System and Method for Optimizing Sports Performance and an Improved Means for Coaching Children in Recreational Sports

Information

  • Patent Application
  • 20150141203
  • Publication Number
    20150141203
  • Date Filed
    November 12, 2014
    10 years ago
  • Date Published
    May 21, 2015
    9 years ago
Abstract
Method and a system for providing a skill training and reward program is provided. The method comprises steps for registering a player for particular sport or skill, associating a coach or other sponsor with that user, permitting the creation of one or more challenges that are intended to improve the skill, importing information regarding the user's completion of the challenge, enabling a coach or other user to confirm completion of the challenge and initiate a badge or reward for appropriate completion. The system includes a database for storing information, a challenge software module for enabling the assignment or configuration of a challenge, a data import module for receiving and storing data associated with at least one selected challenge and a software awards module for triggering an award (if any) associated with completing the challenge. The software award module is configured to issue both virtual awards (such as badges) or to transmit an application programming interface call to an online store or vendor for issuing a physical award.
Description
BACKGROUND OF THE INVENTION

In the area of sport and recreation for children, it is often a challenge to keep them motivated to practice skills or otherwise engage educational content that would lead to improved outcomes. Many coaches use practice sessions to encourage skills development and encourage Players to practice them throughout the week. Unfortunately, it is rarely tracked or recorded and often parents are not aware of what skills are being learned or need work. Importantly, traditional requirements to have children practice on their own are not perceived as fun by children and thus children often do not pursue practice with the passion, creativity and personal ownership required to optimize skill development. What is needed, then, is an improved way to engage and encourage children that play in sports, such as soccer, to retain or further develop what they had learned in team practice or other educational content and then be sufficiently self-motivated to practice, try new skills and monitor their own progress or to engage parents to monitor and oversee that progress.


SUMMARY OF THE INVENTION

When children are exposed to a new skill or asked by the coach of their team to practice or master a skill, they have to operate from memory and do not have the tools to better understand or recall the skill they are trying to master nor do they have a source of compelling motivation to propel them to practice more. The current invention solves this problem by presenting children involved in sports to view their skill levels along with instructional videos and feedback intended to improve these skills. The current invention further solves this problem by creating and blending a combination of motivational levers that work together to engage children and drive them to want to master new skills in their sport.


As noted above, children involved in recreation sports often do not have a systematic means to track their progress in the skills they are trying to develop nor do they have a systematic means to receive timely, direct feedback to what they are trying to master. The present invention provides uploading the videos of their efforts and receiving timely feedback from their coach in the software while tracking their progress.


The present invention provides multiple methods of rewards and feedback to engage and develop passionate pursuit of skill development including goal setting, coaching, accomplishment of skill levels, recognition with badges within the system and actual badges mailed to the Player user, posters that the Player can hang on their wall showing each of the skill levels they have achieved and the associated badges, goal points that they can accumulate and track and use to compete against other users, prizes they can earn with their goal points, skill Challenges the Player can create individually or through a team that they construct and are presented and measured against an opponent via uploading videos, nomination of and voting for top submitted skill videos, and encouragement from other users (their Fans).


More particularly, the present invention a system for enabling a coach to enhance the performance of a sport skill of a user comprised of a database for storing one or more fields affiliated with a user and at least one coach; a registration page, logically connected to such database, for enabling a user to submit one or more fields of registration information; a registration page, logically connected to such database, for enabling a coach to submit one or more fields of registration information including identifying information for at least one user that is affiliated with the coach; a challenge configuration page, logically connected to the database, for enabling a coach to create a challenge wherein such challenge page includes functionality for selecting at least one badge to such challenge and assigning the created challenge to at least one user that is affiliated with the coach; a challenge overview page, logically connected to the challenge configuration page; for displaying a challenge that has been assigned to the user and enabling a user to select one or more videos for upload; a challenge review page for enabling the coach to review any videos that have been uploaded by the user responsive to the challenge assigned by the coach; a challenge completion page, logically linked to the challenge review page, for enabling display of a badge responsive to a coach marking the challenge as complete.





BRIEF DESCRIPTION OF THE FIGURES


FIG. 1A shows the system components that work together to provide one embodiment of the present invention.



