Not Applicable.
Not Applicable.
Not Applicable.
The inventive subject matter described herein is related to systems and methods for the development of learning skills and maintenance of cognitive reasoning in children and adults via specialized object-centric activities. More particularly, the inventive subject matter is directed to systems and methods to cognitively enhance and augment a student learner's mathematical skills via repetitive and combinatorial learning. Still further, the system and method are directed to systems and methods to help all individuals maintain and diminish the loss of mental acuity.
We live in an extremely fast-paced world where interactions can be transient and are likely designed to be intentionally immediately rewarding. For example, children and adults enjoy playing video games due to the animation, action, and rapid feedback and rewards. Irrespective of whether video games are positive or negative for children, it is demonstrated that video games are appealing to a large demographics. Successful video games tend to proceed at such a rapid clip that the experience tends to be transitory and quickly forgotten by a student. Consequently, the ability of a child to retain specific techniques that were experienced during the game may be lessened or limited to very narrow techniques without significant repetition across months of use. The ability to conveniently participate in exciting multi-student or single-student video games on one's computer without having to leave one's room is a recognized daily activity for many kids in today's society, particularly in light of the multiplicity of societal changes due to the Covid19 pandemic. Unfortunately, the swiftness and transitory elements associated with aspects of these gaining instances are known to negatively impact at least long-term cognitive retention.
It is generally accepted by today's neurologic experts that when we learn something, even as simple as someone's name, we form connections, called synapses, between neurons in the brain. These synapses create new circuits between nerve cells, essentially remapping the brain. The sheer number of possible connections gives the brain unfathomable flexibility wherein each of the brain's one hundred billion nerve cells can have 10,000 connections to other nerve cells. Those synapses get stronger or weaker depending on how often an individual may be exposed to an event, i.e., repetition. The more an individual is exposed to an activity, like a golfer practicing a swing thousands of times, or a musician playing a score hundreds of times, typically, the stronger the connections. The less exposure, typically, the weaker the connection. The type of exposure, and how that exposure engages one or more sensory modalities is also critical to supporting long-term cognitive development and information retention. A straightforward example is an activity of trying to remember a person's name after a first Introduction.
Creating a memory requires an individual to encode information associated with an event. For example, there can be a correlation between when you notice an event or come across a piece of information where a person's brain consciously perceives the sounds, images, physical feelings, smells, or other sensory details involved with that event. Attaching meaning or factual knowledge to this sensory input comprises semantic coding, which allows one to remember things and retain them longer. Unfortunately, the ephemeral aspect of today's digital transactions/interactions is sufficiently transient and fleeting that a person is less likely to remember various details. For example, as a person moves to a new email message from an earlier message, it is typically difficult for the person to remember the previous message, and very difficult to remember messages reviewed just a few moments ago.
Various methods have been developed to enhance memory, e.g., using mnemonics, creating a memory palace, chunking content, and associating images. These methods are slower-paced and not attractive to children used to video gaining. For older adults, they can be too complex or boring to ensure engagement. Hence, there exists a need to develop an approach that serves as a teaching and learning tool that can be perceived as interesting and even exciting to readily allow a student to participate in a manner that will reinforce retention of the elements of the activity or transaction.
The problem of momentary retention of an episode or event would benefit from systems and methods that enhance cognitive retention of the episode or event, including its associated details. In addition, cognitive decline and mental impairment are major concerns for the aging population. Hence, the ability to introduce new systems and methods to minimize cognitive decline would translate into improved quality of life and lower costs associated with healthcare for the elderly.
Further, supporting the enhancement of cognitive retention and knowledge-building skills and techniques would benefit from a teaching solution deployed as a competition, test, or activity that enhances the ability of a student to retain memories of the events and episodes associated with the activity, while also keeping the student engaged at an enticing or interesting level.
