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MATHEMATICS LEARNING GAMIFIED PLATFORM, SYSTEM AND METHOD FOR AN ELECTRONIC DEVICE

机译:电子设备的数学学习平台,系统和方法

摘要

The present invention relates to the design and development of a learning game platform, system and method that is implemented in an electronic device to promote autonomous work and active learning, integrating all students, with self and peer assessment, supported by instructional videos that can be used for any subject/course implemented on electronic devices for the teaching and learning of mathematics, languages, physics or any other subject. Students can use this in the classroom or outside the classroom in an online, blended or flipped learning setup to study and solve problems, combining analog input and digital outputs.;The innovative part of this platform is that it integrates: analog input; a gamification scheme; videos; levels of problems and levels of instructional videos, organized in a video-book; digital-portfolio; self-assessment and peer-assessment.;Different difficulty levels of problems and of video instructional resolutions, self and peer-assessment is implemented to include all students and promote autonomous and active learning in a gamified platform to motivate students.;The application of the present invention can be used for online, mobile, blended and flipped learning. Teachers can follow what students are doing in another back office application, which is also part of the system of the present invention.;The present invention can be implemented also on electronic devices such as smartphones, tablets, etc. allowing students to use this it in the classroom or outside the classroom in a blended learning model to solve problems.;The learning gamified platform, system and method, for an electronic device executing an application, comprises a server for a reading medium and storing user information, scores and user progress and e-portfolio within a play and learn app platform. The server communicates through the Internet with electronic devices having Internet access operated by at least one player. Registration means allows the player to register with and log on to the play and learn app. Also the app allows the teachers to follow the performance of the players and to improve some aspects of the teaching program in a given classroom.
机译:本发明涉及学习游戏平台,系统和方法的设计和开发,该学习游戏平台,系统和方法在电子设备中实现,以促进自主工作和主动学习,将所有学生与自我和同伴评估结合在一起,并由可指导性的教学视频支持。用于在电子设备上实现的用于数学,语言,物理或任何其他学科的教学的任何学科/课程。学生可以在教室内或教室外的在线,混合或翻转学习设置中使用此功能,以结合模拟输入和数字输出来研究和解决问题。该平台的创新之处在于它集成了:模拟输入;游戏化计划;影片;问题级别和教学视频级别,以视频书的形式组织;数字作品集自我评估和同伴评估。;不同难度的问题和视频教学解决方案,实施自我评估和同伴评估,以包括所有学生,并在游戏化平台上促进自主学习和主动学习,以激发学生的积极性。本发明可以用于在线,移动,混合和翻转学习。教师可以在另一个后台应用程序中跟踪学生所做的事情,这也是本发明系统的一部分。本发明还可以在诸如智能手机,平板电脑等电子设备上实现,从而允许学生使用它在教室中或教室外以混合学习模型解决问题。学习游戏化平台,系统和方法,用于电子设备执行应用程序,包括用于读取介质并存储用户信息,分数和用户进度的服务器和一个学习和学习应用平台中的电子档案夹。服务器通过互联网与具有至少一个播放器操作的具有互联网访问权限的电子设备进行通信。注册是指允许玩家注册并登录到游戏和学习应用程序。该应用程序还允许教师跟踪玩家的表现并改善给定教室中教学计划的某些方面。

著录项

  • 公开/公告号US2018286282A1

    专利类型

  • 公开/公告日2018-10-04

    原文格式PDF

  • 申请/专利权人 MAURO JORGE GUERREIRO FIGUEIREDO;

    申请/专利号US201815942790

  • 发明设计人 MAURO JORGE GUERREIRO FIGUEIREDO;

    申请日2018-04-02

  • 分类号G09B23/02;G09B7/077;G06F17/30;G09B7/02;

  • 国家 US

  • 入库时间 2022-08-21 12:56:36

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