Massively multiplayer educational online role playing game
First Claim
1. A method of providing a massive multiplayer educational role playing game to a learner comprising:
- a. connecting a learner'"'"'s computer to a learner connection containing a learner profile and a billing system;
b. validating the learner'"'"'s credit;
c. updating the learner'"'"'s profile for game access;
d. selecting a multiplicity of target education skills;
e. providing the learner one or more persistent characters used in the game with a starting character game level;
f. using an activity module to provide a multiplicity of activities;
g. requiring demonstration of target education skills in a first group of activities to provide the character a PGO;
h. varying the type of PGO provided in first group activities dependent on errors in demonstration of target education skills;
i. providing a second group of activities without target education skills;
j. arranging the activity module to require a predetermined type and amount of PGO'"'"'s produced by first group activities to successfully complete a second group activity;
k. updating the learner'"'"'s profile upon successful completion of activities for demonstration of target education skills; and
l. charging the learner'"'"'s credit card on a periodic basis whereby for a payment of money, a learner is motivated by indirect feedback to learn target education skills.
12 Assignments
0 Petitions
Accused Products
Abstract
A massively multiplayer educational online game presents a computer generated gameplay world where acquiring and demonstrating mastery of educational skills is a requirement for survival and advancement of a learner'"'"'s game character. The game provides a method for effectively teaching a set of target educational skills by motivating the learner to improved understanding of the skills by having to demonstrate the skills as part of the game. The skills become immediately meaningful and relevant to the learner within the game itself, as feedback on skill understanding is provided directly, indirectly, or both directly and indirectly through game performance, motivating the learner to improve understanding of the skills.
74 Citations
51 Claims
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1. A method of providing a massive multiplayer educational role playing game to a learner comprising:
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a. connecting a learner'"'"'s computer to a learner connection containing a learner profile and a billing system; b. validating the learner'"'"'s credit; c. updating the learner'"'"'s profile for game access; d. selecting a multiplicity of target education skills; e. providing the learner one or more persistent characters used in the game with a starting character game level; f. using an activity module to provide a multiplicity of activities; g. requiring demonstration of target education skills in a first group of activities to provide the character a PGO; h. varying the type of PGO provided in first group activities dependent on errors in demonstration of target education skills; i. providing a second group of activities without target education skills; j. arranging the activity module to require a predetermined type and amount of PGO'"'"'s produced by first group activities to successfully complete a second group activity; k. updating the learner'"'"'s profile upon successful completion of activities for demonstration of target education skills; and l. charging the learner'"'"'s credit card on a periodic basis whereby for a payment of money, a learner is motivated by indirect feedback to learn target education skills. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)
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16. A system for motivating learner success in target education skill practice when playing a massive multiplayer educational role playing game from a server communicated through a learner connection to a learner'"'"'s control module comprising:
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a. a multiplicity of characters such that each learner controls one or more persistent characters, b. the characters arranged such that they exist under the learner control during multiple sessions of game play; c. an activity module arranged to provide a multiplicity of activities; d. a multiplicity of target education skills chosen based on the learners educational attainment; e. the activities arranged in a first group including a target education skill practice and a second group without the target education skill practice; f. a character level system arranged to accumulate the experience and accomplishments of the character by allocating an experience point value when the character successfully completes a game activity; g. a character profile that is translated to a learner profile representing progress in mastery of the target educational skills; h. the character profile containing a profile of character game experiences including experience points; i. the activities in the first group arranged to give the character a possession chosen from the group consisting of craft object and craft object enhancement with a variable appearance; and j. the activities in the second group arranged to show one or more possessions with a variable appearance wherein the learner is motivated by indirect feedback to succeed in target education skill practice by the desire to display attractive character possessions. - View Dependent Claims (17, 18, 19, 20, 21, 22, 23, 24)
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25. A system for educating multiple learners comprising:
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a. a massive multiplayer role playing game server arranged with an activity module; b. a multiplicity of learner control interfaces; c. a communications means between the learner control interfaces and the game server; d. the game server arranged to provide each learner one or more characters arranged with a character inventory containing possessions; e. the activity module arranged with one or more first-type activities demonstrating one or more target education skills, and with one or more second-type activities without target education skills; f. one or more first type activities performance arranged to award one or more of multiple character possessions used in one or more second type activities; and g. a feedback means to each learner on target education skill demonstration errors arranged such that fewer errors in demonstration of target education skill activities provide the indirect feedback of increases in the number of available second type activities whereby each learner is motivated to learn education skills. - View Dependent Claims (26, 27, 28, 29, 30, 31, 32, 33, 34)
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35. A method of using a multiplayer game from a server to provide indirect feedback on educational skill practice results to learners with a control module connecting to a learner connection arranged to connect to the server comprising:
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a. creating a game realm which provides a virtual world display on a learner control module; b. providing a multiplicity of characters within the realm arranged such that each learner controls one or more characters; c. keeping a character inventory of character possessions; d. tracking a multiplicity of character attributes; e. using an activity module to provide a multiplicity of activities; f. defining a multiplicity of target education skills chosen based on the learners educational attainment; g. arranging the realm activities in a first group including a target education skill practice and a second group without a target education skill; h. determining errors in target education skill practice; i. measuring game performance in second group activities; j. using one or more first type activities to vary the possessions and character attributes provided for one or more second type activities dependant on errors in target education skill practice; and k. arranging second type game activities to require one or more specified possessions and character attributes to improve game performance wherein the learner game performance provides indirect feedback on errors in target education skill practice. - View Dependent Claims (36, 37, 38)
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39. A multiplayer game for teaching learners a multiplicity of target education skills from a server communicated through a learner connection to a learner'"'"'s control module comprising:
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a. means for engaging each learner in target education skill practice; b. means for each learner to receive one or more game possessions for demonstrating the target education skills; c. means for measuring game performance; d. means for game activities without target education skills; and e. means for a learner to receive feedback on errors in demonstration of target education skills by reduced game performance of possessions in game activities without target education skills. - View Dependent Claims (40, 41, 42, 43, 44, 45, 46, 47)
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48. A method of providing indirect feedback on education skill practice errors to a learner playing an educational game:
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a. providing the learner one or more characters used in the game with a starting character game level; b. selecting a set of target education skills; c. requiring a first type of game activity including target education skill practice to obtain a character possession; d. providing one or more character possessions with limited performance attributes if errors are made in the target education skill practice; e. allowing participation in second type game activities without target education skills using possessions with limited performance attributes; f. determining a game performance level on second type game activities; g. requiring further participation in one or more first type game activity to obtain possessions that improve game performance level; and h. providing possessions with improved performance when less errors are made in the practice wherein the learner game performance provides indirect feedback on errors in target education skill practice motivating the learner to reduce errors. - View Dependent Claims (49, 50, 51)
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Specification