligence and interactivity of the game can be enhanced through gesture interaction and voice interaction.In the gesture interaction, the three-dimensional coordinate data of the human skeleton are obtained in real time through the JointType [30] variable, and the skeleton data of the three points are used as the right forearm axis node A1(Xa, Ya, Za), the right shoulder node S1(Xs, Ys, Zs), and the right palm center node H1(Xh, Yh, Zh) in turn. Thereby, the prewave of the user is judged. According to the spatial positional relationship between the right elbow joint point and the right palm center point, it is predicted whether the user wants to wave or not. Specifically, a threshold TH1 is set to observe that the spatial relationship between the right elbow joint point and the right palm center point satisfies (1)(1)Yh−Ya≥TH1.If (1) is satisfied, it can be determined that the user is about to wave his hand. In order to eliminate the jitter and reduce the error, a waving amplitude threshold TH2 is set. When the difference between Tmax and Tmin is greater than or equal to TH2, it is determined that the user is waving. The equation is as follows:(2)Tmax−Tmin≥TH2.Voice recognition of young children was further analyzed. Voice recognition is similar to the double random process of hidden Markov model (HMM), which itself is an observable sequence, while the state and grammar rules of the vocal system belong to the hidden state [31]. Therefore, the HMM can well describe the short-term stationary signal segments with different parameters and at the same time describe the jumps between states. The parameters of the HMM are represented as λ=A,B,π, which are specifically defined as follows: state transition probability matrix A=aij, where the aij is written in(3)aij=Pqt+1=j|qt=i,1≤i≤N,1≤j≤N.The probability matrix of the observation sequenceB=bjk, where bjk the expression is displayed in(4)bjk=Pot=vk|qt=i,1≤k≤M,1≤j≤N.The probability matrix of the initial stateπ=πi, where the expression πi is indicated in(5)πi=Pq1=i,1≤i≤N.In equations (3)–(5), N refers to the number of hidden states contained in the HMM, and M stands for the number of observations that each hidden state may generate. The voice signal is extracted to obtain acoustic features, and then the acoustic model is obtained through acoustic feature training. After the acoustic model combines the language model and the pronunciation dictionary to build a vocoder, the voice text of the child user is ultimately recognized. As a result, the scientific games of preschool education are more targeted, and the user-centered design can better reflect the most real needs of users.


### 3.4. Model Implementation and Evaluation and Analysis of Performance Effects

After the intelligent scientific experimental model in preschool education is designed, its use effect in preschool teaching classes is discussed to find problems in time and optimize them. The experiment adopts a controlled experimental design, and the control group and the experimental group are set up, respectively. The two groups of students' interest in scientific games, the clarity and ambiguity of game knowledge, and the operational support of scientific games are investigated and analyzed, and the information of the kindergarten teachers is further analyzed. A total of 11 teachers were interviewed and surveyed. Table1 demonstrates the specific experimental design.Table 1
Design of teaching experiment.
Experimental groupControl groupThe object of the teaching experiment35 students in kindergarten middle class35 students in kindergarten middle classThe environment of the teaching experimentUsing VR-based interactive scientific games model for young childrenTraditional scientific games teachingThe arrangement of the teaching experimentConsistent teaching content and consistent progressThe variables of the teaching experimentControlling variables: The use of a VR-based interactive scientific games model for young childrenIn the empirical process, research and analysis are performed in the form of questionnaires combined with the teaching effect of the VR-based interactive scientific games model for young children. Among them, the entire process of questionnaire design, distribution, and data collection does not involve personal privacy. The entire survey process is completed by preschool children with the help of teachers. The questionnaire is not open to the public during the whole process and is used for research purposes only. Among them,P < 0.05 means there is a statistical difference.


