Abstract: GAMIFICATION-ENABLED MANAGERIAL SKILL DEVELOPMENT Abstract The present invention provides a system and method for facilitating experiential and managerial learning, through gamification. The system comprises a processor to manage interactive activities, a user interface for communication and collaboration, a group activity module to present team tasks, an interaction module to facilitate communication, a feedback module to provide feedback, and a management learning module. The method involves presenting team members with group tasks, facilitating communication and collaboration, evaluating team performance, providing feedback, and enable management learning. This gamification offers a solution for implementing experiential and managerial learning methods, fostering interaction, providing real-time feedback, and dynamically adjusting learning content based on learners' performance.
1. A system for facilitating experiential and managerial learning via gamification, comprising: a processor configured to manage interactive gaming activities; a user interface through which team members can communicate and collaborate; a group activity module configured to present a series of team tasks related to gaming; an interaction module configured to facilitate communication among team members; a feedback module configured to provide feedback on team performance; and a management learning module configured to adjust subsequent tasks based on past team performance and learn management.
2. The system of claim 1, wherein the group activity module is configured to simulate business and managerial scenarios.
3. The system of claim 1, wherein the interaction module incorporates tools for real-time communication, including audio, video, and text-based communication methods.
4. The system of claim 1, wherein the feedback module provides evaluations based on parameters like team collaboration, decision-making, and problem-solving.
5. The system of claim 1, wherein the management learning module is configured to reinforce experiential learning through repetition and practice of identified areas of improvement.
6. The system of claim 1, further comprising a team building module configured to present tasks specifically designed to strengthen team cooperation and collaboration.
7. The system of claim 1, wherein the user interface includes a shared workspace for team members to collaboratively engage with gaming tasks.
8. The system of claim 1, wherein the management learning module uses a machine learning algorithm to adjust the presented tasks based on team performance.
9. The system of claim 1, wherein the user interface is configured to provide real-time updates on the progress of tasks presenting a player with a series of business-related scenarios via a user interface.
10. A method for facilitating experiential and managerial learning via gamification, the method comprising: presenting team members with a series of the gaming tasks via a user interface; facilitating communication and collaboration among team members in response to the gaming tasks; evaluating the team's performance based on their interaction and the gaming task completion; providing feedback to the team based on their performance; and adjusting the presented gaming tasks based on past team performance, thereby allowing the team to learn management from past actions and refine their collaborative skills. GAMIFICATION-ENABLED MANAGERIAL SKILL DEVELOPMENT Abstract The present invention provides a system and method for facilitating experiential and managerial learning, through gamification. The system comprises a processor to manage interactive activities, a user interface for communication and collaboration, a group activity module to present team tasks, an interaction module to facilitate communication, a feedback module to provide feedback, and a management learning module. The method involves presenting team members with group tasks, facilitating communication and collaboration, evaluating team performance, providing feedback, and enable management learning. This gamification offers a solution for implementing experiential and managerial learning methods, fostering interaction, providing real-time feedback, and dynamically adjusting learning content based on learners' performance. , Claims:Claims :
1. A system for facilitating experiential and managerial learning via gamification, comprising: a processor configured to manage interactive gaming activities; a user interface through which team members can communicate and collaborate; a group activity module configured to present a series of team tasks related to gaming; an interaction module configured to facilitate communication among team members; a feedback module configured to provide feedback on team performance; and a management learning module configured to adjust subsequent tasks based on past team performance and learn management.
2. The system of claim 1, wherein the group activity module is configured to simulate business and managerial scenarios.
3. The system of claim 1, wherein the interaction module incorporates tools for real-time communication, including audio, video, and text-based communication methods.
4. The system of claim 1, wherein the feedback module provides evaluations based on parameters like team collaboration, decision-making, and problem-solving.
5. The system of claim 1, wherein the management learning module is configured to reinforce experiential learning through repetition and practice of identified areas of improvement.
6. The system of claim 1, further comprising a team building module configured to present tasks specifically designed to strengthen team cooperation and collaboration.