In view of the foregoing described needs, an aspect of the inventive subject matter is directed to systems and methods to enhance and augment cognitive retention of an individual learner's mathematical skills via the use of specialized virtual, digital, physical, and tangible objects and collateral components. In particular, the methods associated with the inventive subject matter comprise learning systems including a repetitive, combinatorial approach through the use of various types of manipulative objects, cards, and collateral components to improve a student's mathematical skills. Cards may be configured having relevant mathematical information designed to support various learning levels and ages of participants. During an activity, for instance, four unique cards may be delivered and displayed to one or more students, or the students may simply draw four cards from an available repository. Each student then attempts to create an arrangement of the selected cards, in combination with mathematical operators, to develop a mathematical expression that may be solved to arrive at a predefined solution value. For example, the activity could be directed to solving for a desired numerical solution value of “21”. Mathematical principles and mathematical operators are applied by the student(s) participating in an activity to the values associated with each of the objects. The process of considering different sets of possible numerical combinations in conjunction with one or more mathematical operators causes the student(s) to develop and retain the mathematical know-how for future cognitive access. In essence, the student is developing a set of tactics based on the objects provided to arrive at a particular objective which, based on the repetitive and combinatorial approach associated with the method, will evolve to allow the student to develop both strategic and tactical approaches to solving mathematical problems.
In an activity, a student may compete against time, against other students, or both. The complexity and objective of each activity may be adapted as the skill of a student improves. In addition, students may be challenged by the inclusion of a “wild card” wherein the value of the wild card may be varied. Rather than simply learning discrete pieces of information, students are also learning conceptual understanding, number fluency, and computational mathematics. Further, the system and method associated with the activity motivate the students to participate in the activity rather than merely sit back and watch other students solve the problems.
The system and method lend themselves to group collaboration by allowing two or more students to work on each activity cooperatively. Ultimately, the system and method touch on key elements of computational mathematical proficiency including conceptual understanding, number fluency, strategic competence, adaptive reasoning, and productive disposition. Cognitive scientists have concluded that competence in an area of inquiry depends upon the knowledge that is not merely stored but represented mentally and organized (connected and structured) in ways that facilitate retrieval and application. Thus, learning with understanding is more powerful than simply memorizing because the organization improves retention, promotes fluency, and facilitates learning-related material. The system and method of the inventive subject matter accomplish these objectives.
In one embodiment, the system and method are described as comprising an activity, hereinafter referred to by the inventor as “GOKIRO™” GOKIRO™ involves presenting four cards displaying any of the numbers between one and ten where participating students race to build computational mathematical expressions involving the values on the four cards in combination with the application of one or more mathematical operators to arrive at a desired numerical value, e.g., “21”.
For clarification, a mathematical expression is defined herein as a finite combination of numerical values and mathematical symbols that are arranged according to rules that depend on the context of a specific activity. Mathematical symbols designate numbers, operations, brackets, punctuation, and grouping to help determine the order of operations, and other aspects of logical syntax. Specific mathematical symbols include digits (1 through 10), parentheses, arithmetic add, subtract, multiply, divide, powers (xY), roots, and factorials.
Elementary arithmetic, establishing one aspect of an activity level, is defined herein as the simplified portion of mathematics that includes the operations of addition, subtraction, multiplication, and division. Elementary arithmetic starts with the natural numbers and the written symbols (digits) that represent them. The typical process for combining a pair of these numbers with the four basic operations traditionally relies on memorized results for small values of numbers, including the contents of a multiplication table to assist with multiplication and division.
A further aspect of the inventive subject matter comprises an input management and tracking system. The input management and tracking system support the acquisition of data concerning a student's performance to identify areas for improvement and an appropriate learning or curriculum roadmap. The system and method incorporate features and functionality associated with one or more object or card-based activities, as defined by associated rule sets. In one instance, the system and method comprise an activity where objects may be arranged by a student to form a mathematical combination that will equal a predetermined numerical value, i.e., a solution value, such as “21”
The inventive subject matter described herein further provides digital solutions, both mobile and web-based, for augmenting cognitive retention of mathematical principles. The system comprises the integration of a software application comprising one or more software modules deployable on a desktop, laptop, tablet, smartphone, or other mobile device wherein the system facilitates the delivery of one or more activities configured to support the augmentation of cognitive retention of math skills. The software application may be deployed as an independent software application or in conjunction and integration with one or more other software applications, including social media applications.
