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Interactive Learing Systems And Methods Therfor

Abstract: ABSTRACT A system (100) discloses an interactive learning system comprising the power supply (104), atleast one electronic circuit (101), wherein the electronic circuit is configured to implement atleast one learning model of a plurality of learning models with one or more auxiliary components based on the requirement of the learning model. The system comprises atleast one input means (102) for receiving input from a user corresponding to the learning models and atleast one output means (103) comprising a display board for providing output to the user in the form of audio-visual indicator. An interactive learning method discloses, the inputs taken from the user comprises color, numbers, sound of clapping and electrical variation in the skin corresponding to the learning models and processing the input by electronic circuit (101) and then provide the output on the display board to the user in the form of audio-visual indicator based on the learning model.

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Notices, Deadlines & Correspondence

Patent Information

Application #
Filing Date
10 April 2023
Publication Number
28/2024
Publication Type
INA
Invention Field
PHYSICS
Status
Email
Parent Application

Applicants

Vedic Brain Solutions Private Limited
17, 1ST FLOOR, BADAL TEXTILE MARKET PUR ROAD BHILWARA Bhilwara Rajasthan INDIA 311001

Inventors

1. Vinod Sharma
5, vinayak nagar, opp. M R hostel, kayar road, MDS university, Ajmer (Rajasthan) 305001
2. Dhruv Suwalka
C-141, Kashipuri Colony Bhilwara 311001 Rajasthan

Specification

DESC:FORM 2
THE PATENTS ACT, 1970
(39 of 1970)
&
THE PATENT RULES, 2003
COMPLETE SPECIFICATION
(See Section 10 and Rule 13)

Title of Invention:
INTERACTIVE LEARING SYSTEMS AND METHODS THERFOR

APPLICANT:
Vinod Sharma
An Indian national having address as:
5, vinayak nagar, opp. M R hostel, kayar road, MDS university, Ajmer (Rajasthan) 305001
And
Dhruv Suwalka
An Indian national having address as:
C-141, Kashipuri Colony Bhilwara 311001 Rajasthan