FIG. 1B shows a block diagram illustrating the primary modules or functions of the hosted server software.



FIG. 2A shows a sample page of the information gathered during the registration of an Organization account (such as a sports club or team) using the present invention.



FIG. 2B shows a sample page of how a Path (a series of steps or levels) can be configured by an Organization account using the present invention.



FIG. 2C shows a sample page of how an Organization account can add teams and coaches to its set-up of the system so that they can also use and interact in this invention.



FIG. 2D shows a sample page of how an Organization account can add parents and Players to its set-up of the system so that they can also use and interact in this invention.



FIG. 3A shows a sample page of how a parent (or other Sponsor of the Player or child) would register using the present invention.



FIG. 3B shows a sample page of how a parent (or other Sponsor) would build their children's (Players) accounts using the present invention.



FIG. 4A shows a sample page for registering a Coach account invited to Coach a User Player using the present invention.



FIG. 4B shows a sample page for a Coach account summarizing the status of the Players being coached using the present invention.



FIG. 5A shows a sample home page for a User (Player) once they've logged in which summarizes their results they've achieved in various areas of the invention.



FIG. 5B shows a sample page for a User (Player) to participate and mange the various levels associated with a curriculum Path using the present invention.



FIG. 6A shows a flowchart of the way that Challenge competitions work using the present invention.



FIG. 6B shows a sample page for an Administrator (acting as a Referee) to score a Challenge competition that has been completed by both teams.



FIG. 7A provides a sample page for any user account type to become a Fan of a Player user and manage those that they are Fans of.





DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS

One or more different inventions may be described in the present application. Further, for one or more of the invention(s) described herein, numerous embodiments may be described in this patent application, and are presented for illustrative purposes only. The described embodiments are not intended to be limiting in any sense. One or more of the invention(s) may be widely applicable to numerous embodiments, as is readily apparent from the disclosure. These embodiments are described in sufficient detail to enable those skilled in the art to practice one or more of the invention(s), and it is to be understood that other embodiments may be utilized and that structural, logical, software, electrical and other changes may be made without departing from the scope of the one or more of the invention(s).


Accordingly, those skilled in the art will recognize that the one or more of the invention(s) may be practiced with various modifications and alterations. Particular features of one or more of the invention(s) may be described with reference to one or more particular embodiments or figures that form a part of the present disclosure, and in which are shown, by way of illustration, specific embodiments of one or more of the invention(s). It should be understood, however, that such features are not limited to usage in the one or more particular embodiments or figures with reference to which they are described. The present disclosure is neither a literal description of all embodiments of one or more of the invention(s) nor a listing of features of one or more of the invention(s) that must be present in all embodiments.


Headings of sections provided in this patent application and the title of this patent application are for convenience only, and are not to be taken as limiting the disclosure in any way.


A description of an embodiment with several components in concert with each other does not imply that all such components are required. To the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of one or more of the invention(s).


Further, although process steps, method steps, algorithms or the like may be described in a sequential order, such processes, methods and algorithms may be configured to work in alternate orders. In other words, any sequence or order of steps that may be described in this patent application does not, in and of itself, indicate a requirement that the steps be performed in that order. The steps of described processes may be performed in any order practical. Further, some steps may be performed simultaneously despite being described or implied as occurring non-simultaneously (e.g., because one step is described after the other step).


Moreover, the illustration of a process by its depiction in a drawing does not imply that the illustrated process is exclusive of other variations and modifications thereto, does not imply that the illustrated process or any of its steps are necessary to one or more of the invention(s), and does not imply that the illustrated process is preferred.


When a single device or article is described, it will be readily apparent that more than one device/article (whether or not they cooperate) may be used in place of a single device/article. Similarly, where more than one device or article is described (whether or not they cooperate), it will be readily apparent that a single device/article may be used in place of the more than one device or article.


The functionality and/or the features of a device may be alternatively embodied by one or more other devices that are not explicitly described as having such functionality/features. Thus, other embodiments of one or more of the invention(s) need not include the device itself.