## 3.1. Analysis of the Problems Faced by Scientific Quality in Preschool Education

Strong curiosity and thirst for knowledge are powerful driving forces for learning science. It can awaken individual enthusiasm for learning and lead young children into the ocean of science. In the learning of scientific quality, scientific expression ability is a skill that children need to master in scientific inquiry, that is, to record, summarize, and share the process of scientific inquiry through language, pictures, tables, symbols, etc. [23, 24]. But the current preschool education still has some problems, as shown in Figure 1.Figure 1
Schematic diagram of the problems faced by the cultivation of scientific quality in preschool education.In Figure1, in the cultivation of scientific quality in preschool education, the problems it faces mainly include two types: schools and teachers. In terms of schools, firstly, in the aspects of conditional support, the scientific materials are weak to explore, there is insufficient time for children to explore, and there is a lack of interaction and operability in a certain environment; secondly, in the aspects of ability support, the school places too much emphasis on the results of scientific experiments and lacks the exercise of children’s scientific expression ability and the cultivation of production ability. In terms of teachers, the first is emotional and attitude support. Teachers ignore curious questions about unknown answers, lack of stimulation of children’s initiative, and lack of understanding and tolerance for children’s behavior of damaging materials. The second is knowledge and experience support. The content of scientific knowledge lacks balance and hierarchy, focusing on the teaching of scientific knowledge or principles, and meanwhile, it may rashly interrupt young children’s concentration activities due to the difficulty in grasping the timing of support.Therefore, through the analysis of the problems faced in the cultivation of scientific quality in preschool education, it is found that it is not enough to simply rely on schools and teachers to stimulate children's interest in science, and it is of great significance to apply AI technology to it.


## 3.2. Analysis of the Application Elements of AI in Preschool Education

Driven by the concept of “Internet + Mode,” the quick update of AI technology has accelerated the design concept of interactive games in the cultivation of scientific quality in the field of education. The design of intelligent interactive games is on account of the concepts, principles, methods, and strategies of interactive design. The concept, development, and design goals of interactive children's games and toys are analyzed, and the design process, methods, and principles of preschool children's interactive games and toys are summarized. The concept of interaction design is applied to the design of scientific games and toys, enriching the educational and interactive features of children's toys from the goal of interaction design, increasing children's participation and the cultivation of scientific quality.


### 3.2.1. An Analysis of the Teaching Mode of Children’s Scientific Quality

Teaching mode is a teaching activity structure and teaching method constructed to achieve certain teaching objectives under the guidance of the theoretical and practical framework of learning environment design. It is an intermediary that transforms learning environment design theory into specific teaching activity structures and operating procedures, and is the result of combining the design theory with a practical framework [25]. Generally, scholars in related fields include three orientations on teaching models, as expressed in Figure 2.Figure 2
Three orientations of teaching mode.In Figure2, the teaching mode can be summarized into three orientations: structural theory, procedural theory, and methodology. Among them, the structural theory believes that the teaching mode is a stable teaching structure form; the procedure theory considers that it is a fixed operating procedure; the methodology thinks that it is a set of fixed teaching methods. However, in this research, for the specific course of the cultivation and teaching of young children’s scientific quality, the teaching objectives of the course should be clarified first, and then a relatively stable operating procedure and structural paradigm should be constructed around the teaching objectives under the guidance of relevant theories. Its elements are exhibited in Figure 3.Figure 3
The elements of the teaching mode.In Figure3, the composition of the teaching mode mainly comprises five parts: theoretical basis, teaching objectives, teaching procedures, auxiliary conditions, and teaching evaluation [26, 27]. In the teaching of scientific quality, the theoretical basis refers to the application of scientific theories to guide practice, to reflect the uniqueness of a teaching model. The teaching objectives are the teacher's expectation of the effect of children participating in scientific games and activities. The teaching procedure is the main part of the teaching mode that guides the scientific games and activities taught by teachers in a chronological or logical order and the scientific games of preschool education. The auxiliary conditions are some auxiliary contents such as teaching methods, teaching media, teaching environment, and teaching resources included in the teaching mode. Teaching evaluation is an important link to test whether the teaching objectives of scientific quality training are achieved. As a result, reasonable and effective teaching evaluation should be designed according to the teaching mode.


### 3.2.2. Application Analysis of AI Technology in the Teaching of Young Children’s Scientific Quality

In the teaching of young children’s scientific quality, the application of VR technology in AI can not only enhance the interactivity of scientific games, but also pay more attention to the usage scenarios and interaction with users while realizing the functions of the games. In addition to realizing its own functional requirements, the product continuously enriches the interactive functions, pays attention to the user experience, and allows users to feel the pleasure and comfortable emotional communication brought by the product in the process of using the product, to realize the interactive communication between products and people [28, 29]. Among them, the application of VR technology in scientific games is displayed in Figure 4.Figure 4
Application of VR technology in scientific games.In Figure4, the interaction between users and scientific games in VR is actually a cognitive process of virtual works, that is, the process of information exchange with games through cognitive behaviors such as sensory perception, attention, memory, and emotion. In the process of users’ active cognition, the tendency of media to be used as a tool to explain the game is offset, and the user’s cognitive potential of the game is more emphasized. Different interaction forms will cause users to have different cognitive behaviors and cognitive psychology. The closer the interaction form is to the user’s cognitive psychology, the more accurate the information in the work can be obtained by users. So, when designing scientific games, more consideration should be given to user cognition and aesthetic reflection, so that scientific games can be properly perceived, noticed, and operated by users.