The following specification particularly describes the invention and the manner in which it is to be performed.
CROSS-REFERENCE TO RELATED APPLICATIONS AND PRIORITY
The present application claims priority from Indian Provisional Patent Application No. 202311026629 filed on 10th April 2023.
TECHNICAL FIELD
The present disclosure relates to a field of interactive learning system, and more particularly a system and a method that aids in improving memory and learning of a user in various areas.
BACKGROUND
The subject matter discussed in the background section should not be assumed to be prior art merely as a result of its mention in the background section. Similarly, a problem mentioned in the background section or associated with the subject matter of the background section should not be assumed to have been previously recognized in the prior art. The subject matter in the background section merely represents different approaches, which in and of themselves may also correspond to implementations of the claimed technology.
A mnemonic science is the practice of using various memory techniques to aid in learning and memorization. The existing learning and memorization techniques include acronyms, visualization, and association. However, these techniques must require significant effort and practice to master. Additionally, they may not work for everyone and may be limited in their applicability to specific types of information.
In mathematics, individuals need to remember numbers, such as square roots, cube roots, multiplication tables, etc. In science, numbers such as atomic mass numbers, melting points, boiling points, etc., are crucial for understanding scientific concepts. In history, remembering the dates of different occurrences is crucial to understand the context of historical events. Similarly, in personal life, remembering important numbers such as birth dates is essential. The mnemonic science provides various memory techniques in these various fields. These conventional methods are simple and have been widely used by memory experts and individuals seeking to improve their memory.
However, in the conventional method of learning and memorization, a user may face difficulty in memorizing and recalling numerical data such as historical dates, periodic table, phone numbers, mathematical formulas, scientific data, and maps. Also, the cluster of information and lack of organization makes it confusing and prone to forgetfulness, especially for students. Additionally, professionals and students involved in multiple tasks face difficulty in remembering daily appointments and important dates.
Therefore, there exists a need for improved systems and methods in interactive learning that can address the issues of confusion, forgetfulness, issue of cluster information, difficulty in memorizing symbolic codes, problems with sequencing and error in recollection and retrieval of information related to numerical data. In particular, there is a need for a system and a method that can enable interactive learning and solve above mentioned problem.
SUMMARY
The present disclosure has been made in order to solve the problems stated above, and it is an object of the present disclosure to provide a learning and memorization system and method that can address the issues of confusion, forgetfulness, issue of cluster information, difficulty in memorizing symbolic codes, problems with sequencing and error in recollection and retrieval of information related to numerical data.
This summary is provided to introduce concepts related to an interactive learning systems and methods, and the concepts are further described below in
the detailed description. This summary is not intended to identify essential
features of the claimed subject matter nor is it intended for use in classifying or
limiting the scope of the claimed subject matter.
In one implementation of the present disclosure, an interactive learning system is disclosed. The interactive learning system may comprise a power supply and at least one electronic circuit, wherein the electronic circuit is configured to implement at least one learning model of a plurality of learning models. The system may comprise at least one input means for receiving input from a user corresponding to the learning model from the plurality of learning models, one or more auxiliary components based on the requirement of the learning model and at least one output means comprising a display board for providing output to the user in the form of audio-visual indicator based on the learning model and thereby enabling interactive learning for the user. The plurality of the learning model may comprise a harmony method machine, mental movie making method (M4 Factor Machine), Mind Map Machine, Phonetic method machine, Mind Machine, Symbolic method machine, VIBGYOR machine, Vocab machine, Figure and Feature Machine, and MCQ machine.
In another implementation, a method for interactive learning is disclosed. The method may be characterized by a sequence of operations. The method may comprise steps for receiving, via an input means, inputs comprising color, numbers, sound of clapping, and electrical variation in the skin corresponding to the learning model from the plurality of learning models. The method may comprise a step for processing, via an electronic circuit, inputs corresponding to the learning model from the plurality of learning models. Further, the method may comprise a step for providing, via an output means, an output on the display board to the user in the form of an audio-visual indicator based on the learning model and thereby enabling interactive learning for the user.
The foregoing summary is illustrative only and is not intended to be in any way limiting. In addition to the illustrative aspects, embodiments, and features described above, further aspects, embodiments, and features will
become apparent by reference to the drawings and the following detailed description.
BRIEF DESCRIPTION OF DRAWINGS
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 same numbers are used throughout the drawings to refer to the like features and components.
Figure 1 illustrates a block diagram of an interactive learning system (100), in accordance with an embodiment of the present subject matter.
Figure 2.a illustrates an electronic circuit of a harmony method machine, in accordance with an embodiment of the present subject matter.
Figure 2b illustrates the harmony method machine, in accordance with an exemplary embodiment of the present subject matter.
Figure 3a illustrates an electronic circuit of Mental Movie Making Method (M4 Factor Machine), in accordance with an embodiment of the present subject matter.
Figure 3b illustrates the Mental Movie Making Method (M4 Factor Machine), in accordance with an exemplary embodiment of the present subject matter.
Figure 4a illustrates an electronic circuit of a Mind map machine, in accordance with an embodiment of the present subject matter.
Figure 4b illustrates the Mind map machine, in accordance with an exemplary embodiment of the present subject matter.
Figure 5a illustrates an electronic circuit of a Phonetic method machine, in accordance with an embodiment of the present subject matter.
Figure 5b illustrates the Phonetic method machine, in accordance with an exemplary embodiment of the present subject matter.
Figure 6a illustrates an electronic circuit of a Mind Machine, in accordance with an embodiment of the present subject matter.
Figure 6b illustrates the Mind Machine, in accordance with an exemplary embodiment of the present subject matter.
Figure 7a illustrates an electronic circuit of a symbolic method machine, in accordance with an embodiment of the present subject matter.
Figure 7b illustrates the symbolic method machine, in accordance with an exemplary embodiment of the present subject matter.
Figure 8a illustrates an electronic circuit of a VIBGYOR machine, in accordance with an embodiment of the present subject matter.
Figure 8b illustrates the VIBGYOR machine, in accordance with an exemplary embodiment of the present subject matter.
Figure 9a illustrates an electronic circuit of a Vocab machine, in accordance with an embodiment of the present subject matter.
Figure 9b illustrates the Vocab machine, in accordance with an exemplary embodiment of the present subject matter.
Figure 9c illustrate an example of the Vocab machine, in accordance with an embodiment of the present subject matter.
Figure 10a illustrates an electronic circuit of a Figure and Feature machine, in accordance with an embodiment of the present subject matter.
Figure 10b illustrates a Figure and Feature machine, in accordance with an exemplary embodiment of the present subject matter.
Figure 11a illustrates an electronic circuit of MCQ machine, in accordance with an embodiment of the present subject matter.
Figure 11b illustrates the MCQ machine, in accordance with an exemplary embodiment of the present subject matter.
Figure 11c illustrate an example of the MCQ machine, in accordance with an embodiment of the present subject matter.
DETAILED DESCRIPTION
Before the present system and method are described, it is to be understood that this disclosure is not limited to the system and its arrangement as described, as there can be multiple possible embodiments which are not expressly illustrated in the present disclosure. The present disclosure overcomes one or more shortcomings of the prior art and provides additional advantages discussed throughout the present disclosure. Additional features and advantages are realized through the techniques of the present disclosure. Other embodiments and aspects of the disclosure are described in detail herein and are considered a part of the claimed disclosure. It is also to be understood that the terminology used in the description is for the purpose of describing the versions or embodiments only and is not intended to limit the scope of the present application.
The terms “comprise”, “comprising”, “include(s)”, or any other variations thereof, are intended to cover a non-exclusive inclusion, such that a setup, system or method that comprises a list of components or steps does not include only those components or steps but may include other components or steps not expressly listed or inherent to such setup or system or method. In other words, one or more elements in a system or apparatus preceded by “comprises… a” does not, without more constraints, preclude the existence of other elements or additional elements in the system or apparatus.
Reference throughout the specification to “various embodiments,” “some embodiments,” “one embodiment,” or “an embodiment” means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment. Thus, appearances of the phrases “in various embodiments,” “in some embodiments,” “in one embodiment,” or “in an embodiment” in places throughout the specification are not necessarily all referring to the same embodiment. Furthermore, the particular features, structures, or characteristics may be combined in any suitable manner in one or more embodiments.
The terminology “device”, “machine” has the same meaning and are used alternatively throughout the specification.
The terminology “user”, “students” and “trainers” has the same meaning and are used alternatively throughout the specification.
The present disclosure relates to an interactive learning system and method for interactive learning. The system may use phonetic codes and visual associations to remember numbers, letters, points, and maps/diagrams.
Additionally, the present invention explores memorization methods using electrically charged and sound-sensitive systems, as well as detecting a user's mood through galvanic resistance principles. The present invention may also disclose about the use of rainbow colors to remember historical dates and events and creating images for daily appointments. These techniques may be beneficial for individuals seeking to improve their memory skills.
