Abstract: There is given a versatile boost training stage that gives instructive substance to a client by means of their cell phone. Utilization data identifying with how, when and what the client is gathered and broke down by AI to build up client inclination designs, which are utilized to refresh the client profile, and to foresee what substance would be well on the way to be locked in by the client to accomplish foreordained results. The substance is then chosen and sent to the client. An e-learning apparatus that utilizes an item arranged way to deal with grant effortlessly grew course substance to be immediately delivered in tweaked structure for a majority of clients. A mobile application utilizes a layout based framework to make language courses as individualized learning objects, each learning object containing a learning goal, content, and an evaluation thing. Different illustrations, sound and content are likewise epitomized in object structure, related with the best possible learning object(s), and put away inside a database. A powerful conveyance apparatus gets to the articles for a specific course upon demand by an understudy, and for all intents and purposes immediately makes a course altered for that understudy dependent on a profile of the understudy put away inside a learning the executives framework. Along these lines, course heads and designers can refresh or in any case control the course just by changing the individual items, and the user sees just those articles that the person wants or is equipped for survey. Accordingly, courses can be handily made to permit users to adapt course content as fast and helpfully as could be expected under the circumstances.
Claims:1. A story based learning model where the conversations spoken out aloud teach the content.
2. A learning model where the learning by doing paradigm is used by matching pairs, or tapping pairs in the mobile device. A learning system and method where Repetition learning is used by asking similar questions again and again in different portions of the learning content.
3. A learning model where each mistake is deducted points from a filled up points repository and the game is over when the points run out. A learning model where after every few correct answers, a written and verbal congratulatory message is conveyed to the learner.
4. A learning system and method where various motivational tactics are used such as daily goal attainment, number of days practiced in a row, summary of points earned. A learning system and method where comparative score sheet and ranking in a leaderboard is used to motivate learners.
5. A learning system and method where motivating phrases are shown in regular intervals to motivate the learners to be persistent and keep on learning
6. A versatile boosted instruction stage that remembers a server for which a programming project of the instruction stage is executed, said programming program being arranged to:
a. break down utilization data characteristic of checked associations of a client with instructive substance things spread to the client by the instructive stage, the examination bringing about the assurance of client inclination designs;
b. produce a client profile from the client inclination designs;
c. adjust or select further instructive things for introduction to the client based on at least one gamification techniques and as per the created client profile.
7. The training foundation of guarantee, wherein the client profile is arranged as a neural framework. The training foundation of any of languages, wherein the examination incorporates the examination of data identifying with the discrete activities performed or not performed by the client, just as metadata related with the client's activities and additionally content that the client has associated with. The training stage any of levels, wherein the investigation is by machine learning.
8. The instruction foundation of guarantee, wherein the AI incorporates the means of:
a. examining utilization data;
b. creating a preparation dataset;
c. preparing the AI model;
d. creating client inclination designs;
e. applying the client inclination examples to test dataset; and
f. creating a forecast of substance to be transmitted to the client.
9. The training stage any of courses, further containing in any event one utilization data database, and wherein the server is arranged to get and store use data on said use data database.
a) The instruction stage any of courses, further containing a client database, and wherein the server is arranged to store the produced client profile in the client database.
b) The instruction stage any of levels, wherein the server is arranged to decide client inclination designs without requiring a choice of option content by the client.
c) The training stage any of levels, wherein said programming application is designed to choose a gamification procedure dependent on the client profile.
d) The training foundation of any of the former cases, wherein the server is arranged to decide a boost procedure for boosting the client to communicate with the instructive substance by offering compensations to the client for associating with the substance.
10. The instructive foundation of guarantee, wherein the sort of remuneration is chosen based on the client profile.
a) The instruction stage any of languages, further involving a substance database counting put away substance for introduction to a client.
b) The instruction foundation of guarantee, wherein the choice of visual, sound or potentially kinesthetic substance for introduction to the client is resolved as per the client profile.
, Description:A systems administration framework epitomizing a learning movement stage that gives a majority of internet learning exercises (e.g., games and agreeable assignments) that urge imminent language students to rehearse the utilization of an unknown dialect as per the standards of the development. The systems administration System incorporates a majority of customer Systems in correspondence with a server framework over a system. As depicted in more detail beneath, the learning movement stage has a customer side segment that executes on the customer Systems and a Server-Side part that executes on the Server System. In short diagram, the learning movement stage energizes Students who are taking an online language course to rehearse their oral and composed relational abilities in that language by playing an assortment of multi-player learning exercises over the system. When all is said in done, the Students are spread out across the non-English Speaking segment of the World, and Such Students can utilize the learning action stage to learn the desired language for communication.