Referring now to Drawing 1A, the system components optimally provided to support one embodiment of the invention is shown. The figure includes seven components:



1.1.1 computer with color monitor and audio output (optional for viewing)



1.1.2 mobile device (smart phone, tablet, itouch)



1.1.3 video camera (optional)



1.1.4 mobile device (smart phone, tablet, itouch), preferably with video taking and watching capability though it need only be capable of displaying video.



1.1.5 access to the subject computer readable medium over the Internet (the “software”)



1.1.6 the performance motivating, tracking and reporting application of the current invention hosted on a server (the hosted version of the “software”)



1.1.7 the performance motivating, tracking and reporting application of the current invention downloaded onto a mobile device (the app version of the “software”)



1.1.8 server hosting the software to host data that may be posted from the mobile device, computer or video camera as well as tracking progress, rewards and community engagement.


In one embodiment of the current invention, a computer 1.1.1 or mobile device 1.1.2 is used to register for the software over the Internet 1.1.5 and make selections of how the user will use the software. A version of the software 1.1.7 can be downloaded to a mobile device 1.1.2 or used on-line 1.1.6 over the Internet 1.1.5 using software hosted on a server 1.1.8. The computer 1.1.1 or the mobile device 1.1.2 will then, in conjunction with the software 1.1.6 or 1.1.7, view the instructional videos, track progress, receive feedback from Coaches, share videos with other invited users, compete with other user Players and Teams, and view and receive rewards.


Taking video directly from a mobile device that includes video capture capabilities also provides an alternative to a computer and video camera. The player/user using the software for skill development could take videos with their mobile device 1.1.4 or a video camera 1.1.3 (such as a camera from GoPro™ or similar style sports capture devices) performing the sport skills. While not shown, the player/user could further use alternative data capture means such as a soccer ball or other mobile capture device equipped with tracking devices such as measuring speed, velocity, rotation or other factors that could then be uploaded for storage by the server software 1.1.8 for future analysis. These videos or other forms of input data will either be directly uploaded via the mobile device 1.1.4 or through the computer 1.1.1.


Referring now to Drawing 1B, a block diagram illustrating the Server-hosted software 1.1.6 is shown. The Server software 1.1.6 includes a number of modules or engines that provide support for registration 1.2.11, communications 1.2.1, the creation of skills and challenges 1.2.2, the uploading of video or other forms of data 1.2.9, and the management and issuance of awards 1.2.10 that can be issued to a user/player in response to either completing a challenge, mastering a skill or otherwise meeting a desired outcome. Any information submitted during registration 1.2.11, any information submitted to achieve skills or challenges (such as data or video) submitted by the user/player 1.2.9, communications between the coach and player 1.2.5, any communication with fans 1.2.4, and awards that have been achieved 1.2.10 are all stored in a player data database 1.2.3. Each of these components are designed to engage the (Player) user through various intrinsic and extrinsic motivators such as using the video import function 1.2.9 to share videos with fans, players or coaches, to enter and complete skills master and challenges 1.2.2, and to win and display any awards 1.2.10. The foundation of these motivators is improved performance in the sport associated with the configuration of the software used by the User/Player. These motivators lead to increases in practice time, confidence, willingness to try new skills, passion for the sport, and mastery of skills. As a result of the positive increases in these areas, performance will be improved.


Furthermore as the user/player engaged with the Server Software 1.1.6, the improved performance encourages the User Player to further engage the invention's elements or features, driven by various motivators and the cycle continues. For example, the awards management engine 1.2.10 is configured to not only issue virtual badges for display on a user page but may also be configured to initial the ordering and delivery of actual physical badges when the User (Player) completes a skill and has the skill approved by his or her Coach. There are motivations associated with this element which include the potential to receive these badges associated with their sport because of the sense of accomplishment, recognition associated with the badges, the incentive to receive this physical reward, the ability to collect the badges and to show to others. Through these motivations, the User (Player) will practice the skill, may be willing to try skills they otherwise may not have, build their confidence when they accomplish this skill objective, and build passion for their sport because they are enjoying the process and feel ownership of the process. These positive ingredients will result in improved performance through the skill acquisition, increased confidence and passion. The improved performance is at the foundation of the User (Player's) motivations and the success encourages the User (Player) to continue to use the invention.