The system interrogates and extracts information from one or more data sources to populate a student profile. The system may aggregate data to create a centralized and personalized dashboard resource for a teacher or student to facilitate the intelligent delivery of appropriate activities. This student-centric functionality is used by the system to intelligently adapt its operation and orchestration of other elements to the specific needs of each student. For example, as a student engages in an activity, the system causes the student's performance data to be collected and aggregated to enhance the system's assessment of recommended next learning steps, i.e., curriculum, and, to provide reports for instructors to include subjective recommendations for changes to the student's next learning steps.
The inventive subject matter, in one embodiment, comprises a mobile and Internet-deployable system and method to support enhanced delivery of activities to augment cognitive retention of mathematical skills that can be translated to use in a standard school learning environment.
In one aspect, the system and method promote long-term cognitive retention of mathematical skills by presenting one or more digital and sensory activities to a student requiring the student to generate a plurality of responses that will strengthen a student's memory trace associated with the performance of the activities. Each activity is configured to cause the student to engage with multiple retrieval cues to enhance subsequent availability in the student's memory after the completion of the activity. Additionally, an activity may be configured to trigger one or more memorable milestones during various phases of completion of the activity wherein the milestones reinforce the understanding of mathematical skills.
In both a digital and non-digital implementation, the system and method can provide rewards for accomplishing various milestones and incorporate scoring that lends to the competitive element of the activity, creating a gaining aspect for incentivization.
The system intelligently provides recommendations for new activities to be presented to a target student according to a predefined mathematical curriculum or trigger points associated with the student's performance. Each new activity or activity level can be adapted to the interests, age, sex, and other demographic features of a student.
In another aspect, the system provides a collaborative opportunity for a first student, having completed an activity, to select an activity for delivery to one or more other students. In an additional aspect, the system and method provide intelligent recommendations for the association of certain activity levels or types of activities with a student's current profile. A student's profile may be supplemented via input from a teacher and parent based on their subjective and objective assessments of a student's capabilities, and, including input and feedback from the student. The system applies one or more quantitative and qualitative algorithms to process the aggregate information to determine the optimal presentation of activities to a student.
For a better understanding of the inventive subject matter, reference is made to the detailed description contained herein and the accompanying drawings numbered below which are given by way of illustration only and are not intended to be limiting to any extent. Commonly used reference numbers identify the same or equivalent parts of the claimed invention throughout the several figures. These and other features, aspects, and advantages of various embodiments of the inventive subject matter will become better understood with regard to the following description, appended claims, and accompanying drawings where:
One object of the inventive subject matter is directed to causing a student to achieve cognitively enhanced remembrance of mathematical skills, including arithmetic and algebraic.
Another object of the inventive subject matter described herein is to provide an object-based activity that can be used by the elderly to improve cognitive performance and memory retention.
A further object of the inventive subject matter described herein is to provide activities that can be used in an enjoyable and challenging manner to help refresh, maintain, and enhance an individual's mathematical skills.
Furthermore, another object of the inventive subject matter is to provide a system and method that can be scaled for use across many learning environments, both in school and at home, and scale to accommodate different student populations.
The following description is exemplary and is in no way intended to limit the invention, the inventive subject matter, its application, or its uses. Before the inventive subject matter is described in further detail, it is to be understood that the invention is not limited to particular aspects described, as such may, of course, vary. It is also to be understood that the terminology used herein is for describing particular aspects only and is not intended to be limiting since the scope of the present invention will be limited only by the appended claims. In particular, the system and method for presenting one or more mathematical activities to one or more students may be described in the context of digital interactions, but the system and method are equally applicable to creating enhanced cognitive retention of hybrid transactions which may comprise both digital and tangible items of any type, in any category, subject matter, domain, classification, physical configuration, and tactical properties (e.g., Braille).
Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this inventive subject matter belongs. Although any methods and materials similar or equivalent to those described herein can also be used in the practice or testing of the inventive subject matter, a limited number of the exemplary methods and materials are described herein.
It must be noted that as used herein and in the appended claims, the singular forms “a”, “an”, and “the” include plural referents unless the context dictates otherwise.
