Patent classifications
G09B7/077
System and method for behavioral analysis and recommendations
A method and system for analysing behaviour of a plurality of users for recommending a change in at least one behavioural attribute to at least one of the plurality of users for changing at least one effect of the behavioural attribute along with an estimated improvement in performance is disclosed. The method comprises, analysing activity data of the plurality of users and a context of the activity for determining one or more behavioural attributes of each of the plurality of users, assigning a value to each behavioural attribute of each of the plurality of users, determining a percentile score for each users for each of the one or more behavioural attributes and recommending, to at least one user, a change in at least one behavioural attribute and a magnitude of change and a direction of change, based on the percentile score correlated with better performance.
System and method for behavioral analysis and recommendations
A method and system for analysing behaviour of a plurality of users for recommending a change in at least one behavioural attribute to at least one of the plurality of users for changing at least one effect of the behavioural attribute along with an estimated improvement in performance is disclosed. The method comprises, analysing activity data of the plurality of users and a context of the activity for determining one or more behavioural attributes of each of the plurality of users, assigning a value to each behavioural attribute of each of the plurality of users, determining a percentile score for each users for each of the one or more behavioural attributes and recommending, to at least one user, a change in at least one behavioural attribute and a magnitude of change and a direction of change, based on the percentile score correlated with better performance.
Honeycomb structure for automated pool assembly of test questions for test administration
An automated method of assembling computerized adaptive test (CAT) pools of test items is provided. A plurality of item bins is created. Each item bin is associated with a different content domain, and each item bin includes only items associated with its respective content domain. The items in each item bin are grouped into a plurality of individual cells, wherein each item is placed in only one of the individual cells, and each cell includes a plurality of items which span a range of difficulty levels. The grouping is performed by linear programming at the individual cell level. One or more pools of items are assembled from a random selection of cells across the item bins, wherein there is only one cell for each item bin. The CAT is administered by randomly assigning each test taker to one of the pools of items.
Honeycomb structure for automated pool assembly of test questions for test administration
An automated method of assembling computerized adaptive test (CAT) pools of test items is provided. A plurality of item bins is created. Each item bin is associated with a different content domain, and each item bin includes only items associated with its respective content domain. The items in each item bin are grouped into a plurality of individual cells, wherein each item is placed in only one of the individual cells, and each cell includes a plurality of items which span a range of difficulty levels. The grouping is performed by linear programming at the individual cell level. One or more pools of items are assembled from a random selection of cells across the item bins, wherein there is only one cell for each item bin. The CAT is administered by randomly assigning each test taker to one of the pools of items.
METHOD AND DEVICE FOR PROVIDING TRAINING CONTENT USING AI TUTOR
The present disclosure relates to a method and device for providing training content. A method may comprise displaying a question card including a first area and a second area; determining a recommended question using an artificial intelligence (AI) model trained on the basis of training data of a user; displaying, on the first area of a screen of a learner terminal, a plurality of prediction values for information obtained by analyzing a correlation between the training ability of the user and the recommended question using the AI model, together with the recommended question; displaying summary information about the recommended question on the second area of the screen of the learner terminal; and displaying a question object of the recommended question on the screen of the learner terminal when the user decides to solve the recommended question on the basis of the plurality of prediction values and the summary information.
METHOD AND DEVICE FOR PROVIDING TRAINING CONTENT USING AI TUTOR
The present disclosure relates to a method and device for providing training content. A method may comprise displaying a question card including a first area and a second area; determining a recommended question using an artificial intelligence (AI) model trained on the basis of training data of a user; displaying, on the first area of a screen of a learner terminal, a plurality of prediction values for information obtained by analyzing a correlation between the training ability of the user and the recommended question using the AI model, together with the recommended question; displaying summary information about the recommended question on the second area of the screen of the learner terminal; and displaying a question object of the recommended question on the screen of the learner terminal when the user decides to solve the recommended question on the basis of the plurality of prediction values and the summary information.
E-LEARNING SYSTEM AND E-LEARNING METHOD
There are provided an e-leaming system capable of maintaining motivation of a user and increasing an educational effect on the user, and the like. A server 2 of an e-learning system 1 acquires, from a plurality of terminals 3 and 4, learning qualities of users who use the terminals, and amounts of learning and replies to a questionnaire of the users, determines learning levels in accordance with the learning qualities and the amounts of learning of the users, and determines a priority order of the replies to the questionnaire in accordance with the learning levels. In the terminal 3, a plurality of replies to the questionnaire are displayed on a display 33 in correspondence to the priority order.
E-LEARNING SYSTEM AND E-LEARNING METHOD
There are provided an e-leaming system capable of maintaining motivation of a user and increasing an educational effect on the user, and the like. A server 2 of an e-learning system 1 acquires, from a plurality of terminals 3 and 4, learning qualities of users who use the terminals, and amounts of learning and replies to a questionnaire of the users, determines learning levels in accordance with the learning qualities and the amounts of learning of the users, and determines a priority order of the replies to the questionnaire in accordance with the learning levels. In the terminal 3, a plurality of replies to the questionnaire are displayed on a display 33 in correspondence to the priority order.
Educational Gaming System
A system and method for an online educational game to improve skills without spending money are disclosed. It further provides a system and method for the players to increase their winnings by providing gift certificates from companies who want to attract these winners. This game provides players an opportunity to win a prize without having to spend money to buy a ticket and an opportunity to improve vital skills. This invention provides a way of experiencing the thrill of gaming without betting any money. The games could be drawn instantly or periodically. The winnings could be a preset amount or a progressive jackpot.
Educational Gaming System
A system and method for an online educational game to improve skills without spending money are disclosed. It further provides a system and method for the players to increase their winnings by providing gift certificates from companies who want to attract these winners. This game provides players an opportunity to win a prize without having to spend money to buy a ticket and an opportunity to improve vital skills. This invention provides a way of experiencing the thrill of gaming without betting any money. The games could be drawn instantly or periodically. The winnings could be a preset amount or a progressive jackpot.