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METHOD FOR TEACHING FOUNDATIONAL MATHEMATICAL CONCEPTS THROUGH INTERACTIVE LEARNING

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METHOD FOR TEACHING FOUNDATIONAL MATHEMATICAL CONCEPTS THROUGH INTERACTIVE LEARNING

ORDINARY APPLICATION

Published

date

Filed on 30 October 2024

Abstract

The present disclosure provides a method for teaching foundational mathematical concepts through interactive learning. The method includes presenting mathematical problems on a visual display device and providing an input interface for user interaction. User input related to solutions for such problems is received via said input interface, and said input is analyzed to determine correctness or incorrectness of mathematical operations. Feedback is generated based on said analysis, including correctness indications and instructional guidance. The method further includes adjusting difficulty levels of subsequent problems based on user performance, recording user progress, and displaying cumulative results on said visual display device based on such progress. Drawings / FIG. 1 / FIG. 2

Patent Information

Application ID202411083264
Invention FieldCOMPUTER SCIENCE
Date of Application30/10/2024
Publication Number46/2024

Inventors

NameAddressCountryNationality
DR. ANAND TYAGIASSISTANT PROFESSOR, APPLIED SCIENCES AND HUMANITIES, AJAY KUMAR GARG ENGINEERING COLLEGE, 27TH KM MILESTONE, DELHI - MEERUT EXPY, GHAZIABAD, UTTAR PRADESH 201016IndiaIndia
TANYA MAHESHWARICOMPUTER SCIENCE AND ENGINEERING, AJAY KUMAR GARG ENGINEERING COLLEGE, 27TH KM MILESTONE, DELHI - MEERUT EXPY, GHAZIABAD, UTTAR PRADESH 201016IndiaIndia

Applicants

NameAddressCountryNationality
AJAY KUMAR GARG ENGINEERING COLLEGE27TH KM MILESTONE, DELHI - MEERUT EXPY, GHAZIABAD, UTTAR PRADESH 201016IndiaIndia

Specification

Description:Field of the Invention


The present disclosure generally relates to educational methods. Further, the present disclosure particularly relates to methods for teaching foundational mathematical concepts through interactive learning.
Background
The background description includes information that may be useful in understanding the present invention. It is not an admission that any of the information provided herein is prior art or relevant to the presently claimed invention, or that any publication specifically or implicitly referenced is prior art.
Educational methods for teaching mathematical concepts have long been explored in various forms, including traditional classroom instruction, textbooks, and basic interactive techniques. Conventional methods of teaching foundational mathematical concepts often rely on passive forms of learning, where students receive information without significant interactive engagement. Such methods may involve repetitive drills or one-way communication from instructor to student. While effective for conveying information, traditional methods have often been associated with limitations in fostering deep understanding or adaptability to individual learning speeds.
In particular, traditional classroom instruction, where a teacher provides mathematical problems on a board or textbook, has often lacked interactive engagement. Such methods have generally failed to address specific learning difficulties encountered by students during the learning process. Feedback in traditional settings may be delayed, often relying on periodic evaluations such as quizzes or examinations, resulting in students not receiving immediate guidance or correction during the learning process. Consequently, students may develop misconceptions or struggle with certain mathematical operations without timely correction or support. Additionally, traditional educational methods do not allow for individualized progression through the material, as the pace is usually set uniformly for the entire group.
Some existing prior arts have attempted to incorporate interactive learning in mathematical education, employing devices like computers or interactive learning boards. One common method involves the use of simple question-and-answer formats on electronic platforms, where a user inputs responses to mathematical problems. While such methods have enabled some degree of interaction, they have been limited in scope. The user input in such systems is typically evaluated on a right or wrong basis without providing detailed instructional guidance. Said systems also frequently lack adaptive mechanisms to adjust the difficulty level of problems based on user performance. Furthermore, feedback in such systems is often restricted to binary correct/incorrect outputs, providing minimal educational value to users who need assistance in understanding mathematical concepts at a deeper level.
Moreover, existing systems often lack mechanisms for monitoring long-term user progress in real-time. While some systems provide an assessment at the end of a session, such assessments do not incorporate continuous tracking of the user's development over multiple sessions. As a result, the educational systems fail to provide a structured, evolving learning experience that adapts to the user's proficiency in foundational mathematical concepts.
Other known prior arts focus on gamified learning approaches where mathematical concepts are taught through games or puzzles. While such approaches offer higher levels of engagement, they tend to prioritize entertainment over educational value, sometimes sacrificing thoroughness in teaching core mathematical concepts. Gamified methods may also lack mechanisms to provide constructive feedback in real-time, which is essential for reinforcing learning outcomes. The randomization and entertainment elements embedded in such gamified systems often diminish the structured progression necessary for mastering foundational mathematical principles. Additionally, many of these systems overlook the need for detailed progress monitoring or feedback that can guide future learning efforts.
In light of the above discussion, there exists an urgent need for solutions that overcome the problems associated with conventional systems and/or techniques for teaching foundational mathematical concepts through interactive learning.
Summary
The following presents a simplified summary of various aspects of this disclosure in order to provide a basic understanding of such aspects. This summary is not an extensive overview of all contemplated aspects, and is intended to neither identify key or critical elements nor delineate the scope of such aspects. Its purpose is to present some concepts of this disclosure in a simplified form as a prelude to the more detailed description that is presented later.
The following paragraphs provide additional support for the claims of the subject application.
An objective of the present disclosure is to provide a method for teaching foundational mathematical concepts through interactive learning. The method aims to engage users in solving mathematical problems interactively while adapting to individual learning progress.
In an aspect, the present disclosure provides a method that includes presenting mathematical problems on a visual display device, receiving user input through an input interface, analyzing said input to determine correctness or incorrectness, and generating feedback. The feedback includes instructional guidance based on such analysis. The method further involves adjusting the difficulty level of problems based on user performance, recording user progress, and displaying cumulative results on said visual display device.
The method enables continuous learning by adapting difficulty levels to user progress, providing step-by-step guidance through audio instructions, and offering interactive visual diagrams to represent mathematical concepts. The system tracks long-term user progress and enables customization of problems according to specific educational needs or preferences..

