Virtual Lesson Plan Integration
First Claim
1. A computer program product for presenting educational questions at break points in a video game, the computer program product comprising:
- one or more computer-readable, tangible storage devices;
program instructions, stored on at least one of the one or more storage devices, to receive an identifier of a student;
program instructions, stored on at least one of the one or more storage devices, to receive a selection by the student of one of a plurality of video games, each of the video games including break points;
program instructions, stored on at least one of the one or more storage devices, to correlate the identifier of the student to a corresponding set of educational questions from a plurality of sets of educational questions;
program instructions, stored on at least one of the one or more storage devices, to begin execution of the video game;
program instructions, stored on at least one of the one or more storage devices, responsive to occurrence of a break point, to interrupt the execution of the video game and render to the student playing the video game a question from the corresponding set of educational questions;
program instructions, stored on at least one of the one or more storage devices, to receive from the student an answer to the educational question of the corresponding set and determine whether the answer is correct; and
program instructions, stored on at least one of the one or more storage devices, to continue execution of the video game after receiving the answer from the student.
1 Assignment
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Accused Products
Abstract
A student personal computer (PC) presents educational questions at break points in a video game. It receives an identifier of a student. It receives a selection by the student of one of a plurality of video games, each of the video games including break points. It correlates the identifier of the student to a corresponding set of educational questions from a plurality of sets of educational questions. It begins execution of the video game. It, responsive to occurrence of a break point, interrupts the execution of the video game and render to the student playing the video game a question of the corresponding set of educational questions. It receives from the student an answer to the educational question of the corresponding set and determine whether the answer is correct. The student PC continues execution of the video game after receiving the answer from the student.
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Citations
25 Claims
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1. A computer program product for presenting educational questions at break points in a video game, the computer program product comprising:
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one or more computer-readable, tangible storage devices; program instructions, stored on at least one of the one or more storage devices, to receive an identifier of a student; program instructions, stored on at least one of the one or more storage devices, to receive a selection by the student of one of a plurality of video games, each of the video games including break points; program instructions, stored on at least one of the one or more storage devices, to correlate the identifier of the student to a corresponding set of educational questions from a plurality of sets of educational questions; program instructions, stored on at least one of the one or more storage devices, to begin execution of the video game; program instructions, stored on at least one of the one or more storage devices, responsive to occurrence of a break point, to interrupt the execution of the video game and render to the student playing the video game a question from the corresponding set of educational questions; program instructions, stored on at least one of the one or more storage devices, to receive from the student an answer to the educational question of the corresponding set and determine whether the answer is correct; and program instructions, stored on at least one of the one or more storage devices, to continue execution of the video game after receiving the answer from the student. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A method for regulating game play in a video game, the method comprising:
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a computer receiving a pass-code; the computer receiving a video game selection from among a set of video games, wherein each video game of the set is linked to a lesson plan, thereby forming a selected video game, wherein the selected video game is adapted with break points that correspond with at least two lesson plans; the computer executing first entertainment features of the video game; the computer determining whether an break point has occurred in the execution of the video game; the computer rendering to a student playing the video game at least one educational question of a first set of educational questions selected from at least two sets of educational questions in response to a determination that an break point has occurred, wherein the educational question is based on the pass-code; the computer receiving from the student an answer to the educational question and determining whether the answer is correct; and the computer executing second entertainment features selected one from the group consisting of reward feature, unmodified feature, and diminished feature, based on the answer. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18)
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19. A data processing system for presenting educational questions at break points in a video game, the data processing system comprising:
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one or more processors, one or more computer-readable memories and one or more computer-readable, tangible storage devices; program instructions, stored on at least one of the one or more storage devices for execution by at least one of the one or more processors via at least one of the one or more memories, to receive an identifier of a student; program instructions, stored on at least one of the one or more storage devices for execution by at least one of the one or more processors via at least one of the one or more memories, to receive a selection by the student of one of a plurality of video games, each of the video games including break points; program instructions, stored on at least one of the one or more storage devices for execution by at least one of the one or more processors via at least one of the one or more memories, to correlate the identifier of the student to a corresponding set of educational questions from a plurality of sets of educational questions; program instructions, stored on at least one of the one or more storage devices for execution by at least one of the one or more processors via at least one of the one or more memories, to begin execution of the video game; responsive to occurrence of a break point, to interrupt the execution of the video game and render to the student playing the video game a question of the corresponding set of educational questions; program instructions, stored on at least one of the one or more storage devices for execution by at least one of the one or more processors via at least one of the one or more memories, to receive from the student an answer to the educational question of the corresponding set and determine whether the answer is correct; and program instructions, stored on at least one of the one or more storage devices for execution by at least one of the one or more processors via at least one of the one or more memories, to continue execution of the video game after receiving the answer from the student. - View Dependent Claims (20, 21, 22, 23, 24)
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25. A method for regulating game play in a video game, the method comprising the steps of:
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a computer executing first entertainment features of the video game; the computer determining whether a break point condition is met; computer rendering at least one educational question to a screen in response to a determination that the break point condition is met; computer determining whether a correct answer to the at least one educational question is met, based on a lesson plan; computer calculating an academic score based on the correct answer, and any previous answers in a session of play; computer determining whether the academic score exceeds academic goals; and
responsive to a determination that the academic score exceeds the academic goals, executing second entertainment features of the video game.
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Specification