## 3.2.1. An Analysis of the Teaching Mode of Children’s Scientific Quality

Teaching mode is a teaching activity structure and teaching method constructed to achieve certain teaching objectives under the guidance of the theoretical and practical framework of learning environment design. It is an intermediary that transforms learning environment design theory into specific teaching activity structures and operating procedures, and is the result of combining the design theory with a practical framework [25]. Generally, scholars in related fields include three orientations on teaching models, as expressed in Figure 2.Figure 2
Three orientations of teaching mode.In Figure2, the teaching mode can be summarized into three orientations: structural theory, procedural theory, and methodology. Among them, the structural theory believes that the teaching mode is a stable teaching structure form; the procedure theory considers that it is a fixed operating procedure; the methodology thinks that it is a set of fixed teaching methods. However, in this research, for the specific course of the cultivation and teaching of young children’s scientific quality, the teaching objectives of the course should be clarified first, and then a relatively stable operating procedure and structural paradigm should be constructed around the teaching objectives under the guidance of relevant theories. Its elements are exhibited in Figure 3.Figure 3
The elements of the teaching mode.In Figure3, the composition of the teaching mode mainly comprises five parts: theoretical basis, teaching objectives, teaching procedures, auxiliary conditions, and teaching evaluation [26, 27]. In the teaching of scientific quality, the theoretical basis refers to the application of scientific theories to guide practice, to reflect the uniqueness of a teaching model. The teaching objectives are the teacher's expectation of the effect of children participating in scientific games and activities. The teaching procedure is the main part of the teaching mode that guides the scientific games and activities taught by teachers in a chronological or logical order and the scientific games of preschool education. The auxiliary conditions are some auxiliary contents such as teaching methods, teaching media, teaching environment, and teaching resources included in the teaching mode. Teaching evaluation is an important link to test whether the teaching objectives of scientific quality training are achieved. As a result, reasonable and effective teaching evaluation should be designed according to the teaching mode.


## 3.2.2. Application Analysis of AI Technology in the Teaching of Young Children’s Scientific Quality

In the teaching of young children’s scientific quality, the application of VR technology in AI can not only enhance the interactivity of scientific games, but also pay more attention to the usage scenarios and interaction with users while realizing the functions of the games. In addition to realizing its own functional requirements, the product continuously enriches the interactive functions, pays attention to the user experience, and allows users to feel the pleasure and comfortable emotional communication brought by the product in the process of using the product, to realize the interactive communication between products and people [28, 29]. Among them, the application of VR technology in scientific games is displayed in Figure 4.Figure 4
Application of VR technology in scientific games.In Figure4, the interaction between users and scientific games in VR is actually a cognitive process of virtual works, that is, the process of information exchange with games through cognitive behaviors such as sensory perception, attention, memory, and emotion. In the process of users’ active cognition, the tendency of media to be used as a tool to explain the game is offset, and the user’s cognitive potential of the game is more emphasized. Different interaction forms will cause users to have different cognitive behaviors and cognitive psychology. The closer the interaction form is to the user’s cognitive psychology, the more accurate the information in the work can be obtained by users. So, when designing scientific games, more consideration should be given to user cognition and aesthetic reflection, so that scientific games can be properly perceived, noticed, and operated by users.


