WO2024201147A1 - Educational method - Google Patents
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- WO2024201147A1 WO2024201147A1 PCT/IB2024/050282 IB2024050282W WO2024201147A1 WO 2024201147 A1 WO2024201147 A1 WO 2024201147A1 IB 2024050282 W IB2024050282 W IB 2024050282W WO 2024201147 A1 WO2024201147 A1 WO 2024201147A1
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/003—Repetitive work cycles; Sequence of movements
Definitions
- This invention relates to an educational method more particularly an educational method which makes use of a hybrid gamified app, extended reality and simulation, and machine learning.
- VR Virtual Reality
- Board games, computers, mobile devices, gaming consoles and television games are used to play games for leisure but can also be used to upskill a person in a specific set of rules.
- Other games such as typing tutors, drawing games, or video based card games can teach a player dexterity, such as how to operate a keyboard, a mouse, or similar peripheral devices.
- Educational games may teach a student theory on particular subject matter. This theory may then my applied in the real world.
- SimX United States patent number US10672288B2 in the name of SimX , Inc (“SimX”) describes a method and apparatus for an augmented reality simulator for professional and educational training is provided.
- the simulator provides a training environment spanning one or more physical locations in which one or more virtual avatars representing purely virtual objects or persons or real physical objects or persons which are located at a different physical location are projected into the physical space.
- the avatars are interactive with other avatars and real objects or persons and update over time or in response to actions taken by other real or virtual elements or based on predefined instructions.
- Sensors and devices are used to detect the locations of, and actions taken by real persons or real objects and this sensed data is used to evolve the state of the simulation and avatars based on predefined instructions and programs and update the view of all participants.
- SimX describes the use of VR devices to train a person while using an avatar to perform actions with real or virtual objects or people.
- SimX is based on the premise that a person already has knowledge or employment in a sector (especially the medical or mechanical sectors) and aids in training such a person.
- the invention claims to record the occurrence of an action within an augmented or virtual reality environment, comparing a record of the action to a performance metric that identifies a pre-determined set of goal actions, generating, based at least in part on said comparing, a performance evaluation that includes one or more measures that indicate a performance.
- Another problem is that this type of training is usually restricted to employees of a company, as only employees or at the very least prospective employees are allowed to make use of the technology, the training is limited only to people who have been pre-selected. A person cannot upskill themselves in a specific position before they are elected to take part in the training.
- an educational method comprising the steps of: providing a video gaming environment and setting the rules of a game facilitating the playing of a game and scoring a player according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task useful to a potential employer of persons able to perform the task.
- the method further including the step of playing the game in extended reality using a virtual reality headset and/or virtual reality equipment.
- the method further including the step of playing the game as an avatar.
- the method further including the step of playing the game with the use of any one or a combination of any of the following list:
- the method further including the step wherein the rules of the game define a method of performing a task.
- the method further including the step wherein the task may include a method of making or assembling a product.
- the method further including the step wherein the rules may include options for selection by the player.
- the method further including the step wherein the scoring of a player is an indication of a player’s skill level to perform the task.
- a further step in the method includes recording preferences of players of any one or more of the group consisting of: demographic, race, age, sex, geographic location, means, LSM level, gender, preferred pronouns, physical attributes etc. the invention is not limited in this regard.
- the method including a further step in which a player may be rewarded by way of a gift, a payment, an employment opportunity, further training or the like, the invention is not limited in this regard.
- the method including a further step in which a player’s recorded preferences, score, etc (data) being shared with potential employers or any party interested in a player’s data.
- a further step includes the score to be made available as part of a ranking system, such as a leader board.
- a further step includes the leader board allowing players to interact with other players in a group.
- a further step includes the group being a number of players in a specific area, country, age group, demographic or worldwide.
- a further step includes the verification of a player.
- the invention further provides for a research method comprising the steps of: providing a video gaming environment and setting the rules of a game facilitating the playing of a game and scoring a player according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task and recording deviation or preferences of alternate rules for research purposes.
- the research method including the step of the recorded data being data relating to consumer I purchase decisions, habits routines etc of the player.
- the invention further provides for a learning method comprising the steps of: a user playing a game in a video gaming environment; in accordance with the rules of a game; which facilitates the playing of a game; and the user obtaining a score according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task useful to a potential employer of persons able to perform the task.
- the invention further provides for an educational method comprising the steps of: providing a video gaming environment and setting the rules of a game facilitating the playing of a game and scoring a player according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task and recording deviation or preferences of alternate rules for research purposes.