Brief Description of the Drawings


The features and advantages of the present disclosure would be more clearly understood from the following description taken in conjunction with the accompanying drawings in which:
FIG. 1 illustrates a method for teaching foundational mathematical concepts through interactive learning, in accordance with the embodiments of the present disclosure.
FIG. 2 illustrate the decision-based flow diagram of a method for teaching foundational mathematical concepts through interactive learning, in accordance with the embodiments of the present disclosure.
Detailed Description
In the following detailed description of the invention, reference is made to the accompanying drawings that form a part hereof, and in which is shown, by way of illustration, specific embodiments in which the invention may be practiced. In the drawings, like numerals describe substantially similar components throughout the several views. These embodiments are described in sufficient detail to claim those skilled in the art to practice the invention. Other embodiments may be utilized and structural, logical, and electrical changes may be made without departing from the scope of the present invention. The following detailed description is, therefore, not to be taken in a limiting sense, and the scope of the present invention is defined only by the appended claims and equivalents thereof.
The use of the terms "a" and "an" and "the" and "at least one" and similar referents in the context of describing the invention (especially in the context of the following claims) are to be construed to cover both the singular and the plural, unless otherwise indicated herein or clearly contradicted by context. The use of the term "at least one" followed by a list of one or more items (for example, "at least one of A and B") is to be construed to mean one item selected from the listed items (A or B) or any combination of two or more of the listed items (A and B), unless otherwise indicated herein or clearly contradicted by context. The terms "comprising," "having," "including," and "containing" are to be construed as open-ended terms (i.e., meaning "including, but not limited to,") unless otherwise noted. Recitation of ranges of values herein are merely intended to serve as a shorthand method of referring individually to each separate value falling within the range, unless otherwise indicated herein, and each separate value is incorporated into the specification as if it were individually recited herein. All methods described herein can be performed in any suitable order unless otherwise indicated herein or otherwise clearly contradicted by context. The use of any and all examples, or exemplary language (e.g., "such as") provided herein, is intended merely to better illuminate the invention and does not pose a limitation on the scope of the invention unless otherwise claimed. No language in the specification should be construed as indicating any non-claimed element as essential to the practice of the invention.
Pursuant to the "Detailed Description" section herein, whenever an element is explicitly associated with a specific numeral for the first time, such association shall be deemed consistent and applicable throughout the entirety of the "Detailed Description" section, unless otherwise expressly stated or contradicted by the context.
As used herein, the term "visual display device" refers to any electronic device that visually presents information to a user in a graphical or textual format. Such visual display devices may include screens of varying sizes, such as those found in computers, tablets, smartphones, or dedicated learning terminals. A visual display device may support touch interaction, allow for high-resolution graphical outputs, and be capable of displaying interactive elements. Additionally, the visual display device provides the interface for displaying mathematical problems, user progress, and real-time feedback. Said visual display device may incorporate the necessary hardware and software to interact with educational applications, allowing for an immersive learning experience. The term "visual display device" is not limited to a specific type of display technology and may include technologies such as LED, LCD, OLED, or any other suitable display system that can render content for interactive educational purposes. Such devices serve as the primary interface between the educational system and the user.
As used herein, the term "input interface" refers to any mechanism by which a user can provide input to a system. Said input interface may include hardware and software components, such as keyboards, touchscreens, or styluses, and may allow users to select, write, or manipulate interactive elements on a visual display device. The input interface enables the user to provide responses to mathematical problems or interact with instructional guidance provided by the system. Furthermore, said input interface may include gesture recognition technology, enabling users to perform mathematical operations through natural hand movements or on-screen gestures. The input interface ensures that the system accurately records user input for further analysis. It is also understood that the input interface can integrate multiple input methods to provide users with flexible interaction modes, depending on their preferences or learning styles. Such an input interface plays an essential role in enhancing user engagement within the interactive learning environment.
As used herein, the term "user input" refers to any data or response provided by the user through an input interface. Said user input may include selections, typed answers, or gestures made in response to mathematical problems presented on a visual display device. The system receives user input as part of the interactive learning process and uses such input to assess the user's comprehension of mathematical concepts. User input may be recorded in real-time, enabling dynamic feedback based on the correctness or incorrectness of the user's responses. Additionally, said user input may serve as the basis for tracking the user's performance over time, adjusting the difficulty level of problems, or triggering hints and instructional guidance. The term "user input" encompasses all forms of interaction provided by the user to solve problems or to progress through educational tasks within the system.
