发明名称 Object-Based System and Language for Dynamic Data or Network Interaction Including Learning Management
摘要 A system including an object-oriented programming language for building state-based applications with flow control, event loops, measures of similarity, and Boolean logic to dynamically control the interaction between members in a social network around content and, in particular, project-based activities, where the system collects and groups individuals who are members of a social network, projects or assignments and their content, and activities or processes within projects based on the attributes of the objects and runtime events to create a social context for learning or for other interaction.
申请公布号 US2016232810(A1) 申请公布日期 2016.08.11
申请号 US201615098142 申请日期 2016.04.13
申请人 Cricket Media, Inc. 发明人 Dozier Linda T.;Fish Edmund J.;Zolt Nina;Gilburne Miles R.
分类号 G09B19/00 主分类号 G09B19/00
代理机构 代理人
主权项 1. A method for employing a computer to execute course projects in a learning environment, the method comprising the steps of: a) having the computer retrieve, through the use of a learning platform stored on the computer, a programmed project having i) at least one instruction set specifying at least one rule capable of reacting differently to different inputs made by a person inputting inputs on the computer; andii) at least one executable, social network-based learning object with at least one associated attribute,wherein the at least one rule is capable of reacting dynamically to inputs made on the computer that adapted to the rule for controlling the at least one attribute associated with the object and triggering behavior based on the at least one attribute associated with the object or other inputs andwherein the at least one instruction set specifies a manner of use in which the at least one executable, social network-based learning object can be executed; b) having the computer retrieve, through the use of the learning platform stored on the computer, the instruction set independently from the executable, social network-based learning object; c) having the computer determine, through the use of the learning platform, an action to perform with respect to the programmed project based on the at least rule and the at least one retrieved instruction set, wherein the action may be triggered by an event recognized by the runtime or not recognized by the runtime; and d) executing the determined action on the programmed project by the learning platform.
地址 Herndon VA US