- the method further including the step of the user playing the game in a simulated environment.
- the method further including the step wherein the rules may include options for selection by the user.
- the method further including the step wherein the scoring of the user is an indication of a user’s skill level to perform the task.
- the method further including the step wherein a user’s score is transferrable between games, users, players etc.
- a further step includes user recording or entering their preferences of any one or more of the group consisting of: demographic, race, age, sex, geographic location, means, LSM level, physical attributes etc.
- a training method comprising the steps of: providing a computer game which makes displays a theory component of the training; and providing an extended reality environment which displays a practical component of the training; to train a person with skills required to perform at least one task; without the person physically performing the task; wherein the system makes use of machine learning to track the person’s behaviour; storing data relating to the behaviour for future use; and the person being rewarded for doing the training with a unique identifier.
- the training method further including the step of the gaming environment providing theoretical training.
- the training method further including the step of the gaming environment being a gamified app, a mobile game, a computer game, a console game, an interactive card or board game, etc.
- the training method further including the step of the extended reality providing practical training.
- the extended reality may be virtual reality, augmented reality or any other hybrid form of reality.
- the training method further including the step of verifying the identity of the person by biometrics, facial recognition, passphrases etc. the invention is not limited in this regard.
- the training method further including the step of the unique identifier being a reward, a qualification, or a database of collected data.
- the training method further including the step of the reward being in the form of a food voucher, a restaurant voucher, money, credits such as airtime or electricity, further training or any other form of remuneration.
- the training method further including the step of using machine learning to alter, improve or develop future training.
- the training method further including the step of using machine learning to assist a specific person with their training.
- the training method further including the step of using artificial intelligence or machine learning to assist with recording or entering the person’s preferences of any one or more of the group consisting of: demographic, race, age, sex, geographic location, means, LSM level, physical attributes, gender, preferred pronouns, etc.
- Figure 1 shows an educational method wherein a video game is used to train theory
- Figure 2 shows the educational method of figure 1 wherein an extended reality environment is used to train practical; DETAILED DESCRIPTION OF THE DRAWINGS
- an educational method is generally depicted by reference numeral 1 .
- the educational method 1 comprises a number of steps which includes providing a video gaming environment such as a computer game 2 or gamified application.
- Rules 3 of a game is preloaded onto the computer 4 and displayed as part of the game 2.
- the rules 3 are displayed as steps to perform a specific task, such as cooking and/or assembling a cheeseburger 5.
- the computer 4 facilitates the playing of the game 2 and thereby teaching a player 6 the rules 3 as theory on how to perform a task 8.
- the game 2 is specifically developed for an intended audience to have the player 6 captivated at all times - the game 2 will have a more captivating effect than studying theory by means of a textbook or a lecture.
- a game 2 could be easier to interpret than printed word especially is areas where the population is illiterate or may have learning disabilities.
- the game 2 is linked to actual certification for real world application.
- the player 6 is then scored 7 according to their application of the rules 3.
- the score 7 is not only a number but includes data such as the player’s 6 preferences, options and personal details relating to the player’s 6 demographic, race, age, sex, geographic location, means, LSM level, physical attributes, gender, preferred pronouns, etc.
- the playing of the game 2 in accordance with the rules 3 necessitates simulation of performing a task 8 useful to a potential employer of persons able to perform the task 8.
- the scoring 7 of the player 6 further includes playing the game 2 in extended reality 9 using a virtual reality headset 10 and any other devices 11 which connect to the virtual reality headset 10 to create an extended reality environment 12.
- the extended reality environment 12 assists in teaching the player 6 the practical implementation of the theory as learnt while playing the game 2 on the computer 4.
- the rules 3 of the game 2 define a method of making or assembling a product such as a cheeseburger 5, and in the extended reality environment 12, the player 6 is taught how to assemble, using the appropriate tools 13 the cheeseburger 5 from the provided ingredients 14.
- the invention is not limited to only training for the employment sector and other uses will be described later herein.
- the extended reality environment 1 1 resembles an actual working space of an existing restaurant chain. This ensures that the player 6 gets familiar and accustomed to an environment which the player 6 has never seen before. As most chain restaurants have similar layouts in different locations the player 6 should be comfortable to perform the tasks in any physical location after playing the game 2 - much like a flight simulator which displays a specific cockpit for a specific model aircraft.
- the game is built to specification of a specific workstation of a specific restaurant chain and will include appropriate branding, however generic layouts may be used.