As used herein, the term "analyzing user input" refers to the process of evaluating the responses provided by the user via the input interface. The system compares such responses against predefined correct solutions or acceptable mathematical operations associated with the presented problems. Said analysis may include determining whether the user input is accurate or requires correction, allowing the system to gauge the user's understanding of foundational mathematical concepts. In certain cases, analyzing user input involves assessing the method or approach taken by the user to solve mathematical problems, providing a deeper evaluation beyond merely determining correctness. Such analysis may also trigger adaptive learning responses, such as altering problem difficulty based on the user's performance. The system conducts this analysis in real-time, allowing for immediate feedback and guidance to be provided to the user as part of the interactive learning process.
As used herein, the term "generating feedback" refers to the creation of responses, instructions, or guidance based on the system's analysis of the user input. Said feedback may include indications of whether the user input is correct or incorrect, along with suggestions for improvement, additional problem-solving techniques, or step-by-step instructional guidance to aid in understanding mathematical concepts. Feedback may be provided in multiple forms, such as visual cues, textual guidance, or audio prompts, depending on the system's design and the user's interaction preferences. Additionally, feedback may serve as a key learning tool by offering real-time corrections or reinforcement when necessary. Generating feedback involves tailoring the response to the user's input, ensuring that such feedback is instructional, informative, and relevant to the presented mathematical problems.
As used herein, the term "adjusting the difficulty level" refers to the modification of the complexity of subsequent mathematical problems based on the user's performance. Said adjustment is dynamic, occurring as the system evaluates the user's responses and determines their level of mastery over the material. Adjusting the difficulty level may involve increasing or decreasing the complexity of problems, providing different types of problems, or incorporating additional interactive elements to further challenge or aid the user. The system may implement adaptive learning techniques to ensure that the presented problems align with the user's abilities, preventing frustration or boredom. Such difficulty adjustments are made in real-time as the user progresses through the learning process, ensuring a tailored educational experience that promotes gradual mastery of foundational mathematical concepts.
As used herein, the term "recording progress" refers to the process of storing data related to the user's interaction with mathematical problems, their responses, and overall performance. Said progress may include metrics such as the number of correct answers, time taken to solve problems, and areas where additional guidance was needed. Recording progress enables the system to monitor the user's development over time, allowing for the generation of personalized learning paths or the adjustment of problem difficulty. The system may store such progress data in a secure database, which may be accessed later for further analysis or review by an educator or user. Progress recording may also be used to track long-term improvements, highlight specific mathematical areas requiring further attention, or create detailed reports for educational purposes.
As used herein, the term "displaying cumulative results" refers to the presentation of a comprehensive summary of the user's performance over a series of mathematical problems. Said cumulative results may be displayed on a visual display device and may include information such as the total number of problems completed, the number of correct and incorrect responses, and an analysis of the user's strengths and weaknesses in specific mathematical concepts. Cumulative results may serve as a reflection of the user's learning progress and help guide future learning activities. Additionally, such results may be used to identify areas requiring further attention or to celebrate milestones achieved during the learning process. The system presents cumulative results in a format that is easily understandable by the user, providing a holistic view of their mathematical abilities.
FIG. 1 illustrates a method for teaching foundational mathematical concepts through interactive learning, in accordance with the embodiments of the present disclosure. In an embodiment, the method comprises the step of presenting mathematical problems to a user on a visual display device. The visual display device may be any electronic screen capable of displaying graphical or textual information to the user, such as a computer monitor, tablet, smartphone, or an interactive learning terminal. The mathematical problems may be displayed in a clear and user-friendly manner, with instructions, problem statements, and interactive elements positioned for easy understanding and accessibility. The problems presented may vary in complexity based on predefined levels or may be dynamically adjusted based on user performance. The visual display device may further include features such as highlighting key components of the problems or using colors to differentiate between problem types. The presentation may involve not only textual descriptions but also visual representations, such as diagrams, graphs, or shapes, to aid the user's comprehension of mathematical concepts. Such visual presentation serves as the primary medium through which the user engages with the system and interacts with the learning materials.
In an embodiment, the method comprises the step of providing an input interface for the user to interact with said mathematical problems. The input interface may be a hardware or software-based mechanism that allows the user to input responses or engage with the presented problems. This may include a touch-sensitive screen, physical keyboard, virtual keyboard, mouse, stylus, or any other suitable device that allows the user to select, type, or manipulate elements displayed on the visual display device. The input interface enables the user to interact with the system in real-time, providing responses to mathematical problems by selecting answers, typing calculations, or dragging and dropping elements. The system records and interprets each user action through the input interface, ensuring that the user's interaction is captured accurately for subsequent analysis. Additionally, the input interface may be intuitive, offering ease of use to various users, including students of different age groups or skill levels.
