METHOD OF MONITORING AND ASSESSING KNOWLEDGE Russian patent published in 2019 - IPC G09B7/00 G06F17/20 

Abstract RU 2695829 C1

FIELD: data processing.

SUBSTANCE: invention relates to the field of monitoring and assessment of knowledge, to education. Method provides for creation of educational platform using computer software. Disclosed is a method of assessing knowledge and intellectual capabilities of a player, in which training materials are presented in the form of a role-playing game, where each player is assigned a character having dynamic attributes, variable as the game progresses, where characters respond to questions corresponding to educational materials, at the same time to modify attributes and advantages of character participants must correctly answer questions. Method is characterized by that questions are systematized by scientific fields and age criteria, pre-loaded into game memory, correctness of responses is evaluated automatically without participation of another player or checking that a player has the possibility of selecting a scientific field and an age criterion that the response results both positively and negatively affect character attributes, and the possibility of achieving general game entertainment goals and advancement according to the game correlates these attributes in such a way that the achievement of the game goals and the game character progression degree indicate for all players the educational level of the player controlling such a character, since each attribute is directly associated with a specific scientific topic and clearly identifies (symbolizes) it for all players. Disclosed also is a method of assessing knowledge and intellectual capabilities of statistical sampling of players by age and place of residence, consisting in the fact that using the main above method collects information on players by age and place of residence, after which anonymous generalized results are used to determine the level of education of the age category or the selected geographical area.

EFFECT: high motivation of players to undergo testing of their knowledge, as well as system and completeness of tested knowledge.

7 cl

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RU 2 695 829 C1

Authors

Matrosov Evgenij Gennadevich

Dates

2019-07-29Published

2018-12-26Filed