## 3.3. Construction and Analysis of Interactive Scientific Games Model of Young Children Based on VR

Under the concept of scientific game interaction design, according to the psychological, physiological, and behavioral characteristics of children in the process of development (such as curiosity and thirst for knowledge, love of imitation, unstable personality and emotion, and like to be praised), this work uses the concept of virtual reality to divide the scientific game design process of preschool children into five parts: the determination of background and target users, the analysis of preschool children, the integration of design points, the scheme design, and the scheme implementation, as shown in Figure5.Figure 5
Design process of VR-based young children’s interactive scientific games model.In Figure5, in this model, the background and users are first determined. Through the overall analysis of the social background and the development status of domestic preschool education, it is determined that the final target users are preschool children. Target analysis is carried out from the skills of various aspects of the body of preschool children during the growth process and the differentiated characteristics of different growth stages. In the interactive design, the interactive experience of children and the scene is mainly based on the interactive feeling of visual, auditory, smell, taste, touch, and other sensory cognition. Children explore and discover new things in specific scenes, promote cognitive development, and feed back to the perceptual brain to construct an “image” of the external world, deepening the cognition and formation of scientific concepts. Among them, when VR technology is applied to intelligent scientific game models, the intelligence and interactivity of the game can be enhanced through gesture interaction and voice interaction.In the gesture interaction, the three-dimensional coordinate data of the human skeleton are obtained in real time through the JointType [30] variable, and the skeleton data of the three points are used as the right forearm axis node A1(Xa, Ya, Za), the right shoulder node S1(Xs, Ys, Zs), and the right palm center node H1(Xh, Yh, Zh) in turn. Thereby, the prewave of the user is judged. According to the spatial positional relationship between the right elbow joint point and the right palm center point, it is predicted whether the user wants to wave or not. Specifically, a threshold TH1 is set to observe that the spatial relationship between the right elbow joint point and the right palm center point satisfies (1)(1)Yh−Ya≥TH1.If (1) is satisfied, it can be determined that the user is about to wave his hand. In order to eliminate the jitter and reduce the error, a waving amplitude threshold TH2 is set. When the difference between Tmax and Tmin is greater than or equal to TH2, it is determined that the user is waving. The equation is as follows:(2)Tmax−Tmin≥TH2.Voice recognition of young children was further analyzed. Voice recognition is similar to the double random process of hidden Markov model (HMM), which itself is an observable sequence, while the state and grammar rules of the vocal system belong to the hidden state [31]. Therefore, the HMM can well describe the short-term stationary signal segments with different parameters and at the same time describe the jumps between states. The parameters of the HMM are represented as λ=A,B,π, which are specifically defined as follows: state transition probability matrix A=aij, where the aij is written in(3)aij=Pqt+1=j|qt=i,1≤i≤N,1≤j≤N.The probability matrix of the observation sequenceB=bjk, where bjk the expression is displayed in(4)bjk=Pot=vk|qt=i,1≤k≤M,1≤j≤N.The probability matrix of the initial stateπ=πi, where the expression πi is indicated in(5)πi=Pq1=i,1≤i≤N.In equations (3)–(5), N refers to the number of hidden states contained in the HMM, and M stands for the number of observations that each hidden state may generate. The voice signal is extracted to obtain acoustic features, and then the acoustic model is obtained through acoustic feature training. After the acoustic model combines the language model and the pronunciation dictionary to build a vocoder, the voice text of the child user is ultimately recognized. As a result, the scientific games of preschool education are more targeted, and the user-centered design can better reflect the most real needs of users.


## 3.4. Model Implementation and Evaluation and Analysis of Performance Effects

After the intelligent scientific experimental model in preschool education is designed, its use effect in preschool teaching classes is discussed to find problems in time and optimize them. The experiment adopts a controlled experimental design, and the control group and the experimental group are set up, respectively. The two groups of students' interest in scientific games, the clarity and ambiguity of game knowledge, and the operational support of scientific games are investigated and analyzed, and the information of the kindergarten teachers is further analyzed. A total of 11 teachers were interviewed and surveyed. Table1 demonstrates the specific experimental design.Table 1
Design of teaching experiment.
Experimental groupControl groupThe object of the teaching experiment35 students in kindergarten middle class35 students in kindergarten middle classThe environment of the teaching experimentUsing VR-based interactive scientific games model for young childrenTraditional scientific games teachingThe arrangement of the teaching experimentConsistent teaching content and consistent progressThe variables of the teaching experimentControlling variables: The use of a VR-based interactive scientific games model for young childrenIn the empirical process, research and analysis are performed in the form of questionnaires combined with the teaching effect of the VR-based interactive scientific games model for young children. Among them, the entire process of questionnaire design, distribution, and data collection does not involve personal privacy. The entire survey process is completed by preschool children with the help of teachers. The questionnaire is not open to the public during the whole process and is used for research purposes only. Among them,P < 0.05 means there is a statistical difference.