- a coach 15 in the form of an avatar or a video representation of an actual human will guide the player 6 where needed. These coaches will fill the void between learning from a game and an actual human.
- the coach is referred to as a GapCoach 15.
- GapCoaches 15 are employed based on their scores and are remunerated for their assistance.
- the player 6 may be rewarded with a prize, a coupon, a voucher, further sponsored training, employment or payment.
- the token or reward will be linked to the location data which was stored as part of the player’s 6 score 3 to ensure that a player can make use of the reward. This will encourage players to take part in more trainings for more interested third-parties.
- the invention is meant to upskill various people from different backgrounds and the rewards are used as incentive for this.
- the token of completion is a real-world reward and is either in the form of a certification, an employment opportunity or a voucher, depending on the score which the player achieved.
- the method 1 includes the step of storing and recalling all or part of a player’s 6 score 3.
- Potential employers or people with an interest in the training may request, purchase or use the scores of various players to ascertain whether or not a player may be an appropriate possible future employee.
- the potential employer can then choose a person to offer employment to, based on their personal attributes, preferences and ultimately their score.
- a major advantage is that a company looking to employ a person can save time and money on the training as the person has finished the training in their own time. On the other hand, a prospective employee can use their scores to apply for employment positions even if it is at a company other than the one who presented the training.
- the training packages are country specific to cater to the differences between people from different nationalities.
- the artificial intelligence will automatically adapt new features to conform with the country in which the training is presented. Additional research will be conducted to ensure that the country specific information is accurate, applicable and current.
- an interested party such as a car manufacturer
- a user could pick which model, colour, wheels and accessories they want.
- the invention will then process all of the data and give the manufacturer a breakdown of the most popular models, colours, accessories as well as additional things people would like.
- the invention will give the manufacturer in depth analytics but no individual information on any of the individual users. This data can then be used to market to an audience similar to the test pool of users who plays the game - providing the manufacturer with exactly what they want and having an effective marketing budget to do it.
- the invention is not limited to training a person to cook food and any other practical skill in any other employment sector can be trained.
- the theory training is not limited to using a computer and gamified application, board games, card games, mobile applications, gaming consoles etc. may be incorporated.
- the invention is not limited in this regard.
- the invention may be used to teach real life skills.
- a gamified app may be used to teach the steps of opening a bank account or how to do taxes.
- a user will then practically ‘go out’ in the simulator I virtual reality and perform the task for which the steps were taught, for instance, to a simulated bank, give in their proof of identity, proof of address, simulate giving fingerprints and sign up for a bank account.
- the invention not only teaches a user how to perform a task, but it may also assist people with disabilities, diseases or disorders, such as agoraphobia, to overcome their challenges and fears as they are trained in exactly what to do outside of their comfort zone.
- An important part of the invention is the employment opportunities for users that pass additional criteria. Whereas they may take on a role of an educator/tutor known as ‘GapCoaches’ on the system and depending on their overall user rating or test scores they will be given opportunities to answer other users’ questions and get paid to do so. Their payment amount will be directly linked to their overall score. Payment can be in the form on money, in app store credits, gifts, discounts or in app assets or any other appropriate remuneration.
- any single aspect of the invention i.e.
- the computer game or Gamified app, the virtual reality environments, etc can work as part of the invention as a whole, or be used in collaboration or under license of any existing virtual reality and simulation infrastructure.
- the invention is modular in this regard as many companies already make use of similar products which they may want to continue using instead of replacing already developed hardware, software or simulation or virtual reality environments such as Roblox or Minecraft.
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Abstract
Disclosed is an educational method more particularly an educational method which makes use of a hybrid gamified app, extended reality and simulation, and machine learning. The method including the steps of providing a video gaming environment and setting the rales or steps of playing a game or completing a training; facilitating the playing of a game or the learning the steps of a training and providing a user with a score according to their application of the rules or steps. Completing the actions in accordance with the rules or steps necessitates simulation of performing a task useful to a potential employer of persons able to perform the task. The user may be rewarded with goods, services, remuneration or employment.
Description
EDUCATIONAL METHOD
FIELD OF THE INVENTION
This invention relates to an educational method more particularly an educational method which makes use of a hybrid gamified app, extended reality and simulation, and machine learning.
BACKGROUND TO THE INVENTION
As known in the art, Virtual Reality (“VR”) devices are used to play games, socialize virtually and to train people to perform specific tasks.