Referring to Figure 1, a system (100) for interactive learning, is illustrated in accordance with an embodiment of the present subject matter. The interactive learning system (100) may comprise an input means (102), an electronic circuit (101) and an output means (103). The input means (102) may be configured for receiving inputs from the users corresponding to the learning model. The electrical circuit (101) may be configured to implement at least one learning model of the plurality of learning models. The output means (103) may comprise a display for providing an output to the user in the form of an audio-visual indicator based on the learning model.
In one embodiment the plurality of learning models may comprises a harmony method machine (200), mental movie making method (M4 Factor Machine) (300), Mind Map Machine (400), Phonetic method machine (500), Positivity tester machine(600), Symbolic method machine (700), VIBGYOR machine (800), Vocab machine (900), Figure and Feature Machine (1000), and MCQ machine (1100).
In another embodiment, the input means (102) may comprise, but not limited to, sensors, push buttons. In one exemplary embodiment the sensor may be a sound sensor. In one embodiment the input may comprise, but not limited to, colour, numbers, sound of clapping and electrical variation in the skin corresponding to the learning model from the plurality of learning models.
In another embodiment, the electronic circuit (101) may comprise auxiliary components, but not limited to, lever (201), motor, PCB plate (202), LED, buttons, Diodes (301), switch, capacitor (303, 304), body resistance meter (601), pins, display, socket, MDF box, angle bar, resistance meter, carbon brush, IC, resistance, sensors, corresponding to the learning model from the plurality of learning models.
In another embodiment, the output means (103) may comprise, but not limited to, displays, buzzers, LED lights, projector, video card, corresponding to the learning model from the plurality of learning models.
Referring to Figure 2.a, an electronic circuit of a Harmony method machine is illustrated, in accordance with an embodiment of the present subject matter. The electronic circuit of Harmony method machine may comprise, but not limited to, a lever (201), motor (202), PCB plate (203), LED (204), buttons (205). The lever may be attached to the motor, which may be mounted on the PCB plate, the LED (204) may be used to provide output to the user in the form of audio-visual indicator and the buttons (205) may be used to receive inputs from the users.
Table 1 illustrates specifications of the components used in the electronic circuit of the Harmony method machine.
Components Specifications Quantity
DC motor 10RPM 1
PCB plate 4*6 inch 1
Carbon brush With cap 5mm 2
Push button 6pin 2
IC LM7805 1
Resistance 670 ohm 1
White LED 5mm 40
Jumper wire 0.5mm 2 meter
wire 0.75mm 2 meter
Power switch 12v dc with red pilot 1
Power socket Jack socket female 1
MDF box 24*32 1
Acrylic sheet clear 2.5mm, 24*32 1
ECO vinly 24*32 1
Aluminium angle bar 0.75*0.75 10 feet
Screw 3.5*20mm 9
Table 1
Referring to Figure 2. b, the Harmony method machine is illustrated, in accordance with an embodiment of the present subject matter.
In the Harmony Method machine, numbers from 1 to 20 are associated with corresponding images based on rhyming words. For example, "one" may be represented by images resembling "gun" or "bun," "two" by images resembling "shoe" or "zoo," and "three" by images resembling "tree" or "bee," and so forth. This approach allows for the conversion of numbers into visual representations through their phonetic associations.
In one case scenario, the process of setting up and operating the Harmony method machine may involves a few simple steps. Firstly, the Harmony Method machine needs to be hung or mounted on. Then, it must be connected to an electrical source and turned on using the button on the Harmony Method machine. It's important to ensure that the Harmony Method machine is working correctly before proceeding. Once it has been confirmed that the device is working properly, the user may click the button to start the motor. Further the lever starts rotating and it may indicate a different number in each rotation with its corresponding picture of the rhymed word of that number assigned to that number and the area on the board may light up, allowing the user to learn and memorize content through the Mental Movie Making Method.
Referring to Figure 3.a, an electronic circuit of Mental Movie Making Method (M4 Factor Machine) is illustrated, in accordance with an embodiment of the present subject matter. The electronic circuit of Mental Movie Making Method (M4 Factor Machine) may comprise but not limited to Diodes (301), power switch (302), capacitor C1 (303), capacitor C2 (304), LED (305). Diodes (301) may be used for convert alternating current (AC) power into direct current (DC), the power switch (302) may be used to supply the electricity to the device, LED (305) may be used to provide output to the user in the form of audio-visual indicator.
Table 2 illustrates specifications of the components used in the electronic circuit of the Mental Movie Making Method (M4 Factor Machine).
Components Specifications Quantity
Diodes IN 4007 6
Transistor BC547 6
OPTO coupler PC817C 5
IC 6 pin DC4017 1
IC 8 pin DC555 1
Trimpot 10k 1
Resistance 10k 1
Capacitor C1 4.7uf 25v 1
Capacitor C2 4.7uf 50v 1
Regulator LM7805 1
PCB plate 1
Sound sensor Module 1
White LED 2.5 W 5
Power switch 12v dc with red pilot 1
Power socket Jack socket female 1
MDF box 24*32 1
Acrylic sheet clear 2.5mm, 24*32 1
ECO vinly 24*32 1
Aluminium angle bar 0.75*0.75 10 feet
Screw 3.5*20mm 9
Table 2
Referring to Figure 3.b, the Mental Movie Making Method (M4 Factor Machine) is illustrated, in accordance with an embodiment of the present subject matter. M4 Factor Machine is designed to help students learn the mental movie making method, a mnemonic technique used for memorizing long answers in sequence. The M4 Factor machine may aim to teach the user how to use the law of association, imagination, and mnemonic science in learning. The M4 Factor machine may reduce the error in recollection and retrieval of information which has no clue or sub-points in answers. Students may recall all sentences in a paragraph without missing or error using this device
In one embodiment, the M4 Factor Machine might potentially function as an electrically charged device that operates on a sound-sensitive mechanism. Its interactive operating system might be activated and controlled through the sound of clapping. As a sensory tool, it may have the capacity to enhance coordination between the mind and body.
In one case scenario, the process of setting up and operating the M4 Factor Machine may involves a few simple steps. Firstly, M4 Factor Machine might need to be hung or mounted on. Then, it may be connected to an electrical source and turned on using the button on the M4 Factor Machine. It's important to ensure that the M4 Factor Machine is working correctly before proceeding. Once it has been confirmed that the M4 Factor Machine is working properly, the user may clap multiple times to activate the sound sensitive system. Further With each clap, a different area on the board of M4 Factor Machine with a particular information may light up, allowing the user to learn and memorize content through the Mental Movie Making Method.
In another embodiment the learning method used may be a chain method, also known as the link method, which is based on association, visualization, and storytelling. This method may involve associating the previous item with the next one and creating a story that connects them. The idea is to visualize the story in order to aid memorization. The rules of this method may include not breaking the chain and making the story as vivid and memorable as possible. By using this method, the students or trainees or users may learn to remember a sequence of items more easily and accurately.
Referring to Figure 4.a, an electronic circuit of a Mind Map Machine is illustrated, in accordance with an embodiment of the present subject matter. The electronic circuit of the Mind Map Machine may comprise, but not limited to, 7 segment display (401), LED (402), push button (403), switch (404). Where the 7-segment display (401) may be used to display the output to the user in the form of audio-visual indicator, LED (402) may be used to provide output to the user in the form of audio-visual indicator, push button (403) may be used to receive inputs from the user and the switch (704) may be used to turn on and turn off the device.
Table 3 illustrates specifications of the components used in the electronic circuit of the Mind Map Machine.
Components Specifications Quantity
7 segment display Common anode 1inch 10
White LED 5mm 24
Push button 2A 5
Wire 0.75mm 3 meter
Jumper wire 0.5mm 0.5 meter
Resistance 670 ohm 1
Power switch 12v dc with red pilot 1
Power socket Jack socket female 1
MDF box 24*32 1
Acrylic sheet clear 2.5mm, 24*32 1
ECO vinly 24*32 1
Aluminium angle bar 0.75*0.75 10 feet
Screw 3.5*20mm 9
Table 3
Referring to Figure 4.b, Mind Map Machine is illustrated, in accordance with an embodiment of the present subject matter. The Mind Map Machine may serve as a tangible tool designed to aid students in effectively memorizing maps and diagrams. Its primary objective may be to educate users on the principles of association, imagination, and mnemonic science through hands-on learning experiences. By visually presenting content on the mind map machine, it may potentially enhance the speed of memorization, prolong retention, and promote accurate recall. This device could potentially minimize errors in recalling and retrieving information, particularly beneficial for navigating complex geographical representations with dense information clusters. The Mind Map Machine, a physical hardware device, may be manually operated by students, trainers, or users, offering experiential and practical learning opportunities. Powered electrically, it may be controlled via buttons located on the panel. Students might learn about its functionality, applications, and advantages from a team of experts. Overall, the Mind Map Machine may offer students visual exposure and aid in refining their ability to identify information on a map and construct diagrams.
In another embodiment, the process of using the Mind Map Machine may begin with mounting the device on the wall and connecting it with electricity. Then, the Mind Map Machine is turned on using a button on the panel and checked to ensure it's working properly. A button may comprise a certain information that is indicated on the board by using the LED.
In one embodiment, for example, the Mind Map Machine may comprise, but not limited, to map. Further, the map and the buttons may comprise, but not limited to, minerals, ores, architecture, food, culture. When a button is pressed then the Mind Map Machine may indicate the placed on the map corresponding to the information associated with the button.
Referring to Figure 5.a, an electronic circuit of Phonetic method Machine is illustrated, in accordance with an embodiment of the present subject matter. The electronic circuit of Phonetic method Machine may comprise but not limited to push button (501), LED (502), switch (503). The push button (501) may be used to receive input from the user, the LED (502) may be used to display the output to the user in the form of audio-visual indicator and the switch (503) may be used to turn on the device.
Table 4 illustrates specifications of the components used in the electronic circuit of the Phonetic method machine
Components Specifications Quantity
White LED 2.5 W 100
Wire 0.75mm 6 meter
Jumper wire 0.5mm 2 meter
Push button 2A 20
Power switch 12v dc with red pilot 1
Power socket Jack socket female 1
MDF box 24*32 1
Acrylic sheet clear 2.5mm, 34*44 1
ECO vinly 34*44 1