## 4. Results and Discussion

### 4.1. Analysis of Teaching Results of Scientific Games Course for Two Groups of Preschool Children

Under the guidance of the teachers who teach science, the questionnaires and test questions of the teaching demonstration have a good recovery effect, and 100% of the experimental group and the control group are recovered. During the process of entering the experimental data into the Excel form, some missing and unfilled questionnaires are found as invalid data, and the invalid data are excluded. There are 32 groups of valid data in the experimental group and 30 groups of valid data in the control group. To maintain consistency, 30 groups of data from the experimental group and the control group are retained for analysis. Through reliability and validity analysis, it is found that the Cronbachα value is greater than 0.800, the KMO value is greater than 0.700, and the Sig value is all 0.000, less than 0.050, which indicates that the designed questionnaire has strong internal consistency and stability, and has high credibility.Through the questionnaire survey, the two groups of students’ interest in scientific games, the clarity and ambiguity of game knowledge, and the operational support of scientific games are investigated and analyzed, as illustrated in Figures6 to 8.Figure 6
The results of the two groups of students’ interest in scientific games.Figure 7
The clear and fuzzy cognition of the game knowledge of the two groups of students (∗compared with control group, P < 0.05).Figure 8
Comparison of two groups of students’ operational support for scientific games (∗compared with control group, P < 0.05).In Figure6, when analyzing the interest of the two groups of students in scientific games, it denoted that 93.33% of the students in the experimental group were interested in scientific games, and 66.67% of them were very interested in scientific games, which was obviously different from the control group. There is a significant difference (P < 0.05), while there are significantly more students in the control students who are not interested in scientific games. It can be seen from the survey that after adopting the intelligent scientific games interactive model, it can well satisfy the children's exploration of science in the process of using their hands and brains, and enhance the students’ interest.In Figure7, in the investigation of the clear and fuzzy cognition of the game knowledge of the two groups of students, it was found that the students in the experimental group believed that the intelligent interaction model could clearly understand scientific knowledge, 83.33% considered that the scientific knowledge was clear, and 56.67% of the students felt that scientific knowledge was very clear, which was significantly higher than that of the control group (P < 0.05), while the control students obviously had more students who could not clearly understand scientific knowledge when they used traditional teaching methods for scientific games. Hence, after adopting the intelligent interactive scientific games model, students can clearly understand scientific knowledge in the teaching of scientific games.Further comparisons are made to the degree of operational support of scientific games, and the results are exhibited in Figure8. It signifies that after using the intelligent interactive scientific games model, compared with the control group, more students in the experimental group think that they have received support such as explanation, demonstration, and guided guessing, while the traditional scientific games are freer to operate, explain, and demonstrate guided guessing and other support provided less, with a distinct difference (P < 0.05). Therefore, using the intelligent interactive scientific games model can provide more support for students to explain, demonstrate, and guide guessing.


### 4.2. Analysis of the Results of Teacher Interview Information in Preschool Education

To understand the support of teachers in scientific games activities for young children, interviews are conducted with the following information.Through interviews with teachers in science teaching in kindergartens, the basic information is shown in Table2. It can be found that the education level of science teachers in kindergartens is mainly composed of undergraduate and college. From the analysis of teaching age, most of the teachers have reached the standard of second-grade teachers. Nevertheless, through the analysis of the interview content, it is concluded that the scientific values and the reserve of basic scientific knowledge of preschool teachers are still relatively weak. Consequently, in the follow-up scientific experiments, the ability of kindergartens should be further improved, so that teachers' scientific values and the reserve of basic scientific knowledge should be further improved.Table 2
Summary of basic information of teacher interviews.
TeacherEducation levelProfessional titleTeaching ageTeacher 1UndergraduateSecond-grade teacher4Teacher 2CollegeFirst-grade teacher12Teacher 3CollegeThird-grade teacher3Teacher 4UndergraduateSecond-grade teacher5Teacher 5Technical secondary schoolSecond-grade teacher11Teacher 6Technical secondary schoolSecond-grade teacher10Teacher 7UndergraduateSpecial teacher11Teacher 8CollegeSecond-grade teacher8Teacher 9UndergraduateSecond-grade teacher4Teacher 10UndergraduateFirst-grade teacher6Teacher 11CollegeSecond-grade teacher5


