Abstract: DIGITAL MEDIA AS EDUCATIONAL TOOLS Abstract The invention presents a novel system that harnesses the power of digital media as a pivotal educational tool. Integrating a diverse media playback interface, the system offers access to a curated media library tailored to specific learning objectives. To ensure active engagement and understanding, an interactive assessment tool, synchronized with media playback, evaluates users. A comprehensive reporting module delves into user engagement metrics, providing insights into learning behaviors and areas of potential difficulty. Unique features like augmented reality (AR) and virtual reality (VR) support, integration with third-party content, real-time feedback mechanisms, collaborative spaces, adaptability engines, and accessibility functionalities ensure a holistic and inclusive learning experience. Additionally, the system encompasses a method to streamline the process of learning through digital media, blending content engagement, assessment, and feedback.
Description:DIGITAL MEDIA AS EDUCATIONAL TOOLS
Field of the Invention
[0001] The present invention pertains to the realm of educational technology, specifically to a system that leverages digital media formats as pedagogical tools, integrating playback, assessment, reporting, and adaptability features to enhance and personalize learning experiences.
Background
[0002] The background description includes information that may be useful in understanding the present invention. It is not an admission that any of the information provided herein is prior art or relevant to the presently claimed invention, or that any publication specifically or implicitly referenced is prior art.
[0003] In recent years, the digital revolution has irrevocably transformed various sectors, and education is no exception. Traditional classroom teaching methodologies, predominantly characterized by textbook-driven lectures and rote learning, are increasingly perceived as archaic in the face of rapidly advancing technology. The contemporary student, often termed a 'digital native,' is well-acquainted with multimedia content from an early age. These multimedia formats, ranging from videos to interactive games, offer a more engaging means of information consumption compared to conventional text-based materials. Recognizing this shift, educators have been exploring ways to incorporate multimedia into their teaching strategies.
[0004] Digital media, with its inherent interactive nature, promises several advantages over traditional teaching aids. It can cater to varied learning styles, be it visual, auditory, or kinesthetic. Furthermore, concepts that are challenging to convey through text or static images can be effortlessly illustrated using animations or simulations. For instance, the intricate processes of cellular biology can be more intuitively grasped when visualized in a 3D animated format.
[0005] However, while digital media's potential in education is acknowledged, its implementation has faced hurdles. One of the primary challenges has been the sheer volume of available content. The vast expanse of the internet, while a treasure trove of information, can also be overwhelming. Teachers and students alike find it challenging to locate quality, curriculum-aligned digital content amidst the multitude of available resources. Moreover, passive consumption of digital media, without active engagement or assessment, often results in superficial learning.
[0006] Additionally, merely integrating digital media into the classroom does not guarantee improved learning outcomes. It is essential to have mechanisms that gauge student interaction with the content, assess understanding, and provide feedback. The lack of such integrated systems has often resulted in fragmented learning experiences, with digital media serving as an ancillary tool rather than an integrated part of the educational journey.
[0007] In light of these challenges, there exists a significant need for a system that not only amalgamates curated, quality digital media content but also integrates assessment, feedback, and personalization features, ensuring that digital media is utilized to its fullest potential in the educational domain.
[0008] All references, including publications, patent applications, and patents, cited herein are hereby incorporated by reference to the same extent as if each reference were individually and specifically indicated to be incorporated by reference and were set forth in its entirety herein.
Summary
[0009] Various objects, features, and advantages of the disclosed subject matter can be more fully appreciated with reference to the following detailed description of the disclosed subject matter when considered in connection with the following drawings, in which like reference numerals identify like elements.
[00010] The present invention pertains to the realm of educational technology, specifically to a system that leverages digital media formats as pedagogical tools, integrating playback, assessment, reporting, and adaptability features to enhance and personalize learning experiences.