Referring now to Drawings 2A and 2B, sample pages that provide a sample registration page 2A and Configuration page 2B that are initiated by the Registration Engine 1.2.11 for an Organization's Administrator is shown. While the description has focused on the use and registration by a player or coach, an Organization could be a sports club or sports team manager that is in charge of enrolling one or more teams in a program, enrolling one or more Coaches in a program associated with the team(s), and inviting parents to enroll their children in one or more sports or recreation programs. An Organization is also responsible for selecting or configuring the skill Paths that will be provided to the teams and children Players. The Organization registers by selecting a sport—in this example soccer—and would then configure their account and initiate invites to members of that Organization through subsequent pages. The registration page 2.1 allows the Organization to establish an account 2.1.1 via the Registration Engine 1.2.11. The present invention further includes the ability for the Organization to co-brand it with logo image and text/description field (e.g. a soccer organization may incorporate its logo and text describing the purpose of its particular skills program to brand the program and delineate its benefits) 2.1.2.


As shown in FIG. 2B, the Organization can further add and configure its own Paths of skills curriculum or choose an existing template Path using existing instructional content, or a combination thereof 2.2.1 and provide this curriculum Path with a descriptive name 2.2.2. More specifically, the Organization's Administrator can select among a selection of exiting sports skills 2.2.4 and videos 2.4.5 and can determine which Badge 2.2.3 will be associated with each skill. An Organization's Administrator can also add and activate new badges and upload them to the system. Additionally, the present inventions provide Administrators with the ability to define each Level (or Step) on a Path—a series of defined skills or levels to be achieved sequentially or in parallel with each other—which can be defined with name, description 2.2.4 and training videos 2.2.5. Each Level on a Path can also be paired with one or more videos either by recording and posting a video or using an existing library of videos or combination thereof 2.2.5. These can also be a default set of skills and video based on best practices for the age of the Players or skill level. The Organization can also select how many points the skill level should be worth 2.2.6 to the User (Player) accomplishing that particular skill or use the default number of points provided by the system. For instance, in the case of soccer, by default may have a Spain badge to be associated with accomplishing that objective and five points. In other words, the present invention provides some defaults but those can be replaced or modified to make the program more relevant to the current program or otherwise modified to reflect the specific Sponsor or Coach.


Referring to FIG. 2C, the Registration Engine 1.2.11 may further provide an interface provides the ability to add additional teams 2.3.1 and specify characteristics of the teams such as age and gender so that the teams and Players can be associated to appropriate skills. The Organization can edit or delete the teams they have already created 2.3.2. Furthermore, one or more Coaches can be assigned to teams that are authorized to use the application 2.3.3 and the Organization can edit or delete the Coaches they have already created 2.3.4 or otherwise disable access.


Referring now to FIG. 2D, a sample interface 2.4 that can be initiated by the Registration Engine 1.2.11 is shown provides the Organization the ability to invite Parents/Sponsors and one or more of their Player children to the program and associate them to the respective teams and Coaches configured in accordance with FIG. 2C.


In addition to registering direct, the Registration Engine 1.2.11 further includes pages such as FIGS. 3A and 3B that provide features for enabling the registration of a user or player by a parent or Sponsor directly. This is critical for not only awareness by the sponsor or parent regarding the User or player's progress, but it is also critical as a result of federal privacy and online protection requirements for minor. In the case of registration of an underage child via the Registration Engine 1.2.11, a Sponsor could be a parent or other person that is in charge of enrolling children in one or more sports or recreation programs. The Sponsor registers by selecting a sport (not shown)—in this example soccer—and would then configure the initial configuration page. The Sponsor could then establish accounts for one or more children Players, including assigning a unique user name to allow for identity privacy and selecting an avatar available through the application or an image of their own 3.2. This interface can further be configured to provide the option of choosing one or more Paths to enroll the Players, to invite a Coach through email to participate in coaching their User through the one or more Paths, to fill the Coach role themselves, or to choose a Coach made available through the App such as a virtual coach.


Once the Sponsor has established their account, they have the ability to view the activity and progress of the children they have sponsored in order to track their progress as well as monitor to ensure their interactions are appropriate. The monitoring features of the invention include the ability to view new comments that have come from any users via the communications software 1.2.1 that are sent to a sponsored User/child, view new videos that have been uploaded by their User via the video/data import module 1.2.9 or to view any rewards or achievements that have been issued by the awards management engine 1.2.10 to the applicable sponsored child.