In an embodiment, the method comprises the step of receiving user input related to solutions for said mathematical problems via said input interface. The user input may be any response or action taken by the user to solve or attempt to solve the mathematical problems displayed on the visual display device. Such input may include numerical answers, multiple-choice selections, written explanations, or visual manipulations, depending on the type of problem. The system receives said input in real-time through the input interface and processes it for further evaluation. The user input is essential for determining how well the user understands the mathematical concepts being taught. The system may handle different formats of input, whether entered manually by the user or through other interactive means such as dragging shapes or drawing on the screen. Once received, the input is stored for subsequent steps, including analysis and feedback generation.
In an embodiment, the method comprises the step of analyzing said user input to determine whether such input corresponds to correct or incorrect mathematical operations. Said analysis involves comparing the user input against predefined correct answers or acceptable ranges of mathematical operations. The system performs this comparison in real-time, determining the accuracy of the user's response. If the input matches the correct answer, it is deemed correct, and if it does not, it is classified as incorrect. The analysis may also account for the method used by the user to arrive at the solution, considering whether the operations performed were mathematically sound, even if the final answer was incorrect. In cases where partial credit may be applicable, the system may analyze how much of the problem was solved correctly. Such analysis helps the system assess the user's understanding of foundational mathematical concepts and prepares the system to deliver appropriate feedback.
In an embodiment, the method comprises the step of generating feedback based on said analysis of said user input, wherein such feedback includes an indication of correctness and instructional guidance for said mathematical problems. Once the user input has been analyzed, feedback is generated to inform the user of the outcome. The feedback may include a simple indication of correctness, such as a correct/incorrect label, or more detailed instructional guidance to assist the user in understanding the problem. If the answer is correct, the feedback may acknowledge the success, while incorrect answers may trigger detailed explanations or step-by-step instructions to guide the user through the correct process of solving the problem. Feedback may be provided in various formats, such as visual cues (e.g., checkmarks, X symbols), text-based instructions, or even auditory prompts. The instructional guidance is tailored to the specific problem and the user's input, providing the necessary information for the user to learn from mistakes and improve future performance.
In an embodiment, the method comprises the step of adjusting the difficulty level of subsequent mathematical problems based on performance of the user. The system dynamically adapts to the user's progress by modifying the complexity of the problems presented as the user continues to interact with the system. Based on the user's performance in previous problems, such as the number of correct or incorrect answers and the time taken to solve the problems, the system adjusts the difficulty level to either challenge the user with more complex problems or provide simpler problems for reinforcement of concepts. Said adjustments are made in real-time, ensuring that the user's experience is aligned with their current understanding and skill level. The system may pull problems from a pre-established problem set categorized by difficulty or use performance metrics to generate new problems. This adaptive approach allows for a personalized learning experience that can accelerate or slow down as necessary to match the user's abilities.
In an embodiment, the method comprises the step of recording progress of said user in relation to completion of said mathematical problems. The system tracks various performance metrics to monitor how the user is progressing through the learning process. Progress may be recorded in terms of the number of problems completed, the accuracy of responses, the time taken for each problem, and the areas where the user has shown improvement or needs further practice. Said progress data may be stored in a database for future reference, allowing both the user and any supervising educator to review the learning journey at any time. The recorded progress helps the system adjust the learning path for the user, ensuring that subsequent problems and feedback are tailored to the user's individual learning needs. In some embodiments, the progress data may be used to generate reports or summaries that provide a comprehensive view of the user's achievements and areas requiring additional focus.
In an embodiment, the method comprises the step of displaying cumulative results on said visual display device based on said progress of said user. The cumulative results reflect the user's overall performance over a series of mathematical problems and may include metrics such as total problems completed, accuracy rate, strengths in specific mathematical areas, and areas requiring further attention. Said results are presented visually on the display device in a clear and easy-to-understand format, allowing the user to assess overall progress. The display of cumulative results may occur at predefined intervals, such as after a set of problems is completed, or upon request by the user. Said cumulative results may serve as a benchmark for the user's progress and provide motivation for further learning. Additionally, the results may be stored for long-term tracking, enabling the system to adapt future learning activities based on trends identified in the user's performance history.