Aluminium angle bar 0.75*0.75 20 feet
Screw 3.5*20mm 12
Table 4
Referring to Figure 5.b, the Phonetic method Machine is illustrated, in accordance with an embodiment of the present subject matter. The Phonetic method Machine may use mnemonic science to create an artificial tool for learning, which may help with faster memorization, longer retention, and accurate recollection through pre-learned content. The problem of memorizing numerical data may be challenging, causing confusion and forgetfulness, especially when dealing with large amounts of information. This device may reduce the error in recollection and retrieval of information, making it a useful tool for students.
In one embodiment, the phonetic method machine may potentially utilize electrical charges and feature images representing all two-digit numbers on its panel. Through this machine, students may have the opportunity to memorize all phonetic codes. For memorizing the numbers, the phonetic method machine may be adjusted to allow manual operation by the user. Users could press numbers from both vertical and horizontal lines to form pairs of numbers, triggering the display of corresponding images on the board. This hands-on method may offer users an experiential and practical learning experience, enhancing engagement and retention.
In another embodiment, the Phonetic method machine may offer significant benefits to individuals who find numbers challenging to remember. Whether it's mathematics, science, or history, this approach may prove helpful in memorizing various numerical details such as dates, atomic mass numbers, melting points, boiling points, multiplication tables, and other data. In essence, it could serve as a valuable aid for anyone needing to memorize numerical information.
In another embodiment, the process of using the Phonetic method machine may involves several steps. Firstly, the phonetic method machine needs to be hung or mounted on a wall in a suitable location. Once the phonetic method machine is in place, it needs to be connected to electricity to power it up. The next step may involve turning on the device using a button located on the machine. Before proceeding, it may be essential to ensure that the device is functioning correctly. While using the phonetic method machine, users may select two digits, one vertically and another horizontally, on the phonetic method machine’s panel. Upon selection, the corresponding image linked with the chosen digits may potentially appear on the board, facilitating users in memorizing and recalling the information. This technique may involve the transformation of numbers into images, which could be easily remembered. Each digit ranging from 0 to 9 may be potentially allocated a letter code, which can then be utilized to create a visual word.
Referring to Figure 6.a, an electronic circuit of the positivity tester Machine is illustrated, in accordance with an embodiment of the present subject matter. The electronic circuit of the positivity Machine may comprise, but not limited to, a body resistance meter (601),a right pin (602),a left pin (603), a switch (604). The body resistance meter (601) may be used for detecting the electrical variations in the skin of the user, the right pin (602) and the left pin (603) may be used to take inputs from the users and the switch (604) may be used to turn on the device.
Table 5 illustrates specifications of the components used in the electronic circuit of the positivity tester machine.
Components Specifications Quantity
Resistance meter 1
Dreamy drawing pin 8mm 2
Wire 0.75mm 3 meter
Power switch 12v dc with red pilot 1
Power socket Jack socket female 1
MDF box 24*32 1
Acrylic sheet clear 2.5mm, 24*32 1
ECO vinly 24*32 1
Aluminium angle bar 0.75*0.75 10 feet
Screw 3.5*20mm 9
Table 5
Referring to Figure 6.b, positivity tester Machine is illustrated, in accordance with an embodiment of the present subject matter. The Positivity tester machine might be a sensory device that could evaluate an individual's current mental state by gauging their galvanic resistance via sensory stimulation. Its primary aim could be to assess positivity and mood levels in students or individuals. It could be utilized to determine whether the user is experiencing a positive or negative mood, which is crucial for optimal learning. The device may feature an indicator that potentially displays output numerically upon touching a sensory button. The corresponding numerical values could unveil the prevailing moods at that moment, allowing experts to interpret the results. Through measuring emotional arousal and the intensity of one's emotional state, this Positivity tester machine may ensure effective learning.
In another embodiment the process for utilizing the Positivity tester machine may entail several steps. Initially, it might be necessary to hang or affix the device to a wall. Subsequently, it may require connection to an electrical source and activation via the button provided on the device. Once confirming its operational status, users might place their finger on the sensory button. Further the sensors detect the electrical variations in the skin and display the numerical output on the screen.
In another embodiment, the method used in the positivity tester machine might incorporate practical demonstrations along with numerical outcomes. The learning approach may be grounded in the galvanic principle. To acquire the numerical outcome, individuals might press the sensory button on the device, potentially revealing the output in a three-digit numerical format. This outcome may correspond to the deepest feelings of a person/user at that particular moment. Furthermore, experts may interpret the outcome. The positivity tester machinemay operate based on the principle of galvanic resistance, suggesting that the body generates heat based on one's thoughts and mental state. Variations in sweat gland activity might indicate the intensity of a person's emotional state or arousal. This technique could aid in evaluating a person's mood, particularly in educational settings, assisting in determining their level of engagement and readiness for learning.
Referring to Figure 7.a, an electronic circuit of Symbolic Method Machine is illustrated, in accordance with an embodiment of the present subject matter. The electronic circuit of Symbolic Method Machine may comprise, but not limited to display (701), 14 USE pin (702), 22 EDGE connector (703), switch (704). The display (701) may be used to provide output to the user in the form of audio-visual indicator, 14 USE pin (702) may be used as the input means (102) and output means (103), 22 EDGE connector (703) might be used for connecting the PCB to the device and the switch (704) may be used to turn on and turn off the device.
Table 6 illustrates specifications of the components used in the electronic circuit of the Symbolic Method machine
Components Specifications Quantity
7 segment display Common anode 4inch 2
Edge connector 22pin 1
PCB plate 4*6 inch 20
Resistance 100 ohm 1
Wire 0.75mm 3 meter
Power switch 12v dc with red pilot 1
Power socket Jack socket female 1
MDF box 24*32 1
Acrylic sheet clear 2.5mm, 24*32 1
ECO vinly 24*32 1
Aluminium angle bar 0.75*0.75 10 feet
Screw 3.5*20mm 9
Table 6
Referring to Figure 7.b, Symbolic Method Machine is illustrated, in accordance with an embodiment of the present subject matter. The Symbolic Method Machine may help the users in understanding the symbolic code of the Numeric Mnemonic Method (NMM), which could convert numbers within a range broader than 1 to 20 into images, employing various strategies such as rhyming, shape association, and numerical value. This tool may potentially enhance memorization speed, prolong retention duration, and improve the accuracy of recall by implementing a mnemonic coding system. Through the utilization of this tool, students may find it easier to memorize information both in sequential and random order, be it a roster of Chief Ministers of a state or Presidents of India. Its application may mitigate errors during the retrieval and recollection process, particularly for data requiring memorization in specific sequences or orders.
In another embodiment, the Symbolic Method Machine may display numbers on its board, and cards featuring images could be placed on a holder, which could potentially correspond to a number on the board. Through this activity, students might potentially learn the symbolic method's code. This symbolic code may potentially be utilized to memorize answers in both sequence and random order. Each number could potentially be transformed into an image based on its value.
In another embodiment, for example the number one might potentially have a symbolic value of a father or a king, while the symbolic value of two might potentially be an ear or eyes, and three's symbolic value might potentially be a tri-colour flag or Gandhi's three monkeys. All the coded images might potentially offer strong visualization and could potentially be utilized to learn more information in sequence or any order.
In another embodiment, the user may manually operate this device, facilitating experiential and practical learning. It may allow users to visualize numbers as images and connect their responses with the corresponding numerical pictures. To enhance memorization, it may be essential to establish associations between pictures.
In another embodiment, the process of using the Symbolic Method Machine may involve several steps. Initially, the apparatus may need to be hung or mounted on a wall. Subsequently, it may require connection to electricity to activate it. The user or trainer may then have the option to switch on the machine using the button provided on the device. It may be crucial to verify if the device is functioning correctly before proceeding further. After that, the user may insert the card into the holder located on the board and observe the outcome displayed in illuminated boxes. The output may comprise, but not limited to, one or more digit number corresponding to the cards with corresponding images.
Referring to Figure 8.a, an electronic circuit of VIBGYOR Machine is illustrated, in accordance with an embodiment of the present subject matter. The electronic circuit of VIBGYOR Machine may comprise but not limited to display (801), button (802), switch (803). The display (801) may be used to provide output to the user in the form of audio-visual indicator, button (802) may be used as the input means (102) for taking the input in the form of colour from the user and the switch (803) may be used to turn on and turn off the device.
Table 7 illustrates specifications of the components used in the electronic circuit of the VIBGYOR machine.
Components Specifications Quantity
7 segment display Common anode 1inch 14
Wire 0.75mm 1.5 meter
Push button 2A 7
Jumper wire 0.5mm 0.5 meter
Resistance 670 ohm 1
Power switch 12v dc with red pilot 1
Power socket Jack socket female 1
MDF box 24*32 1
Acrylic sheet clear 2.5mm, 24*32 1
ECO vinly 24*32 1
Aluminium angle bar 0.75*0.75 10 feet
Screw 3.5*20mm 9
Table 7
Referring to Figure 8.b, the VIBGYOR Machine is illustrated, in accordance with an embodiment of the present subject matter. The VIBGYOR Machine may be designed to help students to memorize historical dates and events by using the sequence of rainbow color. It may use mnemonic science to aid in faster memorization, longer retention, and accurate recollection of learned memory associated with new memory. This machine may electrically charge and may be operated from the panel button. This machine may be manually operated by students or trainers or users, providing experiential and practical learning. The VIBGYOR method may be used not only for memorizing historical dates but also for long answers with 6 to 7 paragraphs without sub-points. This method may be related to the phonetic method, which may also be taught through the device's teaching board. The VIBGYOR machine may be useful for removing confusion and forgetfulness associated with the cluster of information. Overall, the VIBGYOR machine may be a helpful tool for improving memory retention and recall, especially when it comes to learning historical dates and events.