Board games, computers, mobile devices, gaming consoles and television games are used to play games for leisure but can also be used to upskill a person in a specific set of rules. Some of these ‘video games’, such as sport games, adhere to the actual/ real-world rules or laws of the game. If a player is unfamiliar with the sport or said rules, playing the game may provide some assistance in training or teaching the player the rules of the game. Other games such as typing tutors, drawing games, or video based card games can teach a player dexterity, such as how to operate a keyboard, a mouse, or similar peripheral devices. Educational games may teach a student theory on particular subject matter. This theory may then my applied in the real world.
United States patent number US10672288B2 in the name of SimX , Inc (“SimX”) describes a method and apparatus for an augmented reality simulator for professional and educational training is provided. The simulator provides a training environment spanning one or more physical locations in which one or more virtual avatars representing purely virtual objects or persons or real physical
objects or persons which are located at a different physical location are projected into the physical space. The avatars are interactive with other avatars and real objects or persons and update over time or in response to actions taken by other real or virtual elements or based on predefined instructions. Sensors and devices are used to detect the locations of, and actions taken by real persons or real objects and this sensed data is used to evolve the state of the simulation and avatars based on predefined instructions and programs and update the view of all participants.
SimX describes the use of VR devices to train a person while using an avatar to perform actions with real or virtual objects or people. SimX is based on the premise that a person already has knowledge or employment in a sector (especially the medical or mechanical sectors) and aids in training such a person.
The invention claims to record the occurrence of an action within an augmented or virtual reality environment, comparing a record of the action to a performance metric that identifies a pre-determined set of goal actions, generating, based at least in part on said comparing, a performance evaluation that includes one or more measures that indicate a performance.
The prior art makes use of VR to train users to perform an action. Users either have prior knowledge of the theory of the training or are taught the theory whilst in a VR environment. This could become confusing and over stimulating, especially for people who are not used to making use of VR equipment.
This could be quite problematic, especially in poorer countries or in rural areas where the people may not have access to all the required technology or may have never used similar apparatus before.
Another problem is that this type of training is usually restricted to employees of a company, as only employees or at the very least prospective employees are allowed to make use of the technology, the training is limited only to people who have been pre-selected.
A person cannot upskill themselves in a specific position before they are elected to take part in the training.
Data relating to a specific user’s preferences and performances could easily be made available in order for a user to be rewarded for achievements in the training, however, as the companies usually pay for the training the data remains their secret intellectual property.
OBJECT OF THE INVENTION
It is an object of this invention to provide educational method, at least partially, alleviates some of the above-mentioned difficulties.
SUMMARY OF THE INVENTION
In accordance with this invention there is provided an educational method comprising the steps of: providing a video gaming environment and setting the rules of a game facilitating the playing of a game and scoring a player according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task useful to a potential employer of persons able to perform the task.
The method further including the step of playing the game in extended reality using a virtual reality headset and/or virtual reality equipment.
The method further including the step of playing the game as an avatar.
The method further including the step of playing the game with the use of any one or a combination of any of the following list:
- A gamified application;
- A simulation;
- A virtual reality environment; and
- Any other appropriate hardware or software application.
The method further including the step wherein the rules of the game define a method of performing a task.
The method further including the step wherein the task may include a method of making or assembling a product.
The method further including the step wherein the rules may include options for selection by the player.
The method further including the step wherein the scoring of a player is an indication of a player’s skill level to perform the task.
A further step in the method includes recording preferences of players of any one or more of the group consisting of: demographic, race, age, sex, geographic location, means, LSM level, gender, preferred pronouns, physical attributes etc. the invention is not limited in this regard.
The method including a further step in which a player may be rewarded by way of a gift, a payment, an employment opportunity, further training or the like, the invention is not limited in this regard.
The method including a further step in which a player’s recorded preferences, score, etc (data) being shared with potential employers or any party interested in a player’s data.
The method including a further step in which a potential employer, company or interested party can contact the player in order to employ, reward, or provide further training for the player.
The method wherein a further step includes machine learning or artificial intelligence to learn from a player’s preferences or score to enhance, improve, adapt or develop future gaming environments, rules, scores, display, games, etc.
The method wherein a further step includes the score to be made available as part of a ranking system, such as a leader board.
The method wherein a further step includes the leader board allowing players to interact with other players in a group.
The method wherein a further step includes the group being a number of players in a specific area, country, age group, demographic or worldwide.
The method wherein a further step includes the verification of a player.