In an embodiment, the input interface comprises a touch-sensitive screen configured to receive gestures corresponding to mathematical operations. The touch-sensitive screen may detect and interpret user gestures, such as swipes, taps, or multi-finger inputs, that are used to interact with mathematical problems displayed on a visual display device. Such gestures may be associated with specific mathematical operations, including addition, subtraction, multiplication, or division. For example, a user may swipe upwards to indicate an increase in value or perform a pinch gesture to resize visual elements representing mathematical entities. Said touch-sensitive screen may allow users to directly manipulate mathematical objects, such as moving graphical representations of numbers or symbols into designated positions, thereby creating an interactive learning environment. In certain cases, the touch-sensitive screen may support advanced gestures, such as drawing lines, shapes, or graphs to solve geometry or algebraic problems. Said interface is also capable of recognizing input from styluses or similar tools, enabling precision in writing or drawing. The touch-sensitive screen may incorporate multi-touch technology, allowing the system to interpret multiple simultaneous inputs for more complex operations. Such a screen serves as a dynamic and flexible interface, offering users the ability to engage with mathematical problems in a hands-on manner, enhancing the overall interactive learning experience.
In an embodiment, the feedback provided to the user includes audio instructions offering step-by-step guidance for solving mathematical problems. Such audio instructions are generated based on an analysis of the user's input and provide spoken guidance to explain mathematical concepts, operations, or solutions in a sequential manner. Said audio feedback may be presented immediately after user input is received or when an incorrect solution is submitted, offering real-time support to the user. The system can deliver detailed instructions that guide the user through each step of the problem-solving process, explaining operations such as addition, subtraction, multiplication, or division. Additionally, said audio instructions may offer tips or suggestions to correct errors made during problem-solving, breaking down the solution into manageable steps. Audio instructions may vary depending on the complexity of the problem, with more detailed explanations provided for advanced concepts. Said instructions may also be customized to the user's learning style or preferences, offering different levels of detail based on user proficiency. Audio feedback may be delivered through built-in speakers, headphones, or other suitable audio output devices connected to the system. The use of audio instructions enables users to reinforce understanding by listening to verbal explanations, which can complement visual learning and improve overall comprehension of foundational mathematical concepts.
In an embodiment, mathematical problems are categorized into different difficulty levels based on the user's performance, and such difficulty levels are automatically adjusted as the user progresses. Said categorization may involve grouping problems according to their complexity, ranging from basic arithmetic operations to more advanced mathematical concepts such as algebra, geometry, or calculus. The system monitors the user's responses and performance metrics, such as accuracy, speed, and consistency, to determine the user's proficiency level. Based on said performance data, the system adjusts the difficulty of subsequent problems by selecting problems from different categories or modifying the complexity of current problems. For instance, if the user consistently solves problems correctly, the system may increase the difficulty by introducing more complex problems or reducing the time allowed for responses. Conversely, if the user encounters difficulties, the system may decrease the difficulty level to reinforce understanding of fundamental concepts before progressing to more challenging problems. Said automatic adjustment ensures that the learning experience remains tailored to the user's abilities, providing a balanced progression through the material. The system may employ predefined criteria to classify problems into categories or use adaptive learning techniques to generate new problems dynamically based on user performance.
In an embodiment, the method includes providing visual representations of mathematical concepts in the form of interactive diagrams displayed on the visual display device. Said visual representations may include graphical elements such as charts, graphs, geometric shapes, number lines, or other visual aids that represent mathematical relationships or operations. Users may interact with such diagrams to explore mathematical concepts in a more intuitive and visual manner. For example, users may manipulate geometric shapes to understand area or perimeter calculations or move points on a graph to explore linear equations. Said diagrams may be dynamic, changing in response to user input, thereby allowing users to experiment with different scenarios and observe the effects of their actions. Additionally, visual representations may be used to demonstrate abstract concepts, such as fractions, ratios, or probabilities, by providing concrete visual aids that simplify complex ideas. The visual display device may present interactive elements that the user can manipulate, such as dragging, resizing, or rotating shapes, enhancing the user's ability to engage actively with the mathematical material. Such visual aids offer an alternative to text-based problem-solving, catering to different learning styles and supporting a deeper understanding of mathematical principles through visual interaction.
In an embodiment, cumulative results displayed on the visual display device include a detailed report of correct and incorrect responses and areas requiring additional practice. Said report is generated based on the user's performance over a series of mathematical problems and provides a comprehensive analysis of the user's strengths and weaknesses. The detailed report may present information in both numerical and graphical formats, displaying metrics such as the total number of problems completed, the percentage of correct answers, and the average time taken per problem. Said report may also highlight specific mathematical concepts or operations where the user has encountered difficulties, providing suggestions for further practice or study. Additionally, the report may track user progress over time, comparing current performance with past sessions to show improvement or regression. Areas requiring additional practice may be identified based on the frequency of incorrect answers or the user's response time, helping the user or an instructor to target specific skills for reinforcement. Said cumulative results are displayed in a user-friendly format, allowing for easy interpretation of performance data and offering valuable insights into the user's learning trajectory.
