System and method for teaching curriculum as an educational game
AssigneePlasma Games, LLC
InventorsHunter Moore, Christophe Renaud
Life of this patent
Estimating the term…
Abstract
An educational game (and learning management system and methods pertaining to the same) can be configured for the effective teaching of advanced educational curriculum, such as STEM subjects for high school and above. The educational game is configured to integrate social context, real scientific principles and strategic tradeoffs within game mechanisms. This covert teaching and testing environment promotes exploration, individualized discovery, repeat engagement, and systems thinking and planning skills. The educational game can be dynamically and procedurally generated.
Claims20
A computer system for teaching science, technology, engineering and math (STEM) curriculum in a video game format, the computer system comprising:
- a memory and a processor configured for:
- implementing an educational game module and a learning management module;
- generating a player-controlled avatar, wherein the player-controlled avatar is responsive to user input that controls actions of the player-controlled avatar;
- generating an interactive object that interacts with the player-controlled avatar, wherein the interactive object is responsive to the actions of the player-controlled avatar based on a set of predetermined rules that imitate a real-world scientific principle;
- determining an estimation of the user's understanding of the real-world scientific principle based on a plurality of interactions between the player-controlled avatar and the interactive object;
- and
- generating a custom interactive object based on the estimation of the user's understanding of the real-world scientific principle;
- wherein the custom interactive object is responsive to the actions of the player-controlled avatar based on a modified set of predetermined rules that imitate the real-world scientific principle;
- and
- wherein the modified set of predetermined rules are modified in response to the estimation of the user's understanding of the real-world scientific principle.
A method for teaching science, technology, engineering and math (STEM) curriculum using an educational game executed on a computer system, the method comprising:
- implementing an educational game module and a learning management module;
- generating a player-controlled avatar, wherein the player-controlled avatar is responsive to user input that controls actions of the player-controlled avatar;
- generating an interactive object that interacts with the player-controlled avatar, wherein the interactive object is responsive to the actions of the player-controlled avatar based on a set of predetermined rules that imitate a real-world scientific principle;
- determining an estimation of the user's understanding of the real-world scientific principle based on a plurality of interactions between the player-controlled avatar and the interactive object;
- and
- generating a custom interactive object based on the estimation of the user's understanding of the real-world scientific principle
- wherein the custom interactive object is responsive to the actions of the player-controlled avatar based on a modified set of predetermined rules that imitate the real-world scientific principle, and
- wherein the modified set of predetermined rules are modified in response to the estimation of the user's understanding of the real-world scientific principle.
A computer system for teaching science, technology, engineering and math (STEM) curriculum in a video game format, the computer system comprising:
- a memory and a processor configured for:
- implementing an educational game module and a learning management module;
- generating an interactive object able to be manipulated based on a set of predetermined rules that imitate a real-world scientific principle;
- receiving user input, via one or more input devices, wherein the interactive object is responsive to the user input according to the set of predetermined rules that imitate the real-world scientific principle;
- determining an estimation of the user's understanding of the real-world scientific principle based on a plurality of interactions with the interactive object;
- and
- generating a custom interactive object based on the estimation of the user's understanding of the real-world scientific principle;
- wherein the custom interactive object is responsive to the user input based on a modified set of predetermined rules that imitate the real-world scientific principle;
- and
- wherein the modified set of predetermined rules are modified in response to the estimation of the user's understanding of the real-world scientific principle.
Dependencies are inferred from the claim text.