7. The system of claim 1, wherein the user interface includes a shared workspace for team members to collaboratively engage with gaming tasks.
8. The system of claim 1, wherein the management learning module uses a machine learning algorithm to adjust the presented tasks based on team performance.
9. The system of claim 1, wherein the user interface is configured to provide real-time updates on the progress of tasks presenting a player with a series of business-related scenarios via a user interface.
10. A method for facilitating experiential and managerial learning via gamification, the method comprising: presenting team members with a series of the gaming tasks via a user interface; facilitating communication and collaboration among team members in response to the gaming tasks; evaluating the team's performance based on their interaction and the gaming task completion; providing feedback to the team based on their performance; and adjusting the presented gaming tasks based on past team performance, thereby allowing the team to learn management from past actions and refine their collaborative skills.
Description:GAMIFICATION-ENABLED MANAGERIAL SKILL DEVELOPMENT
Field of the Invention
[0001] The present invention relates generally to educational technology, and more specifically to a system and method for facilitating experiential and managerial learning via playing a game. The system uses interactive modules to present tasks, facilitate communication, provide feedback, and adjust learning content based on past team performance.
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] The education landscape is undergoing profound transformation driven by the evolution of learning paradigms and technology advancements. Traditional learning methods, largely reliant on unidirectional knowledge transmission, are gradually making way for more dynamic and interactive approaches that better cater to learners' individual needs and real-world applications. Two such pedagogical approaches gaining significant traction in modern education are experiential and managerial learning.
[0004] Experiential learning emphasizes the process of learning through experience. It is premised on the idea that individuals learn best when they are actively engaged in the learning process rather than being passive recipients of information. Managerial learning, on the other hand, focuses on cultivating managerial attitudes and skills. It encourages learners to develop initiative, take risks, solve problems creatively, and work effectively in teams, mirroring the challenges faced in real-world managerial situations.
[0005] These two learning approaches share many similarities, notably the emphasis on group activities, interactive learning, and continuous feedback. Group activities such as gaming foster collaboration and communication among learners, fostering a team-oriented work culture similar to what one would experience in a business environment. Interactions, both within the team and with the learning material, facilitate deeper understanding and better retention of knowledge. Continuous feedback on played games, meanwhile, serves to guide learners, offering them insights into their strengths and weaknesses and enabling them to iteratively improve their performance.
[0006] However, the implementation of these learning approaches in conventional educational settings presents certain challenges. Firstly, organizing group gaming activities and facilitating effective communication among learners can be difficult, particularly in large or dispersed groups. Secondly, providing timely, personalized feedback can be resource-intensive and hard to scale, especially for teachers juggling large class sizes. Lastly, adjusting learning content based on past performance is rarely practiced due to the static nature of most learning resources and curriculam.
[0007] Fortunately, advancements in technology offer a promising solution to these challenges. More specifically, educational technology, or edtech, can facilitate the implementation of experiential and managerial learning methods by leveraging the power of digital tools. These tools can foster interaction, provide real-time feedback, and dynamically adjust learning content based on learners' performance. However, there is a lack of edtech solutions that seamlessly integrate gamification into a cohesive system to facilitate experiential and managerial learning.
[0008] The present invention aims to address this gap by introducing a system and method specifically designed to support experiential and managerial learning, via gaming. By harnessing digital technologies, this invention seeks to overcome the inherent challenges associated with implementing these learning methods in traditional educational settings and, in doing so, provide a more engaging and effective learning experience for learners.
[0009] 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.
[00010] It also shall be noted that as used herein and in the appended claims, the singular forms “a”, “an”, and “the” include plural referents unless the context clearly dictates otherwise. This invention can be achieved by means of hardware including several different elements or by means of a suitably programmed computer. In the unit claims that list several means, several ones among these means can be specifically embodied in the same hardware item. The use of such words as first, second, third does not represent any order, which can be simply explained as names.