[00011] In an embodiment, the presented system fundamentally reimagines the role of digital media in education, elevating it from a supplementary resource to a central teaching tool. The invention's cornerstone is its media playback interface, capable of supporting a multitude of digital formats. Recognizing the immersive capabilities of AR and VR, the system seamlessly integrates these formats, enabling students to engage in experiential learning.
[00012] In an embodiment, a crucial feature of this system is the curated media library. Given the vast array of digital content available online, the emphasis on curation ensures that educators and students access content that is not only of high quality but also aligns with specific learning objectives. This library is dynamic, with provisions for integrating third-party content providers. Such integration guarantees that the content remains up-to-date, reflecting the latest in both academic advancements and digital media innovations.
[00013] In an embodiment, while content consumption is vital, equally important is the assessment of understanding. The system's interactive assessment tool is synchronized with media playback events. As students engage with content, they encounter real-time quizzes, prompts, and other evaluative mechanisms. These assessments are strategically placed at key junctures within the media, ensuring that learning is active and not passive.
[00014] In an embodiment, recognizing the collaborative nature of learning, the system integrates a unique collaboration module. This space allows students to discuss, annotate, and share insights directly on the media content. Such peer-to-peer interactions often lead to deeper understanding and the fostering of a collaborative learning spirit.
[00015] In an embodiment, analytics plays a crucial role in modern education, offering insights into student behaviors, strengths, and areas of improvement. The system's reporting module delves deep into user engagement metrics. By tracking behaviors like pause points, replay events, and note-taking, educators gain a granular understanding of student interactions with the content. Such insights can indicate areas of interest, concepts that students find challenging, and aspects of the content that might require revision or additional explanation.
[00016] In an embodiment, personalization in education is no longer a luxury but a necessity. Every student's learning journey is unique, and educational tools must adapt to individual needs. The system's adaptability engine rises to this challenge. By analyzing a user’s prior interactions, performance on assessments, and stated preferences, the engine suggests or even modifies media content. This dynamic adaptability ensures that each student's interaction with the system is tailored to their unique learning pathway.
[00017] In an embodiment, the media playback interface incorporates a host of accessibility features. These include subtitles for those with hearing impairments, alternate audio streams for visually impaired students, and adjustable playback speeds catering to diverse learning needs. Such features ensure that the system is adaptable and inclusive, catering to a broad spectrum of student needs.
[00018] In an embodiment, education is a continually evolving domain, with curricula and learning objectives adapting to the times. The curated media library reflects this dynamism, encompassing content that spans various educational levels and subjects. Whether a student is at the beginner stages of a subject or delving into advanced topics, the system offers content tailored to their academic requirements.
[00019] In an embodiment, the invention isn't just about a system but also introduces a structured method for learning through digital media. This methodological approach ensures that students don’t merely consume content but actively engage with it, undergo periodic assessments to gauge understanding, and receive feedback to continually refine their learning journey.
Brief Description of the Drawings
[00020] The features and advantages of the present disclosure would be more clearly understood from the following description taken in conjunction with the accompanying drawings in which:
[00021] FIG. 1 represents a system for utilizing digital media as educational tools, according to some embodiments of the present disclosure.
[00022] FIG. 2 shows an exemplary detailed schematic flow diagram of a method for facilitating learning through digital media, according to some embodiments of the present disclosure.
Detailed Description
[00023] The following is a detailed description of exemplary embodiments to illustrate the principles of the invention. The embodiments are provided to illustrate aspects of the invention, but the invention is not limited to any embodiment. The scope of the invention encompasses numerous alternatives, modifications and equivalent; it is limited only by the claims.
[00024] In view of the many possible embodiments to which the principles of the present discussion may be applied, it should be recognized that the embodiments described herein with respect to the drawing figures are meant to be illustrative only and should not be taken as limiting the scope of the claims. Therefore, the techniques as described herein contemplate all such embodiments as may come within the scope of the following claims and equivalents thereof.
[00025] The detailed description is described with reference to the accompanying figures. In the figures, the left-most digit(s) of a reference number identifies the figure in which the reference number first appears. The use of the same reference numbers in different instances in the description and the figures may indicate similar or identical items.
