Patent · US Active

Method of educating users by gamification

US11151891B2 · kind B2 · utility

3Cited by
0References
8Claims
0Family size

Assignee

Inventor

Key dates

Filing dateSep 12, 2019
Grant dateOct 19, 2021
Priority date
Expiry dateMay 5, 2040

Classification

  • Technology area (CPC G)Physics
  • CPC primaryG09B5/02
  • WIPO fieldFurniture, games
  • WIPO sectorOther fields

Abstract

A method of automatically providing personalized learning activities to users of an online learning platform is described. A quest is built based on an input of at least a first user's educational objective. The quest includes a primary quest that starts with a start node, ends with the end node, and includes a set of intermediate nodes, wherein each node of the primary quest must be traversed by the first user in order to complete the quest. The quest includes at least one secondary quest that starts with a node of the primary quest as its start node and includes a second set of intermediate nodes. As the user selects a node of the quest, educational activities related to its respective concept are presented to the user. The user's progress in the quest is tracked.

Source: USPTO / EPO open patent data. Objective bibliographic and citation counts.