The invention further provides for a research method comprising the steps of: providing a video gaming environment and setting the rules of a game facilitating the playing of a game and scoring a player according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task and recording deviation or preferences of alternate rules for research purposes.
The research method including the step of the recorded data can be used by third parties, potential employers, research facilities, marketers, etc.
The research method including the step of the recorded data being data relating to consumer I purchase decisions, habits routines etc of the player.
The research method including the step of the recorded data being any other form of statistical data.
The research method including the step of the recorded data being data used for targeted advertisements.
The method wherein a further step includes the verification of a user.
The invention further provides for a learning method comprising the steps of: a user playing a game in a video gaming environment; in accordance with the rules of a game; which facilitates the playing of a game; and the user obtaining a score according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task useful to a potential employer of persons able to perform the task.
The invention further provides for an educational method comprising the steps of: providing a video gaming environment and setting the rules of a game facilitating the playing of a game and scoring a player according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task and recording deviation or preferences of alternate rules for research purposes.
The method further including the step of the user playing the game in extended reality using a virtual reality headset.
The method further including the step of the user playing the game in a simulated environment.
The method further including the step wherein the rules of the game define a method for the user to performing a task.
The method further including the step wherein the task may include a method for the user to make or assemble a product.
The method further including the step wherein the rules may include options for selection by the user.
The method further including the step wherein the scoring of the user is an indication of a user’s skill level to perform the task.
The method further including the step wherein a user’s score is transferrable between games, users, players etc.
The method further including the step wherein a user’s score can be exchanged for money, commodities or goods.
The method wherein a further step includes user recording or entering their preferences of any one or more of the group consisting of: demographic, race, age, sex, geographic location, means, LSM level, physical attributes etc.
A training method comprising the steps of: providing a computer game which makes displays a theory component of the training; and providing an extended reality environment which displays a practical component of the training; to train a person with skills required to perform at least one task; without the person physically performing the task; wherein the system makes use of machine learning to track the person’s behaviour; storing data relating to the behaviour for future use; and the person being rewarded for doing the training with a unique identifier.
The training method further including the step of the gaming environment providing theoretical training.
The training method further including the step of the gaming environment being a gamified app, a mobile game, a computer game, a console game, an interactive card or board game, etc.
The training method further including the step of the extended reality providing practical training. The extended reality may be virtual reality, augmented reality or any other hybrid form of reality.
The training method further including the step of verifying the identity of the person by biometrics, facial recognition, passphrases etc. the invention is not limited in this regard.
The training method further including the step of the unique identifier being a reward, a qualification, or a database of collected data.
The training method further including the step of the reward being in the form of a food voucher, a restaurant voucher, money, credits such as airtime or electricity, further training or any other form of remuneration.
The training method further including the step of using machine learning to alter, improve or develop future training.
The training method further including the step of using machine learning to assist a specific person with their training.
The training method further including the step of using artificial intelligence or machine learning to assist with recording or entering the person’s preferences of any one or more of the group consisting of: demographic, race, age, sex, geographic location, means, LSM level, physical attributes, gender, preferred pronouns, etc.
These and other features of the invention are described in more detail below.
BRIEF DESCRIPTION OF THE DRAWINGS
One embodiment of the invention is described below, by way of example only, with reference to the drawings in which:
Figure 1 shows an educational method wherein a video game is used to train theory; and
Figure 2 shows the educational method of figure 1 wherein an extended reality environment is used to train practical;
DETAILED DESCRIPTION OF THE DRAWINGS
With reference to the drawings, an educational method is generally depicted by reference numeral 1 .
The educational method 1 comprises a number of steps which includes providing a video gaming environment such as a computer game 2 or gamified application.
Rules 3 of a game is preloaded onto the computer 4 and displayed as part of the game 2. In this embodiment the rules 3 are displayed as steps to perform a specific task, such as cooking and/or assembling a cheeseburger 5.
The computer 4 facilitates the playing of the game 2 and thereby teaching a player 6 the rules 3 as theory on how to perform a task 8. The game 2 is specifically developed for an intended audience to have the player 6 captivated at all times - the game 2 will have a more captivating effect than studying theory by means of a textbook or a lecture. A game 2 could be easier to interpret than printed word especially is areas where the population is illiterate or may have learning disabilities. The game 2 is linked to actual certification for real world application.
