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“System And Method For Game Based Learning By Using Virtual Reality Technology”

Abstract: The invention is the system and method for game-based learning by using virtual reality technology. The invention application is installed at backend server. VR enabled headset is connected with backend server. Student/user wear headset. Student/user can experience the virtual scene and situation of game where he/she can learn from game.

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Notices, Deadlines & Correspondence

Patent Information

Application #
Filing Date
24 March 2020
Publication Number
40/2021
Publication Type
INA
Invention Field
ELECTRONICS
Status
Email
ipr@optimisticip.com
Parent Application

Applicants

MESBRO TECHNOLOGIES PRIVATE LIMITED
Flat no C/904, Geomatrix Dev, Plot no 29, Sector 25, Kamothe, Raigarh-410209, Maharashtra, India

Inventors

1. Mr. Bhaskar Vijay Ajgaonkar
Flat no C/904, Geomatrix Dev, Plot no 29, Sector 25, Kamothe, Raigarh-410209, Maharashtra, India

Specification

Claims:We Claim:
1) The system and method for game-based learning by using virtual reality technology comprising of;
a. Virtual Reality enabled Headset – for experiencing virtual game;
b. Backend server – the game-based learning application is installed; and
c. Wi-Fi modem – for connectivity between backend server and virtual reality enabled devices.
2) The system claimed in claim 1 wherein, student/user can experience virtual game which would have scene and situation of virtual games where student/user can learn from games.
3) The system claimed in claim 1 wherein, it is in safe and control environment.
, Description:FIELD OF THE INVENTION
The present invention discloses the system and method for game-based learning by using virtual reality technology. In particular, it is related to learning for students in the form of various games to increase their interest.
BACKGROUND OF THE INVENTION
Education is the process of receiving or giving systematic instruction, especially at a school or university. Learning is the acquisition of knowledge or skills through study, experience, or being taught.
Learning occurs when we are able to: Gain a mental or physical grasp of the subject. Make sense of a subject, event or feeling by interpreting it into our own words or actions. Use our newly acquired ability or knowledge in conjunction with skills and understanding we already possess.
But students get bored to study, to learn something new. Basically, Learning is not boring, what is boring is being forced to learn something that you don't want to learn. Learning is when you want to do something. Learning is fun if you choose what you learn. If you are learning things that you don't care about, then of course it will be boring.
Currently, there is no such system which makes learning interesting.
As technology become more and more advanced, it tries to give solutions to each and every problem. The present invention discloses the system and method for game-based learning by using virtual reality technology.
The invention application will help student to learn from the game which is related to virtual reality technology.
Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.
Virtual reality is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment and educational purposes. Virtual reality can change face of education with great effort.
OBJECT OF THE INVENTION
The main object of the invention is, the system and method for game-based learning by using virtual reality technology.
Another object of the invention is, with the help of various games created in virtual reality student can learn from it.
Other object of the invention is, it helps student to get more interest in learning, as it teaches student through game.
SUMMARY OF THE INVENTION
The present invention discloses the system and method for game-based learning by using virtual reality technology. The invention application installed at backend server. Virtual reality enabled headset is connected to backend server. User/student has to wear virtual reality enabled headset. As student/user wear virtual reality headset the virtual scene of game is seen to him/her. Student/user experience that he/she is the part of that game in the virtual world. With the help of game, application provide lessons to student/user.
BRIEF DESCRIPTION OF THE DRAWINGS
Fig 1 shows flowchart of the system and method for this invention.
DETAILED DESCRIPTION OF THE INVENTION
The present invention discloses the system and method for game-based learning by using virtual reality technology.
The present invention system and method for game-based learning is comprising of components such as;
Backend server – the application of game-based learning is installed
Virtual reality enabled headset
Wi-Fi modem - for connectivity between backend server and virtual reality enabled devices such as headset
Fig 1 illustrate the present invention system, which is comprising of;
The present invention implemented in a combination of both hardware and software. The present invention discloses the system and method for game-based learning by using virtual reality technology is comprising of;
Step 1) The game-based learning application is installed at backend server
Step 2) VR enabled headset is connected with backend server
Step 3) Student/user wear VR enabled headset
Step 4) Virtual reality headset and virtual reality application stimulate virtual scene of game
Step 5) Student/user experience that he/she is the part of that virtual game and play the game
Step 6) With the help of virtual reality student/user can learn the lessons
Here by using this invention, the student/user can take more interest in learning.
As we know, visualization is more effective than the text reading of it. As human brain is more attracted towards to audio-video effects rather than text reading.
Here in this invention application, as application starts, it creates virtual scene of various games. These games actually teach lessons to student in the form of 3D games.
There are some advantages of present invention such as;
Game-Based learning helps in retaining learning insights – Game – based learning allows learners to progress at their own pace, thus, making learning a more personalized experience.
Game-Based learning stimulates the imagination – Game-based learning allows learners and instructors to visualize 3D models in real-time and at scale. This helps to make learning more contextual, more real and therefore more enjoyable and relevant to the learners. A virtually enhanced world encourages the learners to use their imagination and discover new possibilities in a fun and interactive way. Interactive learning facilitates deep learning, increasing the possibility of retaining information for a longer time.
Learning to last a lifetime – If successfully used, game-based learning can provide a learning experience that can last a lifetime. Games help to create realistic situation through simulations and situational role plays to enable employees gain practical knowledge that they are unlikely to forget.
Game-based learning helps in simplifying difficult concepts – Abstract concepts can be difficult to teach. Games can be used to give a tangible shape to such concepts, allowing employees look at them from a different perspective.
Learning by doing – As digital technology grows; it becomes more and more difficult to keep the employees engaged. Game-based learning helps to bridge this gap and bring them closer to reality. It makes learning multisensory and more alive. The more the learners do, the more they learn, the more they assimilate and the more they retain.
Higher receptivity to learning – Game-based learning is multi-sensory learning which greatly enhances a learner’s ability to grasp and retain concepts.
Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.

