Method of educating users by gamification
AssigneeChegg, Inc.
InventorVincent Le Chevalier
Life of this patent
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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.
Claims7
A method of gamification of educational learning to reach an educational objective, the method comprising:
- at a server system comprising one or more processors and memory storing instructions for execution by the one or more processors:
- based on an input of at least a first user's educational objective, building a quest including a plurality of nodes, each node of the plurality of nodes corresponding to a respective concept of a plurality of concepts associated with the first user's educational objective, the plurality of nodes including a start node, an end node, and a set of intermediate nodes, and wherein the quest includes a primary quest that starts with the start node, ends with the end node, and includes a first subset of the set of intermediate nodes, wherein each node of the primary quest must be traversed by the first user in order to complete the quest, and wherein the quest includes at least one secondary quest that that starts with a node of the primary quest as its start node and includes a second subset of the set of intermediate nodes;
- presenting the quest to the first user;
- in response to selection by the first user of one of the plurality of nodes, presenting one or more educational activities to the first user related to a respective concept;
- and
- tracking the first user's progress in the quest, including tracking the user's progress in the primary quest and its corresponding nodes.
Dependencies are inferred from the claim text.