Referring now to FIG. 4A, a sample summary page illustrating a coach summary page is shown. Specifically, the sample interfaces can include the ability to see the Players he or she is coaching and their relative progress in Badges 4.3.1 and the ability to drill into the specific Paths that each Player is enrolled in 4.3.2.



FIG. 4B provides a sample queue that might be presented to a coach in relations to skills videos that have been submitted by the User/Players to be reviewed by the Coach 4.4. The communications software 1.2.1 provides a communications interface to provide specific feedback in text (convertible to speech) or video 4.5. The interface for the Coach to provide feedback includes the badge that can be earned 4.5.1, the Player's name, the skill and description of the skill being reviewed 4.5.2, the instructional or example video 4.5.3, the video submitted by the User (Player) performed in practice and/or game 4.5.4, to provide feedback via video (live stream or upload) 4.5.5, typed text feedback which can be converted to speech by the User (Player) to assist with learning for children of all ages even if they cannot yet read 4.5.6, the ability for the Coach to take notes for his or her self to assist with coaching the User 4.5.7, the ability to select the status of the skill submission as “Making Progress” or “Accomplished” 4.5.8, and the ability to nominate the skill as a top skill 4.5.9. The finalists of the nominated skills will be selected by the Administrator and then voted on by the User (Player) (5.2.5), if desired. The Coach can also review the history of feedback already provided to the specific User (Player) 4.5.10.



FIG. 5A shows summary information that could be presented on the child's home or landing page (whether on the computer 1.1.1 or mobile application 1.1.7) that could include the overall number of badges and points earned by the Player 5.2.1, a leaderboard of the top Players for various categories (such as age, skill level, or regional groupings) 5.2.2, the ability to see the Challenges (or competitions) the Player is involved in 5.2.3, the Player's win/draw/loss record in these Challenges and the number of such Challenges that involved competing against a Team from a different country 5.2.4, the ability to watch the last winner(s) for the top skills video 5.2.5, the ability to vote for the new nominations of top skills for the defined time period 5.2.6, a summary of the badges earned 5.2.7, and Levels in progress 5.2.8.


Referring now to FIG. 5B, one means for reporting points and badges or other awards when a Player achieves the assigned skill or otherwise achieves a goal in accordance with the present invention is shown. Earned points can be used by the player as entries into periodic sweepstakes or prize opportunities. After accomplishing the skill, the Player can also acquire a physical badge or reward represented by the digital image of the badge or reward showing in one fashion when accomplished 5.3.1 and another fashion when not yet achieved 5.3.2. The Player can also see the points they have earned 5.3.3 or may earn 5.3.4 associated with the applicable skill. The Player can unlock additional capabilities within the invention such as the ability to participate in Challenges (Competitions) by achieving specified levels 5.3.5. The Player can watch videos that provide instruction and examples for accomplishing the skill 5.3.6. Using the App, Players can, in just a couple of clicks, upload a video for each Level showing their attempt to accomplish the Level 5.3.7 and decide whether or not to share this video with their Fans 5.3.8. Players can also upload a second type of video for the same Level showing them accomplishing the Skill in an actual game 5.3.7. Either the practice or game video can be used by the Coach to mark the Step as “Accomplished”. The Coach can provide Comments that the Player can view, read or listen to 5.3.9 as well as change the status of the Level 5.3.10. The comments and feedback or additional instructional video from the Coach could be used to help provide input on the things a Player may need to work on or things seen by the Coach in a video that may require further practice. The Coach will then have options to mark each level as Accomplished—whether in person or by video. For example, if the Level said “You must complete both a practice move and the move in a game” then the Coach would use that criteria to evaluate whether the Player had achieved that step. As noted above, Organizations may also define their own levels and describe whatever requirements they'd like including performing the move against another Player or performing the move in a game. When a new video has been uploaded, the Coach is queued by email notification and messaged in their To Be Reviewed box within the App. In addition, the present invention provides the ability for a Coach to nominate an Accomplished move as Skill of the X (example: Soccer Move of the Week). For example, a Coach could select the top 5 moves and then allow users (or just other Players on the Team) to vote for the winner. In each case and in each instance, Players would receive notifications of any feedback from Coaches, the promotion of their video to Move of the Week (or other category of performance). These notifications can also be provided to a parent of the Player if the parent has been configured to receive such notifications.