## 4.1. Analysis of Teaching Results of Scientific Games Course for Two Groups of Preschool Children

Under the guidance of the teachers who teach science, the questionnaires and test questions of the teaching demonstration have a good recovery effect, and 100% of the experimental group and the control group are recovered. During the process of entering the experimental data into the Excel form, some missing and unfilled questionnaires are found as invalid data, and the invalid data are excluded. There are 32 groups of valid data in the experimental group and 30 groups of valid data in the control group. To maintain consistency, 30 groups of data from the experimental group and the control group are retained for analysis. Through reliability and validity analysis, it is found that the Cronbachα value is greater than 0.800, the KMO value is greater than 0.700, and the Sig value is all 0.000, less than 0.050, which indicates that the designed questionnaire has strong internal consistency and stability, and has high credibility.Through the questionnaire survey, the two groups of students’ interest in scientific games, the clarity and ambiguity of game knowledge, and the operational support of scientific games are investigated and analyzed, as illustrated in Figures6 to 8.Figure 6
The results of the two groups of students’ interest in scientific games.Figure 7
The clear and fuzzy cognition of the game knowledge of the two groups of students (∗compared with control group, P < 0.05).Figure 8
Comparison of two groups of students’ operational support for scientific games (∗compared with control group, P < 0.05).In Figure6, when analyzing the interest of the two groups of students in scientific games, it denoted that 93.33% of the students in the experimental group were interested in scientific games, and 66.67% of them were very interested in scientific games, which was obviously different from the control group. There is a significant difference (P < 0.05), while there are significantly more students in the control students who are not interested in scientific games. It can be seen from the survey that after adopting the intelligent scientific games interactive model, it can well satisfy the children's exploration of science in the process of using their hands and brains, and enhance the students’ interest.In Figure7, in the investigation of the clear and fuzzy cognition of the game knowledge of the two groups of students, it was found that the students in the experimental group believed that the intelligent interaction model could clearly understand scientific knowledge, 83.33% considered that the scientific knowledge was clear, and 56.67% of the students felt that scientific knowledge was very clear, which was significantly higher than that of the control group (P < 0.05), while the control students obviously had more students who could not clearly understand scientific knowledge when they used traditional teaching methods for scientific games. Hence, after adopting the intelligent interactive scientific games model, students can clearly understand scientific knowledge in the teaching of scientific games.Further comparisons are made to the degree of operational support of scientific games, and the results are exhibited in Figure8. It signifies that after using the intelligent interactive scientific games model, compared with the control group, more students in the experimental group think that they have received support such as explanation, demonstration, and guided guessing, while the traditional scientific games are freer to operate, explain, and demonstrate guided guessing and other support provided less, with a distinct difference (P < 0.05). Therefore, using the intelligent interactive scientific games model can provide more support for students to explain, demonstrate, and guide guessing.


## 4.2. Analysis of the Results of Teacher Interview Information in Preschool Education

To understand the support of teachers in scientific games activities for young children, interviews are conducted with the following information.Through interviews with teachers in science teaching in kindergartens, the basic information is shown in Table2. It can be found that the education level of science teachers in kindergartens is mainly composed of undergraduate and college. From the analysis of teaching age, most of the teachers have reached the standard of second-grade teachers. Nevertheless, through the analysis of the interview content, it is concluded that the scientific values and the reserve of basic scientific knowledge of preschool teachers are still relatively weak. Consequently, in the follow-up scientific experiments, the ability of kindergartens should be further improved, so that teachers' scientific values and the reserve of basic scientific knowledge should be further improved.Table 2
Summary of basic information of teacher interviews.
TeacherEducation levelProfessional titleTeaching ageTeacher 1UndergraduateSecond-grade teacher4Teacher 2CollegeFirst-grade teacher12Teacher 3CollegeThird-grade teacher3Teacher 4UndergraduateSecond-grade teacher5Teacher 5Technical secondary schoolSecond-grade teacher11Teacher 6Technical secondary schoolSecond-grade teacher10Teacher 7UndergraduateSpecial teacher11Teacher 8CollegeSecond-grade teacher8Teacher 9UndergraduateSecond-grade teacher4Teacher 10UndergraduateFirst-grade teacher6Teacher 11CollegeSecond-grade teacher5


## 5. Conclusion

To sum up, today’s AI technology is gradually being widely used in all walks of life, in view of the current situation and existing problems of the cultivation of scientific quality in preschool education, and AR technology in AI is used to construct a VR-based interactive scientific games model for young children. Through empirical analysis, it is found that the constructed model can improve the interest and knowledge acquisition ability of scientific games in preschool education and can provide explanations, demonstrations, and guide guesses for the process of scientific games, which is significantly better than traditional teaching methods (P < 0.05). It can provide an experimental basis for the intelligent development of the later preschool education field and the improvement of teaching skills. However, there are also some shortcomings. For instance, it only investigated two classes in a kindergarten, and whether there are similar situations in other classes still needs to continue to expand the sample for analysis. In addition, the survey sample can be further expanded to obtain more sample data. The constructed model can be optimized according to the results, which is of great significance to the effective cultivation of scientific quality in subsequent preschool education.



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*Source: 7483566-2022-11-23.xml*