Summary
[00011] The following presents a simplified summary of various aspects of this disclosure in order to provide a basic understanding of such aspects. This summary is not an extensive overview of all contemplated aspects, and is intended to neither identify key or critical elements nor delineate the scope of such aspects. Its purpose is to present some concepts of this disclosure in a simplified form as a prelude to the more detailed description that is presented later.
[00012] The following paragraphs provide additional support for the claims of the subject application.
[00013] The present invention relates generally to educational technology, and more specifically to a system and method for facilitating experiential and managerial learning via playing a game. The system uses interactive modules to present tasks, facilitate communication, provide feedback, and adjust learning content based on past team performance.
[00014] In an embodiment, the current invention presents a system and method designed to facilitate experiential and managerial learning through gamification, thereby addressing the challenges faced in traditional educational settings and meeting the emerging needs of modern education.
[00015] In an embodiment, the system consists of a processor configured to manage interactive activities, essentially serving as the system's brain. The processor runs the software that controls the various modules of the system and ensures they work cohesively to deliver an engaging and effective management learning experience, through gamification.
[00016] In an embodiment, the user interface serves as the medium through which team members interact with the system and with each other. The user interface can support a variety of communication modes, including text, voice, and video, thereby enabling rich and diverse forms of collaboration. The interface can also present information in an intuitive and visually appealing manner, making it easy for learners to engage with the learning material and with each other.
[00017] In an embodiment, the group activity module presents a series of team tasks to management learners. These tasks are designed to encourage collaboration and communication among team members and stimulate the application of knowledge and skills in real-world contexts. The tasks can cover a wide range of topics, reflecting the multifaceted nature of managerial ventures. Moreover, they can be designed to mimic the types of challenges typically encountered in a business environment, thereby providing learners with practical insights into the realities of managership.
[00018] In an embodiment, the interaction module facilitates communication among team members. The interaction module enables team members to share ideas, debate solutions, and make collective decisions, closely mimicking the collaborative processes that underpin successful management. By facilitating this interaction, the system encourages learners to take an active role in their learning and helps cultivate essential skills like communication, collaboration, and negotiation.
[00019] In an embodiment, the feedback module provides feedback on team performance. The feedback can include assessments of individual contributions, team dynamics, decision-making processes, and the final outcomes of tasks. The feedback is designed to be constructive, providing learners with valuable insights into their performance and identifying areas for improvement. By providing real-time feedback, the system enables learners to iteratively refine their skills and strategies, leading to continuous improvement and learning.
[00020] In an embodiment, the management learning module adjusts subsequent tasks based on past team performance. Using data generated from previous tasks, the system can identify patterns in learners' performance and adjust future tasks to target specific areas for improvement. Such dynamic adjustment of learning content represents a significant advancement over traditional static learning resources, allowing for a more personalized and effective learning experience.
[00021] In an embodiment, the method complements the system by outlining a process for facilitating experiential and managerial learning. The process begins with presenting team members with a gaming task via the user interface. Next, the system facilitates communication and collaboration among team members as they work on the tasks. The system then evaluates the team's performance based on their interaction and gaming task completion. Feedback is provided based on the evaluation, guiding the team towards improved performance. Lastly, the system adjusts the presented tasks based on past team performance, allowing the team to learn from past actions and refine their collaborative and managerial skills.
[00022] Overall, the invention implements experiential and managerial learning methods via gamification. By integrating a range of digital tools into a system, the invention fosters interaction, provides real-time feedback, and dynamically adjusts learning content based on learners' performance. This contributes to a more engaging and effective learning experience, better preparing learners for the challenges and opportunities of management.
Brief Description of the Drawings
[00023] 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:
[00024] FIG. 1 illustrates a system for facilitating experiential and managerial learning via gamification, in accordance with an embodiment of the present disclosure.
[00025] FIG. 2 illustrates a method for facilitating experiential and managerial learning via gamification, in accordance with an embodiment of the present disclosure.