The learning action stage orders understudies by level of capability (e.g., novice to cutting edge, Grammar Preparation, and so forth.). Each outside language Student partakes in an instructing unit dependent on the capability level of that Student. A training unit (based on six characters conversing among themselves) is an instructional part of a language course and has at least one learning exercises related with it. The character teaches the student through short stories. Each multi-player learning action gives content talk, voice visit, or both for the Students of that learning action.
The system over which the customer frameworks and the Server System impart can be a neighborhood (LAN), a wide zone arrange (WAN), or a worldwide system of systems, for example, the Internet and the World Wide Web or a mobile application. The customer frameworks and the server framework can interface with the system through an assortment of associations including standard phone lines, LAN or WAN connections (, broadband associations (ISDN, Frame Relay, ATM), and remote associations. Frameworks can set up associations utilizing an assortment of correspondence conventions (e.g., HTTP, TCP/IP, IPX, SPX, NetBIOS, Ether net, RS232, and direct offbeat associations).
Each customer framework can be any processor-based gadget (e.g., a PC) equipped for showing Web archives (e.g., HTML, XML Web pages) and communicating with the Server System as indicated by a convention that transmits such Web reports. Every customer framework incorporates a showcase Screen, a console, a pointing gadget (e.g., a mouse, trackball, contact cushion, contact Screen, and so forth), a mouthpiece, at least one speakers, a processor, and persistent Storage (not appeared). The working System of every customer System can be one of an assortment of windows-based stages including however not constrained to WINDOWS 3.x, WINDOWS 95, WINDOWS 98, WINDOWS NT 3.51, WINDOWS NT 4.0, Macintosh, and Unix, DOS, Linux, and WINDOWS CE for windows-based terminals. The working System master induces a graphical UI through which the client of the customer System can interface with the showcase (e.g., by contributing data, tapping on articles, symbols or menu things, opening and shutting windows, and Scrolling a dis played windows) utilizing the console or the pointing gadget.
The customer frameworks separately incorporate program programming, (for the most part program) and a JVM (Java Virtual Machine) (for the most part JVM). The program at that point forms the downloaded Web page with any going with illustrations records and applets, and showcases the outcomes on the presentation screen of the customer framework. The JVM works as a translator between Java bytecode and the working System of the customer framework. Note that the program can have its own JVM (other than JVM) for running Java applets.
As per the standards of the innovation, a hyperlink inserted in a Web page downloaded to the customer framework by the program connects to a continuous, intuitive, multi-client application program facilitated by the Server System. A customer client can choose to partake in one of the learning exercises gave by the learning movement stage by initiating the hyperlink from the program window.
Upon enacting the hyperlink, the program downloads a mobile application. The customer side segment dwells in reserve and runs on the customer System. The Webtop applet controls the introduction of (UI) components, the collaborations with the UI components, the communications between the customer System client and the application program executing on the Server System.
The customer frameworks can have voice communications capacity (alluded to as voice control) that empowers members in a learning action to Speak legitimately with one another. In one exemplification, a JAVATM applet (e.g., written in JavaScriptTM) implanted in a downloaded Web page expert vides this voice capacity. The Voice ability can be downloaded in a similar Web page as the Webtop applet. The voice control can spring up on the presentation of the customer framework of every an unexpected window in comparison to the program window once the customer client initiates a learning action. The HTML (Hypertext Markup Language) of the downloaded Web page and the JavaScript'TM code connects with an ActiveXTM control (i.e., module) to give the voice abilities. In another epitome, the Voice capacity is an executable program, written in Java bytecode, which gets to Software introduced on the client's customer System.
A Collaborative/Game application Service permits customer System clients to communicate and work together inside the game condition. In one exemplification, the internode message transport, setup Services, daemons, applications Services, framework administrations, and intermediaries of the learning activity.
| # | Name | Date |
|---|---|---|
| 1 | 202131003586-FORM 1 [27-01-2021(online)].pdf | 2021-01-27 |
| 2 | 202131003586-DRAWINGS [27-01-2021(online)].pdf | 2021-01-27 |
| 3 | 202131003586-COMPLETE SPECIFICATION [27-01-2021(online)].pdf | 2021-01-27 |
| 4 | 202131003586-FORM 18 [27-04-2022(online)].pdf | 2022-04-27 |
| 5 | 202131003586-FER.pdf | 2022-10-20 |
| 1 | SearchHistoryE_20-10-2022.pdf |