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Interactive mobile learning (IML) platform

a mobile learning and interactive technology, applied in the field of interactive mobile learning platform, can solve the problems of educational games, failure to address the method of learning and engaging, and failure to complete breaks from traditional linear learning modes, and achieve the effect of greater levels of experiential learning modes

Inactive Publication Date: 2013-05-16
LACHINA PUBLISHING SERVICES
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

The Interactive Mobile Learning Platform (IMLP) is a system that combines text, graphics, audio, and interactive elements to create a more immersive learning experience. It uses a computer interface that looks like printed books, making it easy to use for most users. The system also allows for access to a 3D scriptable rendering engine, which allows for more experiential learning modes. The local navigation view provides access to pages in the vicinity of the current page, which can be scrolled through with swiping gestures or button elements. Overall, the IMLP system helps bridge the gap between traditional education practices and modern information sharing and discovery.

Problems solved by technology

This does not address the method of learning and engaging with content that the Internet has made popular.
Total breaks from traditional linear modes of learning are often unsuccessful, however.
Educational games have been used as a method of learning but have a history of failure.
Most such systems lack the comprehensive content of traditional textbooks.
Also, some educational games used as a method of learning are too complicated, not complex enough, or generally not fun for the end user students.
Further, cultural attitudes toward games as lacking “seriousness” are an obstacle for adoption within the educational community.
Overall therefore, implementation or use of educational learning games has remained substantially underfunded in most school systems and elsewhere and the return on investment for the school systems too low or uncertain for any substantial adoption thereof.
However, there remains no simple, standard way of assessing learning comprehension.
It is difficult therefore to determine what learning / assessment method is objectively better for providing fair and accurate assessment results.
Most of these methods have been met with critiques concerning formatting, comfort, and quality.

Method used

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  • Interactive mobile learning (IML) platform
  • Interactive mobile learning (IML) platform
  • Interactive mobile learning (IML) platform

Examples

Experimental program
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Embodiment Construction

[0043]The following presents a simplified overview of the example embodiments in order to provide a basic understanding of some aspects of the example embodiments. This overview is not an extensive overview of the example embodiments. It is intended to neither identify key or critical elements of the example embodiments nor delineate the scope of the appended claims. Its sole purpose is to present some concepts of the example embodiments in a simplified form as a prelude to the more detailed description that is presented later.

[0044]This description provides examples not intended to limit the scope of the appended claims. The figures generally indicate the features of the examples, where it is understood and appreciated that like reference numerals are used to refer to like elements. Reference in the specification to “one embodiment” or “an embodiment” or “an example embodiment” means that a particular feature, structure, or characteristic described is included in at least one embod...

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PUM

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Abstract

A computer implemented learning and assessment apparatus includes a database having at least one set of educational game parameters, a processor operable to receive input signals from a user of the apparatus, and a human readable display. Game logic of the apparatus is operable to generate a game-based learning experience by presenting to the user a virtual game on the display in accordance with a selected first one of the set of educational game parameters. Measurement logic generates measurement data representative of actions of the user during interaction by the user with the virtual game. Assessment logic is operable to generate assessment data representative of gameplay results wherein a failure of the user to produce predetermined expected learning results is weighted in accordance with predetermined game-based learning parameters relative to experiential exercise of the virtual game by the user. A result signal is selectively rendered on the human readable display.

Description

CROSS-REFERENCE TO RELATED APPLICATIONS[0001]This application claims priority to U.S. provisional application Ser. No. 61 / 558,818, filed on Nov. 11, 2011, incorporated in its entirety herein.BACKGROUND[0002]1. Field[0003]Embodiments herein relate to electronic books incorporating multimedia and, more particularly, to computer-assisted learning methods and systems using gaming techniques for comprehension assessment.[0004]2. Description of Related Art[0005]Modern students are less inclined toward the linear, textual learning mode of traditional printed and electronic textbooks. High school students are now accustomed to a new, non-linear style of discovering information made possible by the Internet. Current electronic textbook trends, however, follow the traditional linear modus operandi with added media components. This does not address the method of learning and engaging with content that the Internet has made popular.[0006]Total breaks from traditional linear modes of learning ar...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63F9/24
CPCG09B5/00A63F9/24
Inventor LACHINA, JEFFREY AUGUSTANSELMO, ANTHONY VICTORALMON, AMANDA SUSANNEHUGHART, CORY ADAMWATSON, JACKLYN MARIEKUHAR, ANDREWLITTLE, MIKALA ALEXANDERWERNER, JESSE ANDREWKANTOR, AARON THOMAS
Owner LACHINA PUBLISHING SERVICES
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