In one embodiment, this machine has the potential to be utilized for teaching the phonetic approach to remembering historical dates and events by employing the sequence of rainbow colours. The VIBGYOR method could potentially help in memorizing the century code as well. For example, students may have the opportunity to grasp information about the 14th to 20th centuries by linking each century with a distinct colour of the rainbow, like associating violet with the 14th century and indigo with the 15th century. Through the utilization of the VIBGYOR machine and its corresponding mnemonic techniques, students may potentially improve their capacity to memorize and retain significant historical facts.
In another embodiment, the process of using the VIBGYOR machine may involves a few simple steps. Firstly, the device needs to be mounted on the wall and connected to electricity. Once this is done, the device may be turned on using the button provided. It is important to ensure that the device is working properly before proceeding to the next step. Once the device is ready, the user may press the button and a light will flash on the corresponding color box representing a century, which is useful for memorizing historical dates and events.
In another embodiment, the VIBGYOR Method may be used to associate each color of the rainbow with a specific part of the answer to be remembered, making it easier to memorize historical dates and events. With this method, long answers and dates may be easily memorized.
Referring to Figure 9.a, an electronic circuit of Vocab Machine is illustrated, in accordance with an embodiment of the present subject matter. The electronic circuit of Vocab Machine may comprise, but not limited to, power switch (901), LED (902), SPDT switch (903). The power switch (901) may be used to supply electricity to the device, the LED (902) may be used to provide output to the user in the form of audio-visual indicator and the switch (903) may be used to turn on and turn off the device.
Table 8 illustrates specifications of the components used in the electronic circuit of the Vocab machine
Components Specifications Quantity
White LED 2.5 W 40
Toggle switch SPST 2A 2
Wire 0.75mm 2 meter
Power switch 12v dc with red pilot 1
Power socket Jack socket female 1
MDF box 24*32 1
Acrylic sheet clear 2.5mm, 24*32 1
ECO vinly 24*32 2
Aluminium angle bar 0.75*0.75 10 feet
Screw 3.5*20mm 9
Table 8
Referring to Figure 9.b, Vocab Machine is illustrated, in accordance with an embodiment of the present subject matter. The Vocab Machine may be designed to help students to memorize certain datasets comprising but not limited to lists of words, dictionary, vocabulary. It may use mnemonic science to aid in faster memorization, longer retention, and accurate recollection of learned memory associated with new memory.
In another embodiment, the Vocab Machine may use in enhancing students' vocabulary by helping them to visualize words as images and connect them with corresponding pictures. Emphasizing the association between pictures is essential for improved memorization. The Vocab Machine may convert abstract words into memorable visual cues, enabling versatile and effective learning of different words and their meanings.
In another embodiment, the process of setting up and operating the Vocab Machine may involve several straightforward steps. Initially, the device may need to be positioned or mounted on the wall securely. Then, it may be necessary to connect it to a power source and activate it using the button provided. Verifying the proper functioning of the machine is essential before proceeding. Upon confirming that the device is operating correctly, the user may on the device to highlight the words and their meanings. Further on triggering the second button specific box may get illuminated with the PIS (Personalized Image System), the key hints of the given words. Further on triggering the third button a picture may be displayed on the board with their respective words and meanings, inorder to build a story and learn the meanings of the word.
In another exemplary embodiment, the vocab machine may comprise but not limited to PIS (Personalized Image System), which is used as a key hint for the given words.
Referring to Figure 9.c, in an exemplary embodiment, a saint may be writing something on an anchor sitting on the bus. As the bus starts, it attacks the cat. Besides that, there may be the peak of the mountain on which the bottle of Lakme lotion was kept. Just after that, there may be a parrot sitting on the roof of the house, and he might say, “I am searching for something." Near that house, there may be a rack lying on which the bottle of alcohol is kept. Right near the rack is a kali nari (black woman) who might be cooking something for her son. She then may give a packet of cream and onion lays and a bottle of coke to the son, which may make him very angry, and he may throw the coke on the phone, which may produce a very harsh sound. Near him, a boy was standing who may be holding a burger in his hand and may be trying to enlarge it. Near it lies a pond in which there may be a tortoise on whose shell a car may be kept, and watching all this, a man wearing a goggle is laughing in a silly manner.
With the help of this story, let us try to find the word given, PIS used and its meaning.
So, the first word displayed on the board is an Anchorite which means Saint. So, key hint for anchorite may be anchor + write. So, inorder to remember key hint the vocab machine may make a sentence saying a saint is writing something on an anchor, which is shown in the figure 9.c
The next word displayed on the board is Ambuscade which means may attack suddenly. So, key hint for Ambuscade may be Bus + cat. So, inorder to remember key hint the vocab machine may make a sentence from the bus and cat as we read in the story that the cat may attacked suddenly, which is shown in the figure 9.c
The next word displayed on the board is an acme which may means the peak of the mountain. So, key hint for Acme may be Lakme. So, inorder to remember the key hint and the meaning the vocab machine may make a sentence saying that the Lakme may be kept on the peak of the mountain, which is shown in the figure 9.c.
The next word displayed on the board is Ferret which may means to search for something. So as there may be no image created for the word Ferret, the vocab machine may create a simple word as Parrot because it is a similar word as ferret and brain already has an image of it. The vocab machine may make a sentence saying that the is saying I am searching for something, which is shown in the figure 9.c.
The next word displayed on the board is Arrack which may be related to alcohol. So, key hint for Arrack may be A rack. So, inorder to remember key hint and the meaning the vocab machine may make a sentence saying a bottle of alcohol may be laying on the rack, which is shown in the figure 9.c.
Another word displayed on the board is Culinary which may relate to cooking. So, key hint for Culinary may be Kali nari. So, inorder to remember key hint and the meaning the vocab machine may make a sentence saying that there may be a kali nari (black woman) who was cooking something, which is shown in the figure 9.c.
Another word displayed on the board is Acrimonious which may mean extremely bad behavior. So, key hint for Acrimonious may be cream and onion. So, inorder to remember key hint and the meaning the vocab machine may make a sentence saying that there was son who was provided with the packet of lays of cream and onion flavor and the boy got angry, which is shown in the figure 9.c. From this meaning to behave badly may come out.
Now the boy may also be provided with the coke and he may spill the coke on phone which then creates a harsh sound. So, from this sentence a key hint word cacophony may be created as coke + phone which means harsh sound. So, inorder to remember key hint and the meaning the vocab machine may make a sentence saying, the boy may spill the coke on the phone that may create a harsh sound, which is also shown in the figure 9.c.
The next word displayed on the board is Burgeon which may mean to enlarge. So, key hint for Burgeon may be Burger. So, inorder to remember the key hind and the meaning the vocab machine may make a sentence saying, that a child is standing with a burger in his hand and maybe he was trying to enlarge it, which is shown in the figure 9.c. So, to remember Burgeon the vocab machine may take a similar word as burger.
The next word displayed on the board is carapace which may mean shell of tortoise. So, the key hint for carapace may be car. So, inorder to remember key hint and the meaning the vocab machine may make a sentence saying, that there may be a car which was kept on the shell of the tortoise, which is also shown in the figure 9.c. So, to remember the word carapace the vocab machine may create an image of a car and to memorizer its meaning the car may be put on the shell of the tortoise.
The last word displayed on the board is giggle which may means to laugh in a silly way. So, the key hint for giggle may be google. So, to remember this word the vocab machine may create a man wearing googles, so the similar word related to giggle was googles. And the vocab machine may show the image that a man may be wearing them and laughing in a silly way.
Referring to Figure 10a, an electronic circuit of Figure and Feature Machine is illustrated, in accordance with an embodiment of the present subject matter. The electronic circuit of Figure and Feature Machine may comprise but not limited LED (1001), button (1002), switch (1003). The LED (1001) may be used to provide output to the user in the form of audio-visual indicator, the button (1002) may be use to take input from the user and the switch (1003) may be used to turn on and turn off the device.
Table 9 illustrates specifications of the components used in the electronic circuit of the Figure and Feature machine .
Components Specifications Quantity
White LED 2.5 W 20
Tactile push button SPST 1mm 20
Wire 0.75mm 6 meter
Power switch 12v dc with red pilot 1
Power socket Jack socket female 1
MDF box 24*32 1
Acrylic sheet clear 2.5mm, 24*32 1
ECO vinly 24*32 2
Aluminium angle bar 0.75*0.75 10 feet
Screw 3.5*20mm 9
Table 1
Referring to Figure 10b, Figure and Feature Machine is illustrated, in accordance with an embodiment of the present subject matter. The Figure and Feature Machine may be designed to help students to learn the method of memorizing point answers but not limited to up to 20 points. The machine may convert the numbers into images to aid in memorization through visual learning. This device may be based on the law of association and imagination, which may help in faster memorization, longer retention, and accurate recollection through visual exposure of the content. The machine may be useful for solving the problem of confusion and forgetfulness, as it helps in recalling information in its ordinal place.
In one embodiment the Figure and Feature Machine may have buttons and corresponding boxes on a board. When a button is pressed, the box may light up with a picture, which may help students to learn the coding of figure and feature methods. This coding may help them to memorize difficult and long point answers up to 20 points. The machine is easy to use and child-friendly. It may be manually operated by students or trainers, making it a tangible hardware device that may provide experiential and practical learning to students.