[00026] Pursuant to the "Detailed Description" section herein, whenever an element is explicitly associated with a specific numeral for the first time, such association shall be deemed consistent and applicable throughout the entirety of the "Detailed Description" section, unless otherwise expressly stated or contradicted by the context.
[00027] The present invention pertains to the realm of educational technology, specifically to a system that leverages digital media formats as pedagogical tools, integrating playback, assessment, reporting, and adaptability features to enhance and personalize learning experiences.
[00028] Pursuant to the "Detailed Description" section herein, whenever an element is explicitly associated with a specific numeral for the first time, such association shall be deemed consistent and applicable throughout the entirety of the "Detailed Description" section, unless otherwise expressly stated or contradicted by the context.
[00029] The modern educational landscape has witnessed a paradigm shift from conventional teaching methodologies to more interactive and dynamic learning techniques. In the centre of this transformation is the power of digital media, serving not just as complementary tools but as central components to enhance and optimize the learning experience. The proposed system, envisioned to harness digital media for educational purposes, embodies several intricate elements to revolutionize learning.
[00030] FIG. 1 represents a system for utilizing digital media as educational tools, according to some embodiments of the present disclosure. The system 100 comprises a media playback interface 102, a curated media library 104, an interactive assessment tool 106 and a reporting module 108.
[00031] In an embodiment, at the system's forefront is the media playback interface, designed to display a plethora of digital media formats. Unlike traditional media players, this interface is meticulously tailored for an educational context. It seamlessly handles standard formats such as videos, audios, and animations. However, its prowess lies in its adaptability, enabling it to flawlessly support newer, immersive formats like augmented reality (AR) and virtual reality (VR), granting students the ability to step inside historical battles, visualize complex scientific phenomena, or even 'walk' through Shakespearean plays.
[00032] Imagine a scenario where a history teacher wants students to understand the dynamics of the Battle of Waterloo. Instead of a two-dimensional video or static images, students could don VR headsets, navigate the battlefield, witness strategies in real-time, and even partake in decision-making processes, all while within the safe confines of their classroom.
[00033] In an embodiment, as pivotal as the playback interface is, its value is exponentially magnified by the content it delivers. The system's curated media library is more than just a collection; it's a reservoir of academically enriching content. Recognizing the deluge of digital content on the internet, this library offers a refined selection, meticulously aligned with specific learning objectives. Content inclusion undergoes rigorous scrutiny, ensuring relevance, accuracy, and pedagogical value. Moreover, in recognizing the dynamism of the digital age, the library integrates capabilities to source content from third-party providers. This ensures the content repository remains abreast with the latest academic and digital advancements.
[00034] Consider biology students struggling with the intricacies of cellular functions. The curated library could provide a 3D animation allowing students to 'travel' inside a cell, visualizing processes like osmosis, cellular respiration, or DNA replication in vivid detail.
[00035] In an embodiment, learning, in its true essence, is incomplete without evaluation. The system introduces an innovative interactive assessment tool, inherently tied to media playback events. Instead of passive content consumption, students encounter periodic assessment triggers while engaging with the content. These could range from quizzes popping up at critical junctures, prompts urging students to predict outcomes, or even short assignments related to the content just consumed. This ensures the media serves not just as an information source but also as a continuous learning and assessment tool.
[00036] For instance, while exploring a documentary on climate change, the playback might momentarily pause, presenting students with a real-time quiz about the greenhouse effect, ensuring comprehension before proceeding.
[00037] In an embodiment, integral to the learning process is feedback, and the system's reporting module serves this purpose adeptly. Beyond just recording scores from the interactive assessment tool, this module delves deep into user engagement metrics. By scrutinizing behaviors like pause points, replay frequencies, annotations made, or segments frequently revisited, the module offers granular insights into a student's learning trajectory. Such data is invaluable for educators to discern areas of student interest, potential challenges, and overall content effectiveness.
