Education through employment of gaming
First Claim
1. An apparatus configured to facilitate interactive simulation gaming for creation of an active learning environment on credit risk management for a player, the apparatus comprising:
- a processor;
a memory that comprises user interface logic; and
a user interface system configured to receive input from the player and present information to the player on training-stylized non-live data decomposed into a plurality of training courses;
wherein the processor employs computer instructions in the memory to cause the processor to perform operations of a what-if training tool that communicates with the player through employment of the user interface logic and the user interface system and ensures achievement for the player of a plurality of individual learning goals on customer behavior in retail lending, that comprises a first learning goal on customer behavior in retail lending and a second learning goal on customer behavior in retail lending, through if-then interactive testing of the player through employment of the user interface logic and the user interface system, on the training-stylized non-live data decomposed into the plurality of training courses that comprises a first training course and a second training course, that teaches the player by communication with the player through employment of the user interface logic and the user interface system the first learning goal on customer behavior in retail lending through completion of the first training course at a first time interval in the what-if training tool and teaches the player by communication with the player through employment of the user interface logic and the user interface system the second learning goal on customer behavior in retail lending through completion of the second training course at a second time interval in the what-if training tool.
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0 Petitions
Accused Products
Abstract
A calculation engine of an apparatus in an example is employable for interactive simulation gaming to create an active learning environment on credit risk management for a learner. The calculation engine simulates one or more retail lending portfolios in a retail bank over a selectable period of time in the active learning environment for the learner. The calculation engine allows and/or requests the learner to decide, select, and/or choose one or more parameters for a strategy for credit policy and/or loan approval. The calculation engine employs the one or more parameters from the learner to calculate a financial outcome of the one or more retail lending portfolios in the retail bank over the selectable period of time that reflects the strategy for credit policy and/or loan approval by the learner in a corresponding run of the active learning environment on credit risk management for the learner.
59 Citations
20 Claims
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1. An apparatus configured to facilitate interactive simulation gaming for creation of an active learning environment on credit risk management for a player, the apparatus comprising:
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a processor; a memory that comprises user interface logic; and a user interface system configured to receive input from the player and present information to the player on training-stylized non-live data decomposed into a plurality of training courses; wherein the processor employs computer instructions in the memory to cause the processor to perform operations of a what-if training tool that communicates with the player through employment of the user interface logic and the user interface system and ensures achievement for the player of a plurality of individual learning goals on customer behavior in retail lending, that comprises a first learning goal on customer behavior in retail lending and a second learning goal on customer behavior in retail lending, through if-then interactive testing of the player through employment of the user interface logic and the user interface system, on the training-stylized non-live data decomposed into the plurality of training courses that comprises a first training course and a second training course, that teaches the player by communication with the player through employment of the user interface logic and the user interface system the first learning goal on customer behavior in retail lending through completion of the first training course at a first time interval in the what-if training tool and teaches the player by communication with the player through employment of the user interface logic and the user interface system the second learning goal on customer behavior in retail lending through completion of the second training course at a second time interval in the what-if training tool. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. A method for facilitating interactive simulation gaming for creation of an active learning environment on credit risk management for a player, the method comprising the steps of:
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employing computer instructions in a memory to cause a processor to perform operations of a what-if training tool that communicates with the player through employment of user interface logic in the memory and a user interface system configured to receive input from the player and present information to the player on training-stylized non-live data decomposed into a plurality of training courses and accesses the non-live data decomposed into the plurality of training courses that comprises a first training course and a second training course; employing computer instructions in the memory to cause the processor to perform operations of the what-if training tool to if-then interactively test the player through employment of the user interface logic and the user interface system on the first training course, through employment of a first portion of the non-live data stylized to a first subset of cause-and-effect relationships in retail lending identified as training priority therefor, to ensure achievement by the player of a first learning goal on customer behavior in retail lending through completion of the first training course at a first time interval; and employing computer instructions in the memory to cause the processor to perform operations of the what-if training tool to if-then interactively test the player through employment of the user interface logic and the user interface system on the second training course, through employment of a second portion of the non-live data stylized to a second subset of cause-and-effect relationships in retail lending identified as training priority therefor, to ensure achievement by the player of a second learning goal on customer behavior in retail lending, accumulated with achievement by the player of the first learning goal on customer behavior in retail lending through completion of the first training course at the first time interval, through completion of the second training course at a second time interval. - View Dependent Claims (13, 14, 15, 16)
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17. An article for facilitating interactive simulation gaming for creation of an active learning environment on credit risk management for a player, the article comprising:
a non-transitory computer-readable tangible medium including computer instructions that, when executed by a processor, cause the processor to perform operations of a what-if training tool that communicates with the player through employment of user interface logic in the non-transitory computer-readable tangible medium and a user interface system configured to receive input from the player and present information to the player on training-stylized non-live data decomposed into a plurality of training courses and ensures achievement for the player of a plurality of individual learning goals on customer behavior in retail lending, that comprises a first learning goal on customer behavior in retail lending and a second learning goal on customer behavior in retail lending, through if-then interactive testing of the player through employment of the user interface logic and the user interface system, on the training-stylized non-live data decomposed into the plurality of training courses that comprises a first training course and a second training course, that teaches the player by communication with the player through employment of the user interface logic and the user interface system the first learning goal on customer behavior in retail lending through completion of the first training course at a first time interval in the what-if training tool and teaches the player by communication with the player through employment of the user interface logic and the user interface system the second learning goal on customer behavior in retail lending through completion of the second training course at a second time interval in the what-if training tool. - View Dependent Claims (18, 19, 20)
Specification