Documents

Application Documents

# Name Date
1 202021012740-Proof of Right [29-11-2020(online)].pdf 2020-11-29
1 202021012740-STATEMENT OF UNDERTAKING (FORM 3) [24-03-2020(online)].pdf 2020-03-24
2 202021012740-POWER OF AUTHORITY [24-03-2020(online)].pdf 2020-03-24
2 202021012740-ORIGINAL UR 6(1A) FORM 26-010720.pdf 2020-07-03
3 Abstract1.jpg 2020-06-15
3 202021012740-FORM FOR STARTUP [24-03-2020(online)].pdf 2020-03-24
4 202021012740-FORM FOR SMALL ENTITY(FORM-28) [24-03-2020(online)].pdf 2020-03-24
4 202021012740-COMPLETE SPECIFICATION [24-03-2020(online)].pdf 2020-03-24
5 202021012740-DRAWINGS [24-03-2020(online)].pdf 2020-03-24
5 202021012740-FORM 1 [24-03-2020(online)].pdf 2020-03-24
6 202021012740-EVIDENCE FOR REGISTRATION UNDER SSI [24-03-2020(online)].pdf 2020-03-24
6 202021012740-FIGURE OF ABSTRACT [24-03-2020(online)].jpg 2020-03-24
7 202021012740-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [24-03-2020(online)].pdf 2020-03-24
8 202021012740-EVIDENCE FOR REGISTRATION UNDER SSI [24-03-2020(online)].pdf 2020-03-24
8 202021012740-FIGURE OF ABSTRACT [24-03-2020(online)].jpg 2020-03-24
9 202021012740-DRAWINGS [24-03-2020(online)].pdf 2020-03-24
9 202021012740-FORM 1 [24-03-2020(online)].pdf 2020-03-24
10 202021012740-FORM FOR SMALL ENTITY(FORM-28) [24-03-2020(online)].pdf 2020-03-24
10 202021012740-COMPLETE SPECIFICATION [24-03-2020(online)].pdf 2020-03-24
11 Abstract1.jpg 2020-06-15
12 202021012740-ORIGINAL UR 6(1A) FORM 26-010720.pdf 2020-07-03
13 202021012740-Proof of Right [29-11-2020(online)].pdf 2020-11-29