In another embodiment, using Figure and Feature Machine, students may memorize answers in sequence and random order, such as the list of Chief Ministers of any state or Presidents of India. The machine may enable students to see numbers as images and associate their answers with the corresponding number pictures, which aids in better memorization through picture-to-picture association. Overall, the Figure and Feature Machine may be useful tool for students who struggle with memorizing information and need a visual learning aid.
In another embodiment, in order to use the Figure and Feature Machine, it may first need to be mounted on the wall. Once it's mounted, it may be connected to electricity to power it up. To activate it, users may press the button on the device. Before commencing its use, it may be crucial to ensure the machine's proper functionality by checking it. After confirming that it may be working, users may press the button on the board and check for the corresponding image that are assigned to numbers from 1 to 20 based on their shape flashing on the board.
For example, number 1 may be represented as a tube light or a stick, number 2 may be represented as a snake, number 3 may be as a heart, and so on. By visualizing the 10 corresponding image for a number, the user may associate it with the answer and memorize it easily.
Referring to Figure 11a, an electronic circuit of MCQ Machine is illustrated, in accordance with an embodiment of the present subject matter. The electronic circuit of MCQ Machine may comprise but not limited power switch (1101), LED (1102), SPDT switch (1103). The power switch (1101) may be used to supply electricity to the device, the LED (1102) may be used to provide output to the user in the form of audio-visual indicator and the switch (1103) may be used to turn on and turn off the device.
Table 10 illustrates specifications of the components used in the electronic circuit of the MCQ machine
Components Specifications Quantity
White LED 2.5 W 40
Toggle switch SPST 2A 2
Wire 0.75mm 2 meter
Power switch 12v dc with red pilot 1
Power socket Jack socket female 1
MDF box 24*32 1
Acrylic sheet clear 2.5mm, 24*32 1
ECO vinly 24*32 2
Aluminium angle bar 0.75*0.75 10 feet
Screw 3.5*20mm 9
Table 10
Referring to Figure 11b, MCQ Machine is illustrated, in accordance with an embodiment of the present subject matter. The MCQ Machine may be used in the memorization of multiple-choice question correct answers by allowing users to visualize words as images and link them with corresponding pictures. Emphasizing the association between pictures is key for improved memorization. Essentially, the device may convert abstract words into memorable visual prompts, facilitating efficient and adaptable learning of word meanings. It may use mnemonic science to aid in faster memorization, longer retention, and accurate recollection of learned memory associated with new memory.
In another embodiment, the process of setting up and operating the MCQ machine may involve several straightforward steps. Initially, the MCQ machine may need to be positioned or mounted on the wall securely. Then, it may be necessary to connect it to a power source and activate it using the button provided. Verifying the proper functioning of the machine is essential before proceeding. Upon confirming that the device is operating correctly, the user may on the MCQ machine to highlight the words. Further on triggering the second button specific box may get illuminated with the PIS (Personalized Image System), the key hints of the given words. Further on triggering the third button a picture may be displayed on the board with their respective words, inorder to build a story and learn the words.
In another exemplary embodiment, the vocab machine may comprise, but not limited to, PIS (Personalized Image System), which is used as a key hint for the given words.
Referring to Figure 11c, in an exemplary embodiment, as shown there may be a bank kept in a thali (plate) and near that there may be a Philips bulb inside which money is kept. Near that may be an ostrich standing on a veena (an instrument) beside the ostrich there may be a labour who was beating a bun and the bun was singing (gaana) for help. Besides that, there may be Bandar(monkey) who ran(bhaga) and sat in a van to eat brownie. A box of vicks may be kept near the van and when it was opened sea shells came out of it. Near that a new pot, pot was kept from which a baingan(brinjal) may came out. Then there may be an ape and in both his hands he was having samosa (a dish). Near that was a truck in which a key may be kept and it may run on angara (burning rocks). Near that was an ola cab on which butter may be kept and mango was trying to eat it. Just beside that was a villa and just below that villa van and auto were standing.
So, the first country displayed on the board is a Thailand and its capital is Bangkok. So, the key hint for Thailand and Bangkok may be thali and bank. As no images are available for both these names, the MCQ machine may create it as a bank is kept in a thali, which is shown in the figure 11.c. The next country displayed on the board is Philippines and its capital is Manila. So, the key hint for Philippines and Manila may be Philips and Money. So, to learn that the machine may create Philips bulb to remember Philippines and inside which the money was kept and to learn Manila the MCQ machine took similar word as Money, which is also shown in the figure 11. c.
The next line was that there may be an ostrich who was with veena. So, to remember the country Austria the MCQ machine may create a similar word as Ostrich and to remember its capital which is Vienna, the machine may create a word as veena as the key hints.
The next line in the story was, there was a labour who may be beating a bun and the bun was singing(gaana) to help. So, the key hint for Gabon and Libreville may be Gaaa, Bun and Labour. So, to remember the country Gabon, first with the help of break down method the MCQ machine may create the word as gaaa, and bun. And to remember its capital as Libreville a similar was created as Labour. A figure is also shown inorder to remember the key hints.
The name of the next country displayed on the board is Brunei and its capital is Bandar Seri Begawan. So, the key hint for Brunei and Bandar Seri Begawan may be Brownie and Bandar, Van. So to memorize Brunie the MCQ machine may create a similar word as Brownie and to remember its capital we may create a story in which Bandar bhaaga (monkey ran), which is also shown in figure 11.c inorder to remember the key hints
The next country displayed on the board is Seychelles whose capital is Victoria. So, the key hint for Seychelles and Victoria may be Sea shells and Vicks. In order to remember key hints, the MCQ machine may create a story in the form of figure to remember Seychelles and its capital Victoria.
The next Country displayed on the board is Benin whose capital is Porto-Novo, and to remember Benin the key hint for Baingan Porto-Novo may be Baingan and New Pot. So inorder to remember key hints, the MCQ machine may make a sentence saying, a new pot was kept from which the baingan came out, which is also shown in the figure 11.c.
The next country is Samoa whose capital is Apia. So to remember Samoa and Apia the MCQ machine may create key hint as samosa and ape. So inorder to remember key hints, the MCQ machine may make a sentence saying, that there was a ape and he was having samosa in his both hands, which is also shown in the figure 11.c.
The next country displayed on the board is Turkey and its capital is Ankara. So, the key hint for Turkey and Ankara may be truck, key and angaara. So inorder to remember key hints, the MCQ machine may make a sentence saying, near an ape there was a truck in which a key was kept and it was running on angara( burning rocks), which is also shown through the figure 11.c. .
The next country displayed on the board is Mongolia whose capital is Ulaanbaatar.
So, the key hint for Mongolia and Ulaanbaatar may be Mango and Ola , Butter. So inorder to remember key hints, the MCQ machine may make a sentence saying, that there was an ola cab on which butter was kept and mango was trying to eat it, which is also shown through the figure 11.c. .
The last country displayed on the board is Vanuatu and its capital is Port Vila. So, the key hint for Vanuatu and Port Vila may be Van, auto and Villa. So inorder to remember key hints, the MCQ machine may make a sentence saying, that there was a villa beside the ola cab and just below that villa, van and auto were standing, which is also shown through the figure 11.c.
Overall, the process is straightforward, and once the machine is set up and turned on, it may be ready to use for anyone who needs to memorize numerical data. The methods used in all the aforementioned embodiments to teach and train individuals by using the proposed methods as disclosed in the various embodiments of the present invention may involve practical application and repetition until the user or trainee has learned the necessary information. This may be done multiple times until the user feels comfortable with the material. Additionally, a separate video may be used to explain the content, which can be shown on a separate screen. The method used to teach and train individuals by using the proposed methods as disclosed in the various embodiments of the present invention may made up of several materials to ensure its proper functioning. The frame of the machines may be made up of but not limited to durable Aluminium, which may provide strength and stability to the machine. The body of the machine may be made of but not limited to cardboard, which may be lightweight and cost-effective. The cardboard may help to support the electrical circuit and LED lights used in the machine.
One embodiment of the interactive learning method involves a user interacting with the system by providing inputs through various means such as color selections, numerical inputs, the sound of clapping, and even detecting the electrical variations of the skin. These inputs may correspond to different learning models available within the system. Upon receiving these inputs via the input means, the electronic circuit processes them according to the selected learning model. Subsequently, the system may generate an output, typically displayed on a dedicated display board, presenting audio-visual indicators based on the processed inputs and the chosen learning model. This interactive feedback loop enables users to engage with the learning material in a dynamic and immersive manner, potentially enhancing the learning experience through multisensory stimulation and real-time response mechanisms. The system may adapt its responses based on the user's inputs, providing personalized learning experiences tailored to individual preferences and learning styles. Overall, the utilization of such interactive learning methodologies may offer novel and effective ways to engage users in the learning process, fostering deeper understanding and retention of educational content.
Various modifications to the embodiment will be readily apparent to those skilled in the art and the generic principles herein may be applied to other embodiments. However, one of ordinary skill in the art will readily recognize that the present disclosure is not intended to be limited to the embodiments illustrated but is to be accorded the widest scope consistent with the principles and features described herein.
The foregoing description shall be interpreted as illustrative and not in any limiting sense. A person of ordinary skill in the art would understand that certain modifications could come within the scope of this disclosure.
The embodiments, examples and alternatives of the preceding paragraphs or the description and drawings, including any of their various aspects or respective individual features, may be taken independently or in any combination. Features described in connection with one embodiment are applicable to all embodiments, unless such features are incompatible.