[00038] Let's visualize a scenario with a literature teacher using a digital rendition of 'Moby Dick'. Through the reporting module, the teacher could discern that several students repeatedly revisited Ahab's monologues, possibly indicating a fascination or perhaps a challenge in understanding. Based on such insights, the educator could then tailor subsequent lessons or discussions, optimizing learning outcomes.
[00039] While the system inherently boasts adaptability to diverse educational contexts, specific embodiments further tailor its utility. One embodiment might particularly focus on primary school education, with the media library predominantly featuring animated content, and the assessment tool favoring gamified quizzes. Another embodiment might cater to university-level students, with an emphasis on AR and VR content for subjects like architecture, medicine, or engineering, with assessments being more project-based.
[00040] To visualize a holistic use case, imagine a geography teacher, Mrs. Allen, aiming to impart the complexities of volcanic eruptions. Using the system, she selects a VR documentary from the curated library, allowing students to virtually experience the eruption process. As students 'witness' molten lava flows, the interactive assessment tool intermittently quizzes them on related topics like tectonic plate movements or types of
volcanic rocks. Post-session, Mrs. Allen accesses the reporting module, realizing that many students revisited the segment explaining pyroclastic flows multiple times. This insight informs her of the need to delve deeper into this topic in the subsequent class.
[00041] In an embodiment, the system includes a media playback interface that supports augmented reality (AR) and virtual reality (VR) media formats, allowing immersive learning experiences. The media playback interface is designed to accommodate AR and VR content, enabling students to engage with educational materials in a highly interactive and immersive manner. AR technology overlays digital content onto the real-world environment, enhancing students' understanding and visualization of complex concepts. VR technology, on the other hand, transports students to virtual environments, providing realistic simulations and experiential learning opportunities. By integrating AR and VR capabilities, the system offers a novel and captivating learning experience that fosters active participation, deep understanding, and retention of knowledge.
[00042] In an embodiment, the system's curated media library seamlessly integrates with third-party content providers, enabling dynamic updates and expanded content offerings. The curated media library serves as a vast repository of educational resources, including videos, simulations, interactive modules, and more. By integrating with third-party content providers, the system can continuously update its content offerings, ensuring that students have access to the latest and most relevant materials. This integration also diversifies the range of available resources, providing educators and students with a rich and varied selection of educational content from different sources and perspectives.
[00043] In an embodiment, the system includes an interactive assessment tool that encompasses real-time quizzes, prompts, and feedback mechanisms synchronized with specific moments or sequences within the media content. The interactive assessment tool is designed to assess students' comprehension, critical thinking, and problem-solving skills in real-time as they engage with the media content. Through quizzes, prompts, and feedback, students receive immediate assessment and guidance, promoting active learning and allowing educators to address any misconceptions or gaps in understanding as they arise.
[00044] In an embodiment, the system further comprises a collaboration module that enables users to discuss, annotate, and share insights directly on the media content, promoting peer-to-peer learning. The collaboration module fosters a collaborative and social learning environment, allowing students to interact with each other, exchange ideas, and collaborate on group projects or discussions. Students can annotate specific points within the media content, initiate discussions, and share their perspectives, facilitating knowledge sharing, and enhancing engagement with the educational materials.
[00045] In an embodiment, the system includes a reporting module that uses advanced analytics to track user behaviors, such as pause points, replay events, and note-taking, providing insights into learning patterns and areas of interest or difficulty. The reporting module analyzes user interactions with the media content, generating valuable data on students' engagement and learning behaviors. Educators can access these insights to gain a better understanding of students' learning preferences, identifying areas where students may need additional support or tailored interventions to optimize their learning experiences.
[00046] In an embodiment, the system further comprises an adaptability engine that modifies or suggests specific media content based on a user’s prior interactions, performance, and preferences, ensuring a tailored learning experience. The adaptability engine utilizes machine learning algorithms to personalize the learning journey for each user. By analyzing past interactions, performance data, and user preferences, the system can recommend relevant content or adapt the presentation of material to suit the individual's learning style and pace, optimizing the learning experience and promoting learner-centric education.