In an embodiment, user input is analyzed by comparing such input to pre-stored correct solutions corresponding to the mathematical problems. The system performs a real-time evaluation of the user's responses by retrieving correct solutions from a database or memory storage. Said comparison involves checking the user's input for accuracy against predefined answers or acceptable ranges of solutions for each problem. If the user input matches the pre-stored correct solution, the response is classified as correct, and if it deviates, the response is deemed incorrect. Said analysis may also consider partial correctness in cases where the user has performed some steps of a multi-step problem accurately but has made errors in the final calculation. Additionally, the system may analyze the method or steps taken by the user to solve the problem, evaluating whether the operations performed align with standard mathematical practices, even if the final answer is incorrect. The comparison process enables the system to provide accurate and immediate feedback based on the user's performance, facilitating an interactive and responsive learning experience.
In an embodiment, the method further comprises the step of providing real-time hints on the visual display device based on the user's response pattern during mathematical problems. Said hints are generated dynamically as the system detects patterns in the user's responses that indicate difficulty or misunderstanding. For example, if the user consistently makes errors in specific steps of a problem, the system may provide contextual hints that guide the user toward the correct solution. Said hints may include tips, reminders of relevant mathematical rules, or suggestions for alternative approaches to solving the problem. Real-time hints are displayed alongside the problem or within interactive elements, allowing the user to access help without disrupting the flow of learning. The system may adjust the timing and content of the hints based on the user's response history, providing more detailed guidance if repeated mistakes occur. Said hints are designed to support the user in developing problem-solving skills and understanding key mathematical concepts, offering assistance when needed while still encouraging independent learning.
In an embodiment, the method further comprises the step of enabling customization of mathematical problems based on specific educational needs or preferences of an instructor or user. Said customization allows the system to modify the content, format, or difficulty level of the problems to match the user's learning goals or areas of focus. For example, an instructor may specify certain types of problems to be included, such as arithmetic, geometry, or algebra, or may adjust the difficulty level to challenge advanced students or provide remedial support for struggling students. Customization may also involve setting time limits for solving problems or configuring the system to present problems in a specific sequence. Additionally, users themselves may have the option to customize the learning experience, selecting problem categories, adjusting the visual display format, or enabling or disabling certain interactive features. Said customization ensures that the learning experience is tailored to the unique needs of each user, offering a flexible and adaptive approach to teaching foundational mathematical concepts.
In an embodiment, the method comprises the step of storing the progress of the user in a database for tracking learning over a predetermined period of time. Said progress data includes information related to the user's performance, such as the number of problems completed, accuracy rates, response times, and areas of improvement. The system stores said data in a structured format within a database, allowing for the long-term monitoring of the user's learning journey. Progress tracking may be conducted over days, weeks, or months, providing insights into how the user's mathematical abilities evolve over time. Said data may be used to generate performance reports, identify trends in user behavior, or adjust the difficulty and content of future problems based on the user's historical performance. Additionally, progress data may be accessed by instructors or administrators to assess the user's achievements and plan future educational activities. The storage of user progress ensures that learning is continuous and data-driven, offering a record of the user's development across multiple sessions.
FIG. 2 illustrate the decision-based flow diagram of a method for teaching foundational mathematical concepts through interactive learning, in accordance with the embodiments of the present disclosure. The process begins by presenting mathematical problems on a visual display device. An input interface is provided to enable the user to interact with the displayed problems. The system then receives the user's input and analyzes it to determine correctness. At the decision point, if the input is correct, feedback is generated to confirm the correct response. If the input is incorrect, the system provides feedback that includes instructional guidance to help the user understand the correct solution. Following the feedback, the system adjusts the difficulty level of subsequent problems based on the user's performance. The process continues by recording the user's progress, including their performance and interactions. Finally, cumulative results are displayed on the visual display device, summarizing the user's overall progress and performance trends, ensuring personalized and adaptive learning.
In an embodiment, presenting mathematical problems to a user on a visual display device allows for real-time interaction with the content. The visual display device can show problems in various formats, such as text, images, or interactive elements like graphs or shapes, enhancing the flexibility of content delivery. The user can easily visualize complex mathematical concepts, breaking down abstract ideas into more digestible formats. The dynamic presentation of problems facilitates engagement, allowing for instant updates and changes in the displayed problems, based on user input or s