The player 6 is then scored 7 according to their application of the rules 3. The score 7, in effect, gives the player 6 a level or grading of their knowledge of the theory of performing the task 8. The score 7 is not only a number but includes data such as the player’s 6 preferences, options and personal details relating to the player’s 6 demographic, race, age, sex, geographic location, means, LSM level, physical attributes, gender, preferred pronouns, etc.
The playing of the game 2 in accordance with the rules 3 necessitates simulation of performing a task 8 useful to a potential employer of persons able to perform the task 8.
The scoring 7 of the player 6 further includes playing the game 2 in extended reality 9 using a virtual reality headset 10 and any other devices 11 which connect to the virtual reality headset 10 to create an extended reality environment 12. The extended reality environment 12 assists in teaching the player 6 the practical implementation of the theory as learnt while playing the game 2 on the computer 4.
In the present embodiment the rules 3 of the game 2 define a method of making or assembling a product such as a cheeseburger 5, and in the extended reality environment 12, the player 6 is taught how to assemble, using the appropriate tools 13 the cheeseburger 5 from the provided ingredients 14. The invention is not limited to only training for the employment sector and other uses will be described later herein.
The extended reality environment 1 1 resembles an actual working space of an existing restaurant chain. This ensures that the player 6 gets familiar and accustomed to an environment which the player 6 has never seen before. As most chain restaurants have similar layouts in different locations the player 6 should be comfortable to perform the tasks in any physical location after playing the game 2 - much like a flight simulator which displays a specific cockpit for a specific model aircraft. The game is built to specification of a specific workstation of a specific restaurant chain and will include appropriate branding, however generic layouts may be used.
A coach 15 in the form of an avatar or a video representation of an actual human will guide the player 6 where needed. These coaches will fill the void between learning from a game and an actual human. In this example the coach is referred to as a GapCoach 15. GapCoaches 15 are employed based on their scores and are remunerated for their assistance.
As a token of completion, the player 6 may be rewarded with a prize, a coupon, a voucher, further sponsored training, employment or payment. The token or reward will be linked to the location data which was stored as part of the player’s 6 score 3 to ensure that a player can make use of the reward. This will encourage players
to take part in more trainings for more interested third-parties. The invention is meant to upskill various people from different backgrounds and the rewards are used as incentive for this. The token of completion is a real-world reward and is either in the form of a certification, an employment opportunity or a voucher, depending on the score which the player achieved.
The method 1 includes the use of artificial intelligence or machine learning to track the player’s behaviour. The score comprising amongst other things, personal attributes, preferences, options made by the player 6 will be recorded, studied, applied and used to better training in the future, however, the invention will make use of machine learning for various goals.
The method 1 includes the step of storing and recalling all or part of a player’s 6 score 3. Potential employers or people with an interest in the training may request, purchase or use the scores of various players to ascertain whether or not a player may be an appropriate possible future employee.
The potential employer can then choose a person to offer employment to, based on their personal attributes, preferences and ultimately their score.
A major advantage is that a company looking to employ a person can save time and money on the training as the person has finished the training in their own time. On the other hand, a prospective employee can use their scores to apply for employment positions even if it is at a company other than the one who presented the training.
The training packages are country specific to cater to the differences between people from different nationalities. The artificial intelligence will automatically adapt new features to conform with the country in which the training is presented. Additional research will be conducted to ensure that the country specific information is accurate, applicable and current.
Alternatively, an interested party, such as a car manufacturer, may have a virtual floor where a user can apply for finance for vehicles and then customize the
existing design based on the manufacturers latest range. A user could pick which model, colour, wheels and accessories they want. The invention will then process all of the data and give the manufacturer a breakdown of the most popular models, colours, accessories as well as additional things people would like. The invention will give the manufacturer in depth analytics but no individual information on any of the individual users. This data can then be used to market to an audience similar to the test pool of users who plays the game - providing the manufacturer with exactly what they want and having an effective marketing budget to do it.
The invention is not limited to training a person to cook food and any other practical skill in any other employment sector can be trained.
The theory training is not limited to using a computer and gamified application, board games, card games, mobile applications, gaming consoles etc. may be incorporated. The invention is not limited in this regard.
It is in envisaged that incorporating the concept described herein to form part of all new real world education methods to effectively and in a hybrid sense utilize the different platforms such as simulation based, virtual reality, gamified applications, console based, mobile device based and/or computer based games.
This should have a significant improvement on making education accessible for all, especially people is lesser developed countries.