[00047] In an embodiment, the media playback interface of the system includes accessibility features like subtitles, alternate audio streams, and adjustable playback speeds to cater to diverse learning needs. The system prioritizes inclusivity by incorporating accessibility features that accommodate students with different learning abilities and preferences. Subtitles and alternate audio streams facilitate learning for students with hearing impairments, while adjustable playback speeds cater to varying learning paces, ensuring that all students can access and engage with the media content effectively.
[00048] In an embodiment, the system includes a curated media library encompassing various educational levels and subjects, ensuring a comprehensive educational toolset adaptable for multiple academic requirements. The curated media library houses a wide range of educational materials, covering subjects across different levels, from elementary to advanced education. This diversity ensures that the system can cater to the needs of students at different academic stages, providing relevant and age-appropriate content for diverse learning contexts and supporting a holistic and comprehensive learning experience.
[00049] FIG. 2 illustrates a method 200 for facilitating learning through digital media, in accordance with an embodiment of the present disclosure. The method 200 is a learner-centered approach that leverages digital media content to provide engaging and personalized learning experiences. The method 200 consists of the following steps. The step 202 involves providing learners with access to a curated library of educational digital media content through a dedicated interface. This interface serves as a centralized platform where learners can explore a diverse collection of educational resources, including videos, interactive modules, simulations, e-books, and other multimedia materials. The content is carefully curated to align with specific learning objectives and academic standards, ensuring that learners have access to high-quality and relevant resources that support their educational journey. At step 204, once learners have access to the curated library, they can engage with the media content using various playback and interactive features. The media content can be presented through videos, interactive animations, virtual reality experiences, or other immersive formats, depending on the nature of the materials. Learners have the flexibility to control the pace of their learning, pausing, rewinding, or replaying segments as needed to reinforce understanding. Interactive features within the media content allow learners to actively participate and explore concepts in a hands-on and experiential manner, promoting active learning and deeper engagement. At step 206, as learners interact with the media content, the method incorporates periodic assessments tied to specific segments or moments within the materials. These assessments serve to evaluate learners' understanding, knowledge retention, and critical thinking skills related to the content they have engaged with. The assessments can take the form of quizzes, interactive questions, or prompts, strategically placed within the media content to provide timely and contextually relevant evaluation. By assessing learners at key points in their learning journey, the method ensures that learners are mastering the content as they progress through the digital media materials. The step 208 of the method involves providing learners with personalized feedback and recommendations based on their media interaction and assessment outcomes. Learner performance data, such as quiz scores, interaction patterns, and progress, is analyzed to offer individualized feedback and tailored recommendations. Learners receive constructive feedback that highlights their strengths and areas for improvement, encouraging them to reflect on their learning and make necessary adjustments. The system generates recommendations for additional content or learning pathways based on learners' performance and preferences, enabling them to explore related topics or reinforce specific concepts for a well-rounded and personalized learning experience.Further, while operations are depicted in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order, or that all illustrated operations be performed, to achieve desirable results. In certain circumstances, multitasking and parallel processing may be advantageous. Likewise, while several specific implementation details are contained in the above discussions, these should not be construed as limitations on the scope of the subject matter described herein, but rather as descriptions of features that may be specific to particular embodiments. Certain features that are described in this specification in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable sub-combination. Moreover, although features may be described above as acting in certain combinations and even initially claimed as such, one or more features from a claimed combination can in some cases be excised from the combination, and the claimed combination may be directed to a sub-combination or variation of a sub-combination.
[00050] The term “memory,” as used herein relates to a volatile or persistent medium, such as a magnetic disk, or optical disk, in which a computer can store data or software for any duration. Optionally, the memory is non-volatile mass storage such as physical storage media. Furthermore, a single memory may encompass and in a scenario wherein computing system is distributed, the processing, memory and/or storage capability may be distributed as well.