I/We Claims


A method for teaching foundational mathematical concepts through interactive learning, the method comprising the steps of:
presenting mathematical problems to a user on a visual display device;
providing an input interface for the user to interact with said mathematical problems;
receiving user input related to solutions for said mathematical problems via said input interface;
analyzing said user input to determine whether such input corresponds to correct or incorrect mathematical operations;
generating feedback based on said analysis of said user input, wherein such feedback includes an indication of correctness and instructional guidance for said mathematical problems;
adjusting the difficulty level of subsequent mathematical problems based on performance of the user;
recording progress of said user in relation to completion of said mathematical problems; and
displaying cumulative results on said visual display device based on said progress of said user.
The method of claim 1, wherein said input interface comprises a touch-sensitive screen configured to receive gestures corresponding to mathematical operations.
The method of claim 1, wherein said feedback includes audio instructions providing step-by-step guidance for solving said mathematical problems.
The method of claim 1, wherein said mathematical problems are categorized into different difficulty levels based on said user's performance, and said difficulty levels are automatically adjusted as said user progresses.
The method of claim 1, further comprising the step of providing visual representations of mathematical concepts in the form of interactive diagrams displayed on said visual display device.
The method of claim 1, wherein said cumulative results include a detailed report of correct and incorrect responses and areas requiring additional practice.
The method of claim 1, wherein said user input is analyzed by comparing such input to pre-stored correct solutions corresponding to said mathematical problems.
The method of claim 1, further comprising the step of providing real-time hints on said visual display device based on said user's response pattern during said mathematical problems.
The method of claim 1, further comprising the step of enabling customization of said mathematical problems based on specific educational needs or preferences of an instructor or user.
The method of claim 1, wherein said progress of said user is stored in a database for tracking learning over a predetermined period of time.