As used herein, a student may be represented by the reference letter, S, Sl, or S2, consistent with the context in which it is used. When describing the competition between just two students as illustrated in
Referring now to
In a first embodiment, system 20 supports participation by at least two students Sl, S2 in activity 80 using various elements 22. Elements 22 supported by system 20, in one instance, comprise objects 60 comprising cards numbered I through 10 and other specialized cards suited to the level of each participant. An activity is engaged according to one or more rule sets 30. In non-digital versions, a plurality of student worksheets 40, and one or more score sheets 50 are provided. Where activity 80, comprising a competitive aspect, includes a timed component, a timer 70 is likewise included. Rule sets 30 describe the guidelines to be adhered to during activity 80. The student worksheet 40 is used by each of the students S to write down one or more potential mathematical expressions 90 based on the distributed objects 60 to arrive at an expression 90 that will produce the selected target numerical value 95. Alternatively, rather than writing down the mathematical expression, an activity may allow each student to verbally state the solution. Each score sheet 50 is used to track the rounds 100 won by each student S. The timer 70 may be used to set a time limit to arrive at a proposed mathematical expression 90 for each round 100 of play for the students Sl, S2.
The system 20, in one instance, prescribes a rule set 30 for an activity 80 that requires the use of natural or whole numbers combined with a limited set of mathematical operators, wherein mathematical expressions 90 can be more easily created by a student S without the use of additional compute resources, such as a calculator, tablet, or cell phone. In this instance, fractions are not used.
Rule sets 30 and object collections 60 may be modified to suit the level of skill of the students S involved. As student S capability evolves and improves through the course of activity 80, the rules 30 of activity 80 may be modified to create a more interesting activity 80 for student S. For example, at a higher level of mathematical competence, fractions may be used in the activity 80 to generate a mathematical expression 90 to arrive at a targeted solution value 95. An activity 80 may be played with a plurality of different types of objects 60. If more than four students S are simultaneously engaged in an activity, it is preferable to use at least one hundred objects 60. Thus, activity 80 is scalable to accommodate a plurality of students S simply by combining two or more sets of objects 60.
Referring now to
In another version of activity 80, rather than distributing four objects 60 simultaneously, the teacher (or student lead) will distribute one object 60 at a time in sequence, providing a window of time for each student S to consider how the value of each object 60 might be used in developing a successful and winning mathematical expression 90.
In one aspect, student S may be challenged by activity 80 requiring elementary solutions. For example, using four objects 60, the student S will apply one or more mathematical operators 32 to create a mathematical expression 90 consisting of addition, subtraction, multiplication, and division to arrive at the targeted numerical solution value 95. In another aspect, student S is challenged by activities to present more advanced solutions leveraging the basic mathematical operators 32 and including one or more advanced mathematical expressions applied to the four objects 60 to arrive at a pre-selected target value.
Now, in additional detail, activity 80 proceeds according to the following steps. In step 240, four objects 60 are distributed with their numerical value showing to all other students S simultaneously. Each student S is then challenged in activity 80 to create a mathematical expression 90 using the four objects 60 to create a solution producing a numerical value result of twenty-one (“21”). As soon as student S believes they have identified a solution, in step 250, student S will indicate that they have “Solved” the problem. The first student S to call out “Solved” will present their mathematical expression 90 for confirmation of correctness. Where a student may not be able to speak, other means for providing an alert of “Solved” may be used. If correct, student S wins round 100. If incorrect, that student S no longer plays and the next student S who calls out “Solved” gets to present their solution. These steps repeat until a correct solution (a mathematical expression) is presented by a student S or all students S (and the teacher moderator) agree that a solution cannot be derived for the selected target solution value.
In one instance, one hundred objects 60 are used during activity 80, with four objects 60 distributed per round 100, supporting twenty-five rounds per activity 80. One point is awarded for each student S that provides a correct solution in a round 100. Student S winning the most rounds 100, and hence the most points, wins activity 80. If a round 100 is deemed unsolvable, no one wins a point for that round 100. Points may be awarded to the first student S that correctly asserts that the round is unsolvable.
Referring now to
(10+11)×(4−3)=21×1=21
In this instance, all four objects 62 have been used, and, used only once in the mathematical expression 90, consistent with the current rule set 30.