The invention may be used to teach real life skills. A gamified app may be used to teach the steps of opening a bank account or how to do taxes. A user will then practically ‘go out’ in the simulator I virtual reality and perform the task for which the steps were taught, for instance, to a simulated bank, give in their proof of identity, proof of address, simulate giving fingerprints and sign up for a bank account.
By teaching real world situations virtually the invention not only teaches a user how to perform a task, but it may also assist people with disabilities, diseases or
disorders, such as agoraphobia, to overcome their challenges and fears as they are trained in exactly what to do outside of their comfort zone.
It will be appreciated by those skilled in the art that the invention is not limited to the precise details as described or shown herein and that many other embodiments are possible without departing from the scope of the invention.
An important part of the invention is the employment opportunities for users that pass additional criteria. Whereas they may take on a role of an educator/tutor known as ‘GapCoaches’ on the system and depending on their overall user rating or test scores they will be given opportunities to answer other users’ questions and get paid to do so. Their payment amount will be directly linked to their overall score. Payment can be in the form on money, in app store credits, gifts, discounts or in app assets or any other appropriate remuneration.
Other activities which makes use of certified training such as scuba diving or even playing a sport such as golf can, with the help of extended virtual reality hardware, be taught or perfected. A user struggling with a golf swing could make use of external sensors to track their current swing. An expert, who also makes use of the invention or a ‘GapCoach’ could then assist in the training or perfecting of the user golf stance, swing, ball placement etc.
Any single aspect of the invention i.e. The computer game or Gamified app, the virtual reality environments, etc can work as part of the invention as a whole, or be used in collaboration or under license of any existing virtual reality and simulation infrastructure. The invention is modular in this regard as many companies already make use of similar products which they may want to continue using instead of replacing already developed hardware, software or simulation or virtual reality environments such as Roblox or Minecraft.
Claims
1 . An educational method comprising the steps of: providing a video gaming environment and setting the rules of a game facilitating the playing of a game and scoring a player according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task useful to a potential employer of persons able to perform the task.
2. The method of claim 1 further including the step of playing the game in extended reality.
3. The method of claim 1 further including the step of playing the game in extended reality using extended reality equipment.
4. The method of any one of the preceding claims wherein the method further includes the step of playing the game as an avatar.
5. The method of any one of the preceding claims further including the step of playing the game with the use of any one or a combination of any of the following list:
A gamified application;
A simulation;
A virtual reality environment; and
Any other appropriate hardware or software application.
6. The method of any one of the preceding claims further including the step of the rules of the game defining a method of performing a task.
7. The method of any one of claim 1 to claim 5 further including the step of the task being a method of making a product.
8. The method of any one of the preceding claims further including the step wherein the rules include options for selection by the player.
9. The method of any one of the preceding claims further including the step of the scoring of a player being an indication of a player’s skill level to perform the task.
10. The method of any one of the preceding claims further including the step of recording preferences of players of any one or more of the group consisting of: demographic, race, age, sex, geographic location, means, LSM level, physical attributes, gender, preferred pronouns, disability.
1 1 .The method of any one of the preceding claims further including the step in which a player is rewarded.
12. The method of any one of the preceding claims further including the step in which a player is rewarded by way of any one or more of the group consisting: a gift, a payment, an employment opportunity, further training, digital or physical currency, credit, digital token.
13. The method of any one of the preceding claims further including the step in which a player’s recorded data is shared with potential employers.
14. The method of any one of the preceding claims further including the step in which the player’s recorded data is shared with a third party interested in the player’s data.
15. The method of any one of the preceding claims further including the step in which the player’s recorded data includes the players preferences and score.
16. The method of any one of the preceding claims further including the step in which an interested third party can contact the player in order to reward, the player.
17. The method of any one of the preceding claims further including the step in which the interested third-party is a potential employer.
18. The method of any one of the preceding claims further including the step in which the reward is employment.
19. The method of any one of the preceding claims further including artificial intelligence to learn from a player’s recorded data to modify future playing of the game.
20. The method of any one of the preceding claims further including the step of making the recorded data available as part of a ranking system.
21 .The method of any one of the preceding claims further including the step of the ranking system making it possible for the player to interact with other players in a group.
22. The method of any one of the preceding claims further including the step of verification of the player.
23. The invention further provides for a research method comprising the steps of: providing a video gaming environment and setting the rules of a game facilitating the playing of a game and scoring a player according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task and recording data relating to any preferences of alternate rules for research purposes.