,CLAIMS:WE CLAIM
1. An interactive learning system (100), comprising:
a power supply (104);
atleast one electronic circuit (101), wherein the electronic circuit is configured to implement atleast one learning model of a plurality of learning models;
atleast one input means (102) for receiving input from a user corresponding to the learning model from the plurality of learning models;
one or more auxiliary components based on the requirement of the learning model;
atleast one output means (103) comprising a display board for providing output to the user in the form of audio-visual indicator based on the learning model and thereby enabling interactive learning for the user.
2. The interactive learning system (100) as claimed in claim 1, wherein the plurality of the learning model comprises a harmony method machine (200), a mental movie making method (M4 Factor Machine) (300), Mind Map Machine (400), Phonetic method machine (500), Positivity tester machine(600), Symbolic method machine (700), VIBGYOR machine (800), Vocab machine (900), Figure and Feature Machine (1000), and MCQ machine (2000).
3. The interactive learning system (100) as claimed in claim 2, wherein harmony method machine (200) comprising the input means (102) comprises one or more buttons for receiving numbers selected by the user, wherein the electronic circuitry (101) configured for assigning atleast one picture of the rhymed word of the number and providing output to the display board wherein the display board is configured for displaying picture corresponding to the selected number.

4. The interactive learning system (100) as claimed in claim 2, wherein the mental movie making method (M4 Factor Machine) (300) comprising the input means (102) comprises one or more sensors for receiving sound of clapping from the user, wherein the electronic circuitry (101) configured for assigning atleast one image to each sound of clapping and providing output to the display board wherein the display board is configured for displaying picture corresponding to the sound of clapping.
5. The interactive learning system (100) as claimed in claim 2, wherein the Mind Map Machine (400) comprising the input means (102) comprises one or more buttons for receiving inputs selected by the user, wherein the electronic circuitry (101) configured for assigning atleast one LED to the input and providing output to the display board wherein the display board is configured for illuminating LED corresponding to the input.
6. The interactive learning system (100) as claimed in claim 2, wherein the Phonetic method machine (500) comprising the input means (102) comprises one or more buttons placed vertically and horizontally for receiving plurality of numbers selected by the user, wherein the electronic circuitry (101) configured for associating atleast one picture to the plurality of numbers and providing output to the display board wherein the display board is configured for displaying picture corresponding to the plurality of numbers.
7. The interactive learning system (100) as claimed in claim 2, wherein the Positivity tester machine(600) comprising the input means (102) comprises one or more sensors for receiving electrical variations in the skin of the user by the user, wherein the electronic circuitry (101) configured for assigning one or more digit number to the electrical variation in the skin of the user and providing output to the display board, wherein the display board is configured for displaying one or more digit number corresponding to the electrical variation in the skin of the user.
8. The interactive learning system (100) as claimed in claim 2, wherein the Symbolic method machine (700) comprising the input means (102) comprises a holder for receiving one or more cards with corresponding images selected by the user, wherein the electronic circuitry (101) configured for assigning one or more digit number to the cards with corresponding images and providing output to the display board, wherein the display board is configured for displaying one or more digit number corresponding to the cards with corresponding images.
9. The interactive learning system (100) as claimed in claim 2, wherein the VIBGYOR machine (800) comprising the input means (102) comprises one or more buttons for receiving colour selected by the user, wherein the electronic circuitry (101) configured for assigning one or more-digit numbers to each colour and providing output to the display board, wherein the display board is configured for displaying one or more digit number corresponding to the colour.
10. The interactive learning system (100) as claimed in claim 2, wherein the Vocab machine (900) comprising the input means (102) comprises one or more buttons for receiving specific input selected by the user, wherein the electronic circuitry (101) configured to activate a specific box to illuminate with the associated personalized image to the input and providing output to the display board, wherein the display board is configured for illuminating a specific box with the associated images corresponding to the input.
11. The interactive learning system (100) as claimed in claim 1, wherein the Figure and Feature Machine (1000) comprising the input means (102) comprises one or more buttons for receiving numbers selected by the user, wherein the electronic circuitry (101) configured for assigning atleast one picture to the number and providing output to the display board wherein the display board is configured for displaying picture corresponding to the selected number.
12. The interactive learning system (100) as claimed in claim 1, wherein the MCQ machine (1100) comprising the input means (102) comprises one or more buttons for receiving specific input selected by the user, wherein the electronic circuitry (101) configured to activate a specific box to illuminate with the associated personalized image to the input and providing output to the display board, wherein the display board is configured for illuminating a specific box with the associated images corresponding to the input.
13. An interactive learning method, comprising:
Receiving, via input means (102), inputs comprising color, numbers, sound of clapping and electrical variation of skin corresponding to the learning model from the plurality of learning models;
processing, via an electronic circuit (101), inputs corresponding to the learning model from the plurality of learning models; and
providing, via an output means (103), an output on a display board to the user in the form of audio-visual indicator based on the learning model and thereby enabling interactive learning for the user.
Dated this 10th day of April 2023