Detailed Description
[00026] In the following detailed description of the invention, reference is made to the accompanying drawings that form a part hereof, and in which is shown, by way of illustration, specific embodiments in which the invention may be practiced. In the drawings, like numerals describe substantially similar components throughout the several views. These embodiments are described in sufficient detail to claim those skilled in the art to practice the invention. Other embodiments may be utilized and structural, logical, and electrical changes may be made without departing from the scope of the present invention. The following detailed description is, therefore, not to be taken in a limiting sense, and the scope of the present invention is defined only by the appended claims and equivalents thereof.
[00027] The use of the terms “a” and “an” and “the” and “at least one” and similar referents in the context of describing the invention (especially in the context of the following claims) are to be construed to cover both the singular and the plural, unless otherwise indicated herein or clearly contradicted by context. The use of the term “at least one” followed by a list of one or more items (for example, “at least one of A and B”) is to be construed to mean one item selected from the listed items (A or B) or any combination of two or more of the listed items (A and B), unless otherwise indicated herein or clearly contradicted by context. The terms “comprising,” “having,” “including,” and “containing” are to be construed as open-ended terms (i.e., meaning “including, but not limited to,”) unless otherwise noted. Recitation of ranges of values herein are merely intended to serve as a shorthand method of referring individually to each separate value falling within the range, unless otherwise indicated herein, and each separate value is incorporated into the specification as if it were individually recited herein. All methods described herein can be performed in any suitable order unless otherwise indicated herein or otherwise clearly contradicted by context. The use of any and all examples, or exemplary language (e.g., “such as”) provided herein, is intended merely to better illuminate the invention and does not pose a limitation on the scope of the invention unless otherwise claimed. No language in the specification should be construed as indicating any non-claimed element as essential to the practice of the invention.
[00028] The present invention relates generally to educational technology, and more specifically to a system and method for facilitating experiential and managerial learning via playing a game. The system uses interactive modules to present tasks, facilitate communication, provide feedback, and adjust learning content based on past team performance.
[00029] 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.
[00030] The present invention discloses a system and method that facilitates experiential and managerial learning via gamification. The invention integrates key features of these learning approaches, including interaction, group activities, feedback, and iterative learning, into a cohesive system, thereby providing an engaging and effective management learning experience.
[00031] FIG. 1 illustrates a system 100 for facilitating experiential and managerial learning via gamification, in accordance with an embodiment of the present disclosure. The system 100 comprises a processor 102 to manage activities, a gaming user interface 104 for communication and collaboration, a group activity module 106 for team tasks, an interaction module 108 for communication, a feedback module 110 for performance evaluation, and a management learning module 112 for adjusting tasks based on performance.
[00032] Throughout the present disclosure, the term “task” or “activity” relates to game related task. The game can be played on any electronic device such as a laptop, a smartphone, a tablet, and the like. Such game can be online gaming or offline gaming.
[00033] In an embodiment, to begin, the processor can be configured to manage interactive gaming tasks/activities, coordinate the operations of various modules, and process the data generated by these modules. The processor can be a single chip, or it could be a multi-core system, or even a distributed computing network, depending on the complexity and computational needs of the system.
[00034] In an embodiment, the user interface is provided through which team members interact with the system and each other. The user interface provides a platform for team members to communicate and collaborate, playing a critical role in facilitating group activities. The user interface may include features such as chat rooms, video conferencing facilities, document sharing capabilities, and interactive whiteboards. Furthermore, the user interface can offer a dashboard where team members can track their progress, view feedback, and adjust their learning strategies. The user interface may be accessible through various devices such as desktops, laptops, tablets, or smartphones.
[00035] In an embodiment, the group activity module presents a series of team gaming tasks that are designed to simulate real-world business scenarios and challenges. These tasks may range from creating a business plan, to negotiating contracts, to launching marketing campaigns, all with the aim of teaching various aspects of managerial skills. By working on these tasks, team members gain a practical understanding of management, fostering critical skills such as strategic planning, problem-solving, decision-making, and resource allocation.
[00036] In an embodiment, the interaction module facilitates communication among team members. The interaction module supports various forms of communication, including text messaging, voice calls, and video conferences. Additionally, the interaction module may feature tools for collaborative document editing, brainstorming, and decision-making, enabling team members to work together effectively. The interaction module is pivotal in fostering team spirit and cooperation, which are crucial aspects of managerial skill development.