[00051] Throughout the present disclosure, the term ‘server’ relates to a structure and/or module that include programmable and/or non-programmable components configured to store, process and/or share information. Optionally, the server includes any arrangement of physical or virtual computational entities capable of enhancing information to perform various computational tasks.
[00052] Throughout the present disclosure, the term “network” relates to an arrangement of interconnected programmable and/or non-programmable components that are configured to facilitate data communication between one or more electronic devices and/or databases, whether available or known at the time of filing or as later developed. Furthermore, the network may include, but is not limited to, one or more peer-to-peer network, a hybrid peer-to-peer network, local area networks (LANs), radio access networks (RANs), metropolitan area networks (MANS), wide area networks (WANs), all or a portion of a public network such as the global computer network known as the Internet, a private network, a cellular network and any other communication system or systems at one or more locations.
[00053] Throughout the present disclosure, the term “process”* relates to any collection or set of instructions executable by a computer or other digital system so as to configure the computer or the digital system to perform a task that is the intent of the process.
[00054] Throughout the present disclosure, the term ‘Artificial intelligence (AI)’ as used herein relates to any mechanism or computationally intelligent system that combines knowledge, techniques, and methodologies for controlling a bot or other element within a computing environment. Furthermore, the artificial intelligence (AI) is configured to apply knowledge and that can adapt it-self and learn to do better in changing environments. Additionally, employing any computationally intelligent technique, the artificial intelligence (AI) is operable to adapt to unknown or changing environment for better performance. The artificial intelligence (AI) includes fuzzy logic engines, decision-making engines, preset targeting accuracy levels, and/or programmatically intelligent software.
Claims
I/We Claim:
Claim 1:
A system for utilizing digital media as educational tools, comprising:
a media playback interface for displaying and interacting with various digital media formats;
a curated media library containing educational content aligned with specific learning objectives;
an interactive assessment tool triggered by media playback events; and
a reporting module for analyzing user engagement and learning outcomes based on media interaction.
Claim 2:
The system of Claim 1, wherein the media playback interface supports augmented reality (AR) and virtual reality (VR) media formats, allowing immersive learning experiences.
Claim 3:
The system of Claim 1, wherein the curated media library integrates with third-party content providers, enabling dynamic updates and expanded content offerings.
Claim 4:
The system of Claim 1, wherein the interactive assessment tool includes real-time quizzes, prompts, and feedback mechanisms that are synchronized with specific moments or sequences within the media content.
Claim 5:
The system of Claim 1, further comprising a collaboration module enabling users to discuss, annotate, and share insights directly on the media content, promoting peer-to-peer learning.
Claim 6:
The system of Claim 1, wherein the reporting module uses advanced analytics to track user behaviors, such as pause points, replay events, and note-taking, to provide insights into learning patterns and areas of interest or difficulty.
Claim 7:
The system of Claim 1, further comprising an adaptability engine that modifies or suggests specific media content based on a user’s prior interactions, performance, and preferences, ensuring a tailored learning experience.
Claim 8:
The system of Claim 1, wherein the media playback interface includes accessibility features like subtitles, alternate audio streams, and adjustable playback speeds to cater to diverse learning needs.
Claim 9:
The system of Claim 1, wherein the curated media library encompasses various educational levels and subjects, ensuring a comprehensive educational toolset adaptable for multiple academic requirements.
Claim 10:
A method for facilitating learning through digital media, comprising the steps of:
accessing a curated library of educational digital media content via a dedicated interface;
engaging with the media content through playback and interactive features;
undergoing periodic assessments tied to specific media segments to evaluate understanding; and
receiving personalized feedback and recommendations based on media interaction and assessment outcomes.