24. The method of claim 23 including the step of the recorded data being used by third parties.
25. The method of claim 23 including the step of the recorded data being data relating to a player’s decisions.
26. The method of claim 23 including the step of the recorded data being any statistical data.
27. The method of claim 23 including the step of the recorded data being data used for targeted advertisements.
28. The invention further provides for an educational method comprising the steps of: providing a video gaming environment and setting the rules of a game facilitating the playing of a game and scoring a player according to their application of the rules wherein playing of the game in accordance with the rules necessitates simulation of performing a task and recording preferences of alternate rules for research purposes.
29. The method of claim 28 including the step of the player playing the game in a simulated environment.
30. The method of claim 28 including the step of the rules of the game defining a method for the player to performing a task.
31 .The method of claim 28 including the step of the rules of the game defining method for the player to make a product.
32. The method of claim 28 including the step of the rules may include options for selection by the player.
33. The method of one of claim 28 to claim 32 including the step of the scoring of the player is an indication of a player’s skill level to perform the task.
34. The method of one of claim 28 to claim 33 including the step of the player’s score being transferrable.
35. The method of one of claim 28 to claim 34 including the step of the player’s score being exchangeable.
36. The method of one of claim 28 to claim 35 including the step of the player recording or entering their preferences of any one or more of the group consisting of: demographic, race, age, sex, geographic location, means, LSM level, gender, preferred pronouns, physical attributes.
37. A training method comprising the steps of: providing a computer game which displays a theory component of the training; and providing an extended reality environment which displays a practical component of the training; to train a person with skills required to perform at least one task; without the person physically performing the task; wherein the system makes use of artificial intelligence to track the person’s behaviour; storing data relating to the behaviour for future use; and the person being rewarded for doing the training with a unique identifier.
38. The method of claim 37 including the step of the gaming environment providing theoretical training.
39. The method of claim 37 including the step of the gaming environment being a gamified app.
40. The method of claim 37 including the step of the gaming environment being an electronic game.
41 .The method of claim 37 including the step of the extended reality providing practical training.
42. The method of claim 41 including the step of the extended reality being virtual reality.
43. The method of claim 41 including the step of the extended reality being augmented reality.
44. The method of claim 37 including the step of verifying the identity of the person.
45. The method of claim 37 including the step of the unique identifier being a reward.
46. The method of any one of claim 37 to claim 45 including the step of the reward being in the form of any one or more of the following list: a qualification, a database of collected data, a food voucher, a restaurant voucher, money, credits such as airtime or electricity, further training or any other form of remuneration.
47. The method of any one of claim 38 to claim 46 including the step of the using artificial intelligence to modify future training.
48. The method of any one of claim 37 to claim 47 including the step of the using machine learning to assist a specific person with training.
49. The method of any one of claim 37 to claim 48 including the step of the artificial intelligence assisting with recording the person’s preferences of any one or more of the group consisting of: demographic, race, age, sex, geographic location, means, gender, preferred pronouns, LSM level, physical attributes.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| ZA202303917 | 2023-03-29 | ||
| ZA2023/03917 | 2023-03-29 |
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| WO2024201147A1 true WO2024201147A1 (en) | 2024-10-03 |
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2008119078A2 (en) * | 2007-03-28 | 2008-10-02 | Breakthrough Performance Technologies, Llc | Systems and methods for computerized interactive training |
| US20140162220A1 (en) * | 2012-12-11 | 2014-06-12 | Quest 2 Excel, Inc. | System, method and computer program product for gamification of business processes |
| WO2016145104A1 (en) * | 2015-03-09 | 2016-09-15 | Ramo Deborah | System and method for connecting a user and an employment resource |
| WO2021216718A1 (en) * | 2020-04-21 | 2021-10-28 | Roblox Corporation | Systems and methods for accessible computer-user scenarios |
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2024
- 2024-01-11 WO PCT/IB2024/050282 patent/WO2024201147A1/en active Pending
Patent Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2008119078A2 (en) * | 2007-03-28 | 2008-10-02 | Breakthrough Performance Technologies, Llc | Systems and methods for computerized interactive training |
| US20140162220A1 (en) * | 2012-12-11 | 2014-06-12 | Quest 2 Excel, Inc. | System, method and computer program product for gamification of business processes |
| WO2016145104A1 (en) * | 2015-03-09 | 2016-09-15 | Ramo Deborah | System and method for connecting a user and an employment resource |
| WO2021216718A1 (en) * | 2020-04-21 | 2021-10-28 | Roblox Corporation | Systems and methods for accessible computer-user scenarios |
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