[00037] In an embodiment, the feedback module provides feedback on team performance, helping members understand how well they performed, where they excelled, and areas they need to improve. The feedback can be based on a variety of metrics, including the quality of task completion, effectiveness of communication and collaboration, innovativeness of solutions, and adherence to deadlines. The feedback can be delivered in real-time or at the end of each task, and can be presented in a variety of forms, such as scores, comments, or visual representations.
[00038] In an embodiment, the management learning module adjusts subsequent gaming tasks based on past team performance. Using the performance data collected by the feedback module, the management learning module identifies trends, strengths, and weaknesses in team performance. Based on these insights, it adjusts future gaming tasks to target identified areas for improvement, or to provide further practice in areas where the team already excels. Such approach allows for a personalized and adaptive learning experience, contributing significantly to the effectiveness of the learning process.
[00039] Consider the following use case scenario to understand the workings of the system. Let a group of business students is using the system to gain practical insights into management. The group activity module presents them with their first task to create a business plan for a hypothetical startup. The team members collaborate through the user interface,
brainstorming ideas, debating strategies, and finally drafting the business plan. Throughout the process, the interaction module facilitates their communication, providing tools for collaborative document editing and decision-making. As the team members work on the task, the processor manages the interactive activities, ensuring that the system operates smoothly and effectively. Upon completion of the task, the feedback module evaluates the team's performance. The the feedback module assesses the quality of the business plan, the effectiveness of the team's communication and collaboration, and their efficiency in completing the task. The feedback is then delivered to the team through the user interface, providing them with valuable insights into their performance. Based on the feedback, the management learning module identifies areas for improvement, such as the need for better allocation of responsibilities or clearer communication. Consequently, the the feedback module adjusts the next task, adding elements that would specifically require the team to practice these skills. For example, the next task could be a negotiation simulation that would demand clear communication and defined roles. The scenario illustrates the synergy among the various modules of the system, demonstrating how they work together to facilitate experiential and managerial learning. By providing an engaging platform for collaboration and interaction, delivering timely and constructive feedback, and dynamically adjusting tasks based on team performance, the system effectively cultivates managerial skills and attitudes, preparing learners for the challenges of the real-world business environment.
[00040] In an embodiment, the system includes a group activity module that is specifically configured to simulate business and managerial scenarios. The group activity module provides a virtual environment where users can engage in activities that mimic real-world business situations. Users can navigate through various scenarios and make decisions based on business strategies, financial considerations, market dynamics, and other relevant factors. The simulation aspect of the group activity module allows users to develop and refine their business acumen, decision-making skills, and managerial mindset.
[00041] An embodiment describes the interaction module in the system. The interaction module incorporates tools for real-time communication, enabling users to engage in audio, video, and text-based communication methods. The interaction module facilitates seamless collaboration and interaction among team members, allowing them to discuss strategies, exchange ideas, provide feedback, and make joint decisions. The real-time communication tools enhance the collaborative nature of the system, enabling effective teamwork and fostering meaningful interactions among users.
[00042] In an embodiment, the system includes a feedback module that provides evaluations based on parameters such as team collaboration, decision-making, and problem-solving. The feedback module assesses the performance of individual users or teams based on predefined criteria. The the feedback module provides constructive feedback, highlighting areas of strength and areas that need improvement. The evaluations from the feedback module help users identify their strengths, address weaknesses, and enhance their skills in team collaboration, decision-making, and problem-solving.
[00043] An embodiment states that the management learning module in the system is configured to reinforce experiential learning through repetition and practice of identified areas of improvement. The management learning module identifies specific areas where users may need improvement based on their performance or feedback. The management learning module then provides targeted exercises, simulations, or challenges that allow users to practice and reinforce their skills in those areas. By engaging in repeated practice, users can enhance their proficiency and apply their learning to real-world situations effectively.