In addition to tracking their performance of certain skills, the present invention also provides a means for Players to report how much time they trained for the day for a particular type of activity such as moves or juggling. Finally, comments and feedback or additional instructional video from the Coach could be used to help provide input on the things a Player may need to work on or things seen by the Coach in a video that may require further practice.


Referring now to Drawings 6A and 6B, a flowchart and a sample page that demonstrates the process of enabling users to compete in against each other in Teams of one or more by submitting videos that are evaluated by an Administrator or Referee using the invention is shown.


Referring now to 6A, a flowchart associated with Challenges (competitions) is shown. A User (Player) can create multiple Teams of one or more Players 6.1.1. A Player can create one or more Challenges and select one of his or her Teams to compete in each Challenge 6.1.2. The Team initiating the Challenge will be the Home Team. The Home Team provides a name, description, time frame for the Challenge and then must upload a video showing the Team accomplishing the skills described in the Challenge before the Challenge can be submitted to the Referee for review. Once the Challenge has been submitted, it is queued up for a system Administrator in capacity of a Referee to review 6.1.3 whether the Challenge meets the basic requirements of a Challenge for that sport. For instance, the soccer Challenge must exhibit a soccer skill. If the video does not meet the requirements then the Referee declines 6.1.4 the Challenge and the Challenge is cancelled 6.1.5. If the Referee approves the Challenge 6.1.6 then the Challenge is made available for other Players to see. A Team of the same number of Players may request 6.1.7 to join the Challenge as the opponent (Away Team). The Home Team can determine whether to accept 6.1.8 the opponent or not. If the Home Team declines the request 6.1.9 then the Challenge remains open for other Teams to request to join 6.1.7. If the Home Team accepts the challenger 6.1.10 then the Away Team has the number of days specified by the Home Team to complete the Challenge. If the Away Team exceeds the timeframe before submitting their video 6.1.11 then the Home Team wins by forfeit 6.1.12 and receives the points associated with a forfeit. If the Away Team uploads their video in the time frame required 6.1.13 then the Referee is queued to score 6.1.14 the competition. The Referee watches each video, determines which Team best performs the Challenge, awards points 6.1.15 to each Team as applicable.


Referring now to FIG. 6B, a sample page that an Administrator (Referee) would use to score a Challenge including the name and description of the Challenge 6.8.1, the ability watch each Team's video 6.8.2, 6.8.3, to provide comments back to the Teams' Players 6.8.4, to provide a score (points) to each Team 6.8.5, 6.8.6 which will result in a winning and a losing Team or draw for both Teams depending on the score 6.8.7, 6.8.8.


Referring now to FIG. 7A, a sample pages associated with Fans that have requested and been accepted by the players is illustrated. FIG. 7A shows a sample page of how a Player could use the invention to manage their Fans including searching through his or her various Fans 7.1.1, seeing the Avatar or image associated with the Fan 7.1.2, seeing the user name of the Fan 7.1.3, sending the Fan a message 7.1.4, and removing a Fan 7.1.5 that the Player no longer wants to share his or her video highlights with. This sample page also shows how a Player could accept or decline pending invites from prospective users to become Fans of the Player 7.1.6. This sample page also shows how a Player could invite a person via email or text message that may not yet be a user of the invention software as well as the ability to invite an existing user of the software to become a Fan of the Player 7.1.7. The Fan user could be a user of the software in any capacity including Coach, Sponsor/Parent, Player, or just a Fan.


Although several preferred embodiments of this invention have been described in detail herein with reference to the accompanying drawings, it is to be understood that the invention is not limited to these precise embodiments, and that various changes and modifications may be effected therein by one skilled in the art without departing from the scope of spirit of the invention as defined in the appended claims. In particular, while the invention has been described with reference to sports training and in particular soccer, any number of different skills and challenges would be developed that provide a method for tracking performance, validating performance through data such as video, biometric data, location based data, or any number of other means for helping a coach, sponsor or other users to confirm achievement of a challenge or path.