Referring now to
(4×3)−1+10=12−1+10=11+10=21
Referring now to
the square root of 9=3
square of 2=4
(3+22)×(6/2)=(3+4)×(3)=7×3=21
Referring now to
Referring now to
An object module 750 provides options to student S to select the use of either a digital object set 752 or a physical object set 60. In other versions, objects 60 comprising various numbers may be used. In still other versions, objects 60 having numbers, images, and mathematical operators 32 may be used.
For system 700, a rule sets module 760 provides a student S with options to select from one or more rule sets 30, which may also be identified by certain names, e.g., GOKIRO™ 822. A student worksheet module 770 provides a digital worksheet to be displayed to a student S to allow the student S to develop his or her proposed mathematical expression 90. A scoring module 780 tracks the winner of each round 100 and the ultimate winner of activity 80 after all objects 60 have been distributed during activity 80. A timer module 790 allows student S to set a time for the development of a mathematical expression 90 that can be solved for a solution value 95.
Referring now to
If instead, a student S solves for the current targeted value using the distributed objects 62, that student S is awarded a score 870. The software application then checks to determine if enough objects 62 are left for another round 100. If so, the software application 700 causes the next round 874 to begin.
In another embodiment, the software application 700 is used by the students S to develop and manipulate their mathematical expression 90, while the objects 62 may be distributed from a physical object collection 60. In this hybrid embodiment, the values of an object 60 may be entered into the software application 700 by each student S or each student's device may be used to image an object 60 for ingestion into the application and presentation on each student's S display.
In another embodiment, the software application 700 processes an algorithm to randomly generate four objects 60 or numbers between one and ten for presentation to one or more students S. The value of a “1” may be either one or eleven. A user interface associated with the software application 700 allows a student S to drag and drop or draw the numbers and arithmetic symbols to formulate one or more mathematical expressions 90 along an expression line to test whether the outcome equals the target solution value 95. Once the appropriate mathematical expression 90 has been created such that the solution equals the target solution value, the software application 700 will notify student S that the mathematical expression 90 is correct and the solution has been “Solved”. Student S presses a button on a user interface indicating that the problem has been solved. In the event a student S is unable to arrive at a solution, student S may click a separate “Solver” button to allow the software 700 to either create and display one or more appropriate mathematical expressions 90 for consideration or, to notify the student S that there is no solution that will produce an outcome at the target solution value 95 from the objects 60 distributed in the current round 100.
In other embodiments, activity 80 may be structured to use any number of objects 60 and any solution value 95, besides “twenty-one”. As just one example, a rule set 30 may provide that six objects 60 are distributed and a target solution value 95 is “ninety-three”. In another instance, the software application 700 will allow student S to select both the number of objects 60 to use and, a target solution value 95.
Referring now to
a feeling of success when developing a solvable mathematical expression 90;
heightened interest as the rounds 100 proceed; a student S is likely to have his or her interest heightened by the opportunity to consider and play additional rounds 100;
the enthusiasm from participation in activity 80 with other students;
competitive drive associated with participation in an activity 80 with others;
satisfaction, particularly when arriving at a correct solution during an activity 80;
confidence as student S progresses through multiple activities and recognizes that his or her skills are improving;
Murray Tech Law
pride as a participant in activity 80 and when identifying correct solutions;
contentment from participation in activity 80 and the opportunity to socially engage with other students S;
inspiration from success in the activity 80 or near-success;
amusement from the participation of other students S and the potential for camaraderie in association with the activity 80; and,
enjoyment, simply by participating in activity 80 with others.
Once each round 100 is completed, the results 910 for one or more students S are aggregated by the scoring module 780. The scoring module 780 will then transmit results to the student performance module 720 for each student S. The student performance module 720 processes the data from the scoring module 780 and transmits the results to the student profile module 710 for the particular student S. In addition to the performance information, the student profile module 710 collects and stores additional external information from an external input module 730. The external input module 730 provides an interface for parents, teachers, and students S to contribute additional information to the relevant student profile module 710. As the student profile module 710 continues to develop and aggregate both performance and external input, the student profile may be sent to curriculum module 740. The curriculum module 740 processes the data from the student profile module 710 and provides suggestions and recommendations for the appropriate curriculum level for each student S.