[00044] An embodiment introduces a team building module as an additional component of the system. The team building module is specifically configured to present tasks that are designed to strengthen team cooperation and collaboration. The team building module provides exercises, challenges, or scenarios that require collective problem-solving, effective communication, and coordination among team members. By engaging in these team-oriented tasks, users develop and foster essential teamwork skills, promoting a collaborative and supportive environment.
[00045] In an embodiment, the system of is described as having a user interface that includes a shared workspace for team members to collaboratively engage with gaming tasks. The user interface provides a centralized platform where team members can access and interact with shared resources, documents, tools, and tasks. The shared workspace facilitates seamless collaboration, allowing team members to work together, exchange ideas, and collectively contribute to the completion of gaming tasks.
[00046] An embodiment states that the management learning module in the system uses a machine learning algorithm to adjust the presented tasks based on team performance. The management learning module analyzes the performance data, user interactions, and outcomes of previous tasks using machine learning techniques. Based on this analysis, the learning module dynamically adjusts the difficulty level, complexity, or content of the presented tasks to align with the team's performance level. Such adaptive learning approach ensures that users are appropriately challenged and can continually progress in their learning journey.
[00047] An embodiment introduces a real-time updates feature in the user interface of the system. The user interface is configured to provide real-time updates on the progress of tasks. This feature allows team members to track the status, milestones, and deadlines of assigned tasks in real-time. It provides transparency and visibility, enabling team members to stay informed, coordinate efforts, and make informed decisions based on the current progress of tasks.
[00048] In an embodiment, the system is engineered to emulate a dynamic business setting, where the primary learning domains revolve around honing decision-making abilities and executing ideas efficiently. The overarching goal of the system is to bridge the gap between theoretical understanding and practical application, thereby enabling users to put the knowledge and skills they've garnered to effective use.
[00049] In more detail, the system creates a virtual business landscape that closely resembles real-world situations, thereby enabling users to cultivate and sharpen crucial decision-making skills. The system promotes practical exercises and scenarios where users must use strategic thinking, problem-solving, and judgment, mirroring the complexity and unpredictability of actual business situations.
[00050] Moreover, the system prioritizes the practical application of ideas, placing users in situations where they must implement strategies and concepts in a meaningful and effective way. The tasks and challenges posed by the system are not merely academic or theoretical; instead, they require tangible action, creativity, and resourcefulness, echoing the demands of a genuine managerial role.
[00051] One of the key strengths of this system lies in its ability to seamlessly fuse theory with practice. It actively encourages users to integrate the concepts and principles they've learned acadically with real-world situations, thus fostering a deeper understanding and an ability to pragmatically apply their knowledge. By incorporating the theories they've learned into the tasks they undertake, users not only reinforce their understanding of these theories but also gain insight into how these theories can guide their actions in practical situations.
[00052] FIG. 2 illustrates a method 200 for facilitating experiential and managerial learning via gamification, in accordance with an embodiment of the present disclosure. The method 200 described here is a step-by-step approach to promote effective team collaboration and learning. The detailed description of each step is as follows; the step 202 of the method involves presenting team members with a series of group tasks through a user interface. The tasks are designed to simulate real-world scenarios and require active participation and collaboration among team members. The user interface serves as a platform where team members can access and engage with the tasks, view instructions, and access relevant resources. The step 204 of the method focuses on facilitating communication and collaboration among team members in response to the tasks. The team members can use various communication tools, such as audio, video, or text-based communication methods, to interact with each other. The method provides a collaborative environment where team members can share ideas, exchange information, discuss strategies, and work together to solve problems or complete the assigned tasks. The step 206 of the method involves evaluating the team's performance based on their interaction and gaming task completion. The evaluation process assesses various factors, such as effective communication, teamwork, problem-solving skills, decision-making abilities, and overall collaboration. The evaluation criteria are predefined and aligned with the learning objectives of the method. The step 208 of the method includes providing feedback to the team based on their performance. The feedback is constructive and designed to highlight areas of strength and areas that need improvement. The feedback helps team members gain insights into their collaborative skills, identifies areas for growth, and provides guidance for further development. The feedback is tailored to the specific gaming tasks and the team's performance, ensuring that it is relevant and actionable. The step 210 of the method focuses on adjusting the presented tasks based on past team performance. The adjustment is made to allow the team to learn management from their past actions and refine their managerial skills. By analyzing the performance data and outcomes of previous tasks, the method adapts and modifies the subsequent tasks to address areas of improvement and provide appropriate challenges. This iterative process ensures that the team's management learning experience is dynamic, relevant, and aligned with their progress.