Documents

Application Documents

# Name Date
1 202311026629-STATEMENT OF UNDERTAKING (FORM 3) [10-04-2023(online)].pdf 2023-04-10
2 202311026629-PROVISIONAL SPECIFICATION [10-04-2023(online)].pdf 2023-04-10
3 202311026629-FORM 1 [10-04-2023(online)].pdf 2023-04-10
4 202311026629-DRAWINGS [10-04-2023(online)].pdf 2023-04-10
5 202311026629-FORM-26 [11-04-2023(online)].pdf 2023-04-11
6 202311026629-ENDORSEMENT BY INVENTORS [10-04-2024(online)].pdf 2024-04-10
7 202311026629-DRAWING [10-04-2024(online)].pdf 2024-04-10
8 202311026629-CORRESPONDENCE-OTHERS [10-04-2024(online)].pdf 2024-04-10
9 202311026629-COMPLETE SPECIFICATION [10-04-2024(online)].pdf 2024-04-10
10 202311026629-PA [11-04-2024(online)].pdf 2024-04-11
11 202311026629-FORM28 [11-04-2024(online)].pdf 2024-04-11
12 202311026629-ASSIGNMENT DOCUMENTS [11-04-2024(online)].pdf 2024-04-11
13 202311026629-8(i)-Substitution-Change Of Applicant - Form 6 [11-04-2024(online)].pdf 2024-04-11
14 202311026629-FORM 3 [15-05-2024(online)].pdf 2024-05-15
15 202311026629-FORM28 [21-06-2024(online)].pdf 2024-06-21
16 202311026629-Covering Letter [21-06-2024(online)].pdf 2024-06-21
17 202311026629-STARTUP [27-06-2024(online)].pdf 2024-06-27
18 202311026629-FORM28 [27-06-2024(online)].pdf 2024-06-27
19 202311026629-FORM-9 [27-06-2024(online)].pdf 2024-06-27
20 202311026629-FORM 18A [27-06-2024(online)].pdf 2024-06-27
21 202311026629-FER.pdf 2024-08-28
22 202311026629-OTHERS [03-10-2024(online)].pdf 2024-10-03
23 202311026629-FORM-26 [03-10-2024(online)].pdf 2024-10-03
24 202311026629-FER_SER_REPLY [03-10-2024(online)].pdf 2024-10-03
25 202311026629-DRAWING [03-10-2024(online)].pdf 2024-10-03
26 202311026629-CLAIMS [03-10-2024(online)].pdf 2024-10-03
27 202311026629-FORM 3 [11-11-2024(online)].pdf 2024-11-11
28 202311026629-Response to office action [04-02-2025(online)].pdf 2025-02-04
29 202311026629-US(14)-HearingNotice-(HearingDate-07-05-2025).pdf 2025-04-21
30 202311026629-Correspondence to notify the Controller [05-05-2025(online)].pdf 2025-05-05
31 202311026629-Response to office action [09-05-2025(online)].pdf 2025-05-09
32 202311026629-Written submissions and relevant documents [20-05-2025(online)].pdf 2025-05-20
33 202311026629-US(14)-ExtendedHearingNotice-(HearingDate-14-10-2025)-1230.pdf 2025-09-25
34 202311026629-REQUEST FOR ADJOURNMENT OF HEARING UNDER RULE 129A [13-10-2025(online)].pdf 2025-10-13
35 202311026629-US(14)-ExtendedHearingNotice-(HearingDate-10-11-2025)-1130.pdf 2025-10-14
36 202311026629-Correspondence to notify the Controller [07-11-2025(online)].pdf 2025-11-07
37 202311026629-Response to office action [11-11-2025(online)].pdf 2025-11-11

Search Strategy

1 SearchStrategyTemplateE_28-08-2024.pdf