Referring now to
Referring now to
The interactions associated with the inventive subject matter include sensory inputs that can be visual 1010, audible 1020, and tactile 1100. The implementation of repetition 1030 and combinatorial approaches 1040 cause the interaction and the associated mathematical knowledge and skills associated with engagement in activity 80 to be continually reinforced in a student S's brain 1050, including long-term memory storage LTMS. For example, in one instance, activity 80 comprises twenty-five rounds 100 of four objects 62 (
Now referring to
Communications network 1210 can be part of a remote access network, a global network (e.g., the Internet 1220), a worldwide collection of computers, Local area or Wide area networks, and gateways that currently use respective protocols (TCP/IP, Bluetooth, etc.) to communicate with one another. Other electronic devices/computer network architectures are suitable.
Furthermore, embodiments of the inventive subject matter can take the form of a computer program product accessible from a computer-usable or computer-readable medium providing program code for use by or in connection with a computer or any instruction execution system. For this description, a computer-usable or computer-readable medium can be any apparatus that can contain, store, communicate, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device.
The medium can be an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system (or apparatus or device) or a propagation medium. Examples of a computer-readable medium include a semiconductor or solid-state memory, magnetic tape, a removable computer diskette, random-access memory (RAM), read-only memory (ROM), a rigid magnetic disk, and an optical disk. Some examples of optical disks include compact disc-read-only memory (CD-ROM), compact disc read/write (CD-RW), and DVD.
A data processing system suitable for storing and/or executing program code will include at least one processor 1310 coupled directly or indirectly to memory elements 1320 through a system bus. The memory elements 1320 can include local memory 1330 employed during the actual execution of the program code, bulk storage, and cache memories, which provide temporary storage of at least some program code to reduce the number of times code is retrieved from bulk storage during execution.
Input/output 1340, 1350, or I/O devices (including but not limited to keyboards, displays, pointing devices, touch screens, gesture recognition interfaces, smartphones, kiosks, RFID identifiers, smart cards, etc.) can be coupled to the system either directly or through intervening I/O controllers.
Network adapters may also be coupled to the system to enable the data processing system to become coupled to other data processing systems or remote printers or storage devices through intervening private or public networks. Modems, cable modems, and Ethernet cards are just a few of the currently available types of network adapters.
Referring in greater detail to
Computational node 1300 includes a communication modality 1212 for network access via, for example, either Ethernet, Wi-Fi, cellular, or other similar data transport mediums. Computational node 1300 may communicate with public and private computer network 1200, including the Internet 1220, providing access to additional networked computer resources and cloud storage
Thus, specific compositions and methods of the computer-implemented system 20 and method 200 and method 800 to enhance cognitive retention of digital transactions have been disclosed. It should be apparent, however, to those skilled in the art that many more modifications besides those already described are possible without departing from the inventive concepts herein. The inventive subject matter, therefore, is not to be restricted except in the spirit of the disclosure.
For example, in an alternative embodiment illustrated in
Moreover, in interpreting the disclosure, all terms should be interpreted in the broadest possible manner consistent with the context. In particular, the terms “comprises” and “comprising” should be interpreted as referring to elements, components, or steps in a non-exclusive manner, indicating that the referenced elements, components, or steps may be present, utilized, or combined with other elements, components, or steps that are not expressly referenced.
While numerous aspects and embodiments of the inventive subject matter have been particularly shown and described with references to specific elements or features thereof, it will be understood by those skilled in the art that various changes in form and details may be made therein without departing from the scope of the inventive subject matter encompassed by the appended claims.
As contemplated herein, various aspects and embodiments of the inventive subject matter can take the form of an entirely hardware embodiment, an entire software embodiment, or an embodiment containing both hardware and software elements. In one embodiment, the inventive subject matter is implemented in software, which includes but is not limited to firmware, resident software, microcode, and other forms.
application claims the benefit of U.S. Provisional Patent Application No. 63/286,916 filed on Dec. 7, 2021.
Number | Date | Country | |
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63286916 | Dec 2021 | US |