[00053] 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.
[00054] Throughout the present disclosure, the term ‘processing means’ or ‘microprocessor’ or ‘processor’ or ‘processors’ includes, but is not limited to, a general purpose processor (such as, for example, a complex instruction set computing (CISC) microprocessor, a reduced instruction set computing (RISC) microprocessor, a very long instruction word (VLIW) microprocessor, a microprocessor implementing other types of instruction sets, or a microprocessor implementing a combination of types of instruction sets) or a specialized processor (such as, for example, an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), a digital signal processor (DSP), or a network processor).
[00055] The term “non-transitory storage device” or “storage” or “memory,” as used herein relates to a random access memory, read only memory and variants thereof, in which a computer can store data or software for any duration.
[00056] Operations in accordance with a variety of aspects of the disclosure is described above would not have to be performed in the precise order described. Rather, various steps can be handled in reverse order or simultaneously or not at all.
[00057] While several implementations have been described and illustrated herein, a variety of other means and/or structures for performing the function and/or obtaining the results and/or one or more of the advantages described herein may be utilized, and each of such variations and/or modifications is deemed to be within the scope of the implementations described herein. More generally, all parameters, dimensions, materials, and configurations described herein are meant to be exemplary and that the actual parameters, dimensions, materials, and/or configurations will depend upon the specific application or applications for which the teachings is/are used. Those skilled in the art will recognize, or be able to ascertain using no more than routine experimentation, many equivalents to the specific implementations described herein. It is, therefore, to be understood that the foregoing implementations are presented by way of example only and that, within the scope of the appended claims and equivalents thereto, implementations may be practiced otherwise than as specifically described and claimed. Implementations of the present disclosure are directed to each individual feature, system, article, material, kit, and/or method described herein. In addition, any combination of two or more such features, systems, articles, materials, kits, and/or methods, if such features, systems, articles, materials, kits, and/or methods are not mutually inconsistent, is included within the scope of the present disclosure.
Claims
I/We Claim:
1. A system for facilitating experiential and managerial learning via gamification, comprising:
a processor configured to manage interactive gaming activities;
a user interface through which team members can communicate and collaborate;
a group activity module configured to present a series of team tasks related to gaming;
an interaction module configured to facilitate communication among team members;
a feedback module configured to provide feedback on team performance; and
a management learning module configured to adjust subsequent tasks based on past team performance and learn management.
2. The system of claim 1, wherein the group activity module is configured to simulate business and managerial scenarios.
3. The system of claim 1, wherein the interaction module incorporates tools for real-time communication, including audio, video, and text-based communication methods.
4. The system of claim 1, wherein the feedback module provides evaluations based on parameters like team collaboration, decision-making, and problem-solving.
5. The system of claim 1, wherein the management learning module is configured to reinforce experiential learning through repetition and practice of identified areas of improvement.
6. The system of claim 1, further comprising a team building module configured to present tasks specifically designed to strengthen team cooperation and collaboration.
7. The system of claim 1, wherein the user interface includes a shared workspace for team members to collaboratively engage with gaming tasks.
8. The system of claim 1, wherein the management learning module uses a machine learning algorithm to adjust the presented tasks based on team performance.
9. The system of claim 1, wherein the user interface is configured to provide real-time updates on the progress of tasks presenting a player with a series of business-related scenarios via a user interface.
10. A method for facilitating experiential and managerial learning via gamification, the method comprising:
presenting team members with a series of the gaming tasks via a user interface;
facilitating communication and collaboration among team members in response to the gaming tasks;
evaluating the team's performance based on their interaction and the gaming task completion;
providing feedback to the team based on their performance; and
adjusting the presented gaming tasks based on past team performance, thereby allowing the team to learn management from past actions and refine their collaborative skills.