Claims
  • 1. A system for enabling enhancement to the performance of at least one skill of a player comprised of: a. a database for storing data affiliated with a player and at least one coach;b. player registration software, logically connected to such database, for enabling submission of one or more fields of registration information by a player via an electronic interface;c. coach registration software, logically connected to such database, for enabling a coach to submit one or more fields of registration information via an electronic interface including identifying information for at least one player that is affiliated with the coach;d. challenge management software, logically connected to the database, that provides an electronic interface for a coach to create a challenge and assign the created challenge to at least one player that is affiliated with the coach;e. communications software, logically connected to the challenge management software, that communicates the assigned challenge to the Player;f. A data import module, logically connected to the challenge management software and database, that can be used by a player to upload data regarding achievement of the assigned challenge;g. a challenge review page for enabling the coach to review any videos or data that have been uploaded by the player in response to the challenge assigned by the coach; andh. awards management software, logically linked to the challenge management software and database, for identifying any awards that were earned by the player and storing them in at least one field associated with the Player in the database following successful completion of the challenge.
  • 2. The System of claim 1, wherein the electronic interface provided by the registration software is a web page.
  • 3. The system of claim 1, wherein the challenge management software includes a set of pre-configured challenges that can be activated by a coach.
  • 4. The system of claim 1, wherein the communications software includes software that can send an alert to a mobile phone.
  • 5. The system of claim 1, wherein the data import module includes an application programming interface for enabling a player to upload video from a mobile phone.
  • 6. The system of claim 1, wherein the data import module includes an application programming interface for enabling the import of speed, velocity, rotation and related geospatial information from a soccer ball.
  • 7. The system of claim 1, wherein the challenge management software further includes a. an electronic interface for enabling a player to create a challenge; andb. a challenge approval page for getting approval of the challenge by a coach.
  • 8. The system of claim 1, wherein the awards management software includes an application programming interface for initiating a shipping request for shipping an award to the address associated with a player that has successfully completed at least one challenge.
  • 9. A method for enabling enhancement of a skill comprising the steps of: a. delivering an electronic interface to a player to enable user registration;b. creating a record in a software database that stores information received from the player in response to registration;c. retrieving at least one pre-configured skill challenge and presenting it to the player via an electronic interface;d. importing data provided by a player in response to the receipt of such challenge;e. requesting feedback on the imported data by presenting at least one user that is not the player with the imported data and pre-configured skill challenge;f. in response to receipt of user confirmation that the presented data demonstrates that the challenge has been met, updating player data in the database to reflect that the challenge has been met and achieved.
  • 10. The method of claim 9, further comprising the step of, following receipt of user confirmation that the challenge has been met, communicating the successful completion of the challenge to the player.
  • 11. The Method of claim 9, wherein the method includes the additional step of: a. delivering an electronic interface to a user to enable registration as a coach and identification of at least one user that is registered as a player who is affiliated with the coach;b. creating a record in a software database that stores information received from the user in response to registration including any affiliated registered players;c. providing an electronic interface for enabling the user to configure at least one skill challenge; andd. presenting the configured challenge to at least one player affiliated with the coach via an electronic interface.
  • 12. The method of claim 11, wherein the method further comprises the step(s) of: a. Responsive to the receipt of data from a player who has accepted the configured challenge, presenting such data to the user that configured the challenge; andb. In response to the user reviewing the received data, requesting confirmation that the challenge has been completed by the player.
  • 13. The method of claim 12, wherein the request for confirmation that the challenge has been completed includes the provision of one or more fields for providing text or video responses for the player.
  • 14. The method of claim 12, wherein the method further comprises the step of, responsive to receipt of confirmation that the challenge was completed, issuing a virtual or physical reward to the player.
  • 15. The method of claim 14, wherein the issuance of an award comprises giving points to the player and stored in the database that can be used to acquire one or more additional awards.
PRIORITY CLAIM

This application claims priority from a provisional application filed on Nov. 12, 2013, having application Ser. No. 61/902,980.

Provisional Applications (1)
Number Date Country
61902980 Nov 2013 US