The present disclosure provides a method for teaching foundational mathematical concepts through interactive learning. The method includes presenting mathematical problems on a visual display device and providing an input interface for user interaction. User input related to solutions for such problems is received via said input interface, and said input is analyzed to determine correctness or incorrectness of mathematical operations. Feedback is generated based on said analysis, including correctness indications and instructional guidance. The method further includes adjusting difficulty levels of subsequent problems based on user performance, recording user progress, and displaying cumulative results on said visual display device based on such progress.


Drawings
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FIG. 1
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FIG. 2

, Claims:I/We Claims


A method for teaching foundational mathematical concepts through interactive learning, the method comprising the steps of:
presenting mathematical problems to a user on a visual display device;
providing an input interface for the user to interact with said mathematical problems;
receiving user input related to solutions for said mathematical problems via said input interface;
analyzing said user input to determine whether such input corresponds to correct or incorrect mathematical operations;
generating feedback based on said analysis of said user input, wherein such feedback includes an indication of correctness and instructional guidance for said mathematical problems;
adjusting the difficulty level of subsequent mathematical problems based on performance of the user;
recording progress of said user in relation to completion of said mathematical problems; and
displaying cumulative results on said visual display device based on said progress of said user.
The method of claim 1, wherein said input interface comprises a touch-sensitive screen configured to receive gestures corresponding to mathematical operations.
The method of claim 1, wherein said feedback includes audio instructions providing step-by-step guidance for solving said mathematical problems.
The method of claim 1, wherein said mathematical problems are categorized into different difficulty levels based on said user's performance, and said difficulty levels are automatically adjusted as said user progresses.
The method of claim 1, further comprising the step of providing visual representations of mathematical concepts in the form of interactive diagrams displayed on said visual display device.
The method of claim 1, wherein said cumulative results include a detailed report of correct and incorrect responses and areas requiring additional practice.
The method of claim 1, wherein said user input is analyzed by comparing such input to pre-stored correct solutions corresponding to said mathematical problems.
The method of claim 1, further comprising the step of providing real-time hints on said visual display device based on said user's response pattern during said mathematical problems.
The method of claim 1, further comprising the step of enabling customization of said mathematical problems based on specific educational needs or preferences of an instructor or user.
The method of claim 1, wherein said progress of said user is stored in a database for tracking learning over a predetermined period of time.
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Documents

NameDate
202411083264-FORM-8 [05-11-2024(online)].pdf05/11/2024
202411083264-FORM 18 [02-11-2024(online)].pdf02/11/2024
202411083264-COMPLETE SPECIFICATION [30-10-2024(online)].pdf30/10/2024
202411083264-DECLARATION OF INVENTORSHIP (FORM 5) [30-10-2024(online)].pdf30/10/2024
202411083264-DRAWINGS [30-10-2024(online)].pdf30/10/2024
202411083264-EDUCATIONAL INSTITUTION(S) [30-10-2024(online)].pdf30/10/2024
202411083264-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [30-10-2024(online)].pdf30/10/2024
202411083264-FORM 1 [30-10-2024(online)].pdf30/10/2024
202411083264-FORM FOR SMALL ENTITY(FORM-28) [30-10-2024(online)].pdf30/10/2024
202411083264-FORM-9 [30-10-2024(online)].pdf30/10/2024
202411083264-OTHERS [30-10-2024(online)].pdf30/10/2024
202411083264-POWER OF AUTHORITY [30-10-2024(online)].pdf30/10/2024
202411083264-REQUEST FOR EARLY PUBLICATION(FORM-9) [30-10-2024(online)].pdf30/10/2024

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