GAMIFICATION-ENABLED MANAGERIAL SKILL DEVELOPMENT
Abstract
The present invention provides a system and method for facilitating experiential and managerial learning, through gamification. The system comprises a processor to manage interactive activities, a user interface for communication and collaboration, a group activity module to present team tasks, an interaction module to facilitate communication, a feedback module to provide feedback, and a management learning module. The method involves presenting team members with group tasks, facilitating communication and collaboration, evaluating team performance, providing feedback, and enable management learning. This gamification offers a solution for implementing experiential and managerial learning methods, fostering interaction, providing real-time feedback, and dynamically adjusting learning content based on learners' performance. , Claims:Claims
I/We Claim:
1. A system for facilitating experiential and managerial learning via gamification, comprising:
a processor configured to manage interactive gaming activities;
a user interface through which team members can communicate and collaborate;
a group activity module configured to present a series of team tasks related to gaming;
an interaction module configured to facilitate communication among team members;
a feedback module configured to provide feedback on team performance; and
a management learning module configured to adjust subsequent tasks based on past team performance and learn management.
2. The system of claim 1, wherein the group activity module is configured to simulate business and managerial scenarios.
3. The system of claim 1, wherein the interaction module incorporates tools for real-time communication, including audio, video, and text-based communication methods.
4. The system of claim 1, wherein the feedback module provides evaluations based on parameters like team collaboration, decision-making, and problem-solving.
5. The system of claim 1, wherein the management learning module is configured to reinforce experiential learning through repetition and practice of identified areas of improvement.
6. The system of claim 1, further comprising a team building module configured to present tasks specifically designed to strengthen team cooperation and collaboration.
7. The system of claim 1, wherein the user interface includes a shared workspace for team members to collaboratively engage with gaming tasks.
8. The system of claim 1, wherein the management learning module uses a machine learning algorithm to adjust the presented tasks based on team performance.
9. The system of claim 1, wherein the user interface is configured to provide real-time updates on the progress of tasks presenting a player with a series of business-related scenarios via a user interface.
10. A method for facilitating experiential and managerial learning via gamification, the method comprising:
presenting team members with a series of the gaming tasks via a user interface;
facilitating communication and collaboration among team members in response to the gaming tasks;
evaluating the team's performance based on their interaction and the gaming task completion;
providing feedback to the team based on their performance; and
adjusting the presented gaming tasks based on past team performance, thereby allowing the team to learn management from past actions and refine their collaborative skills.
| # | Name | Date |
|---|---|---|
| 1 | 202311050097-REQUEST FOR EARLY PUBLICATION(FORM-9) [25-07-2023(online)].pdf | 2023-07-25 |
| 2 | 202311050097-POWER OF AUTHORITY [25-07-2023(online)].pdf | 2023-07-25 |
| 3 | 202311050097-OTHERS [25-07-2023(online)].pdf | 2023-07-25 |
| 4 | 202311050097-FORM-9 [25-07-2023(online)].pdf | 2023-07-25 |
| 5 | 202311050097-FORM FOR SMALL ENTITY(FORM-28) [25-07-2023(online)].pdf | 2023-07-25 |
| 6 | 202311050097-FORM 1 [25-07-2023(online)].pdf | 2023-07-25 |
| 7 | 202311050097-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [25-07-2023(online)].pdf | 2023-07-25 |
| 8 | 202311050097-EDUCATIONAL INSTITUTION(S) [25-07-2023(online)].pdf | 2023-07-25 |
| 9 | 202311050097-DRAWINGS [25-07-2023(online)].pdf | 2023-07-25 |
| 10 | 202311050097-DECLARATION OF INVENTORSHIP (FORM 5) [25-07-2023(online)].pdf | 2023-07-25 |
| 11 | 202311050097-COMPLETE SPECIFICATION [25-07-2023(online)].pdf | 2023-07-25 |