DIGITAL MEDIA AS EDUCATIONAL TOOLS
Abstract
The invention presents a novel system that harnesses the power of digital media as a pivotal educational tool. Integrating a diverse media playback interface, the system offers access to a curated media library tailored to specific learning objectives. To ensure active engagement and understanding, an interactive assessment tool, synchronized with media playback, evaluates users. A comprehensive reporting module delves into user engagement metrics, providing insights into learning behaviors and areas of potential difficulty. Unique features like augmented reality (AR) and virtual reality (VR) support, integration with third-party content, real-time feedback mechanisms, collaborative spaces, adaptability engines, and accessibility functionalities ensure a holistic and inclusive learning experience. Additionally, the system encompasses a method to streamline the process of learning through digital media, blending content engagement, assessment, and feedback.
, Claims:Claims
I/We Claim:
Claim 1:
A system for utilizing digital media as educational tools, comprising:
a media playback interface for displaying and interacting with various digital media formats;
a curated media library containing educational content aligned with specific learning objectives;
an interactive assessment tool triggered by media playback events; and
a reporting module for analyzing user engagement and learning outcomes based on media interaction.
Claim 2:
The system of Claim 1, wherein the media playback interface supports augmented reality (AR) and virtual reality (VR) media formats, allowing immersive learning experiences.
Claim 3:
The system of Claim 1, wherein the curated media library integrates with third-party content providers, enabling dynamic updates and expanded content offerings.
Claim 4:
The system of Claim 1, wherein the interactive assessment tool includes real-time quizzes, prompts, and feedback mechanisms that are synchronized with specific moments or sequences within the media content.
Claim 5:
The system of Claim 1, further comprising a collaboration module enabling users to discuss, annotate, and share insights directly on the media content, promoting peer-to-peer learning.
Claim 6:
The system of Claim 1, wherein the reporting module uses advanced analytics to track user behaviors, such as pause points, replay events, and note-taking, to provide insights into learning patterns and areas of interest or difficulty.
Claim 7:
The system of Claim 1, further comprising an adaptability engine that modifies or suggests specific media content based on a user’s prior interactions, performance, and preferences, ensuring a tailored learning experience.
Claim 8:
The system of Claim 1, wherein the media playback interface includes accessibility features like subtitles, alternate audio streams, and adjustable playback speeds to cater to diverse learning needs.
Claim 9:
The system of Claim 1, wherein the curated media library encompasses various educational levels and subjects, ensuring a comprehensive educational toolset adaptable for multiple academic requirements.
Claim 10:
A method for facilitating learning through digital media, comprising the steps of:
accessing a curated library of educational digital media content via a dedicated interface;
engaging with the media content through playback and interactive features;
undergoing periodic assessments tied to specific media segments to evaluate understanding; and
receiving personalized feedback and recommendations based on media interaction and assessment outcomes.
| # | Name | Date |
|---|---|---|
| 1 | 202311057397-REQUEST FOR EARLY PUBLICATION(FORM-9) [27-08-2023(online)].pdf | 2023-08-27 |
| 2 | 202311057397-POWER OF AUTHORITY [27-08-2023(online)].pdf | 2023-08-27 |
| 3 | 202311057397-OTHERS [27-08-2023(online)].pdf | 2023-08-27 |
| 4 | 202311057397-FORM-9 [27-08-2023(online)].pdf | 2023-08-27 |
| 5 | 202311057397-FORM FOR SMALL ENTITY(FORM-28) [27-08-2023(online)].pdf | 2023-08-27 |
| 6 | 202311057397-FORM 1 [27-08-2023(online)].pdf | 2023-08-27 |
| 7 | 202311057397-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [27-08-2023(online)].pdf | 2023-08-27 |
| 8 | 202311057397-EDUCATIONAL INSTITUTION(S) [27-08-2023(online)].pdf | 2023-08-27 |
| 9 | 202311057397-DRAWINGS [27-08-2023(online)].pdf | 2023-08-27 |
| 10 | 202311057397-DECLARATION OF INVENTORSHIP (FORM 5) [27-08-2023(online)].pdf | 2023-08-27 |
| 11 | 202311057397-COMPLETE SPECIFICATION [27-08-2023(online)].pdf | 2023-08-27 |