Entries |
Document | Title | Date |
20080268406 | Word problem solving apparatus - The present invention provides an apparatus that assists a student with learning how to solve word problems, including cash flow type problems, by using the sense of touch to establish a greater pattern of formula recognition and usage. The word problems include a finite set of constant values for a predetermined number of variables. The apparatus includes a preliminary equation that is presolved for a particular set of values. A final equation is also presolved for the particular set of values. The preliminary equation and final equation are movably placed onto a work area which preferably includes a measurement line. | 10-30-2008 |
20090017427 | Intelligent Math Problem Generation - A problem generator that takes an input as a math problem, analyzes the math problem, and intelligently spawns similar example problem types. The output is a set of math problems based on the conditions set during analysis and customization. For example, if the original problem deals with linear equations, this will be detected during analysis and used to spawn other linear equations as problems. Moreover, if the answer to the original problem is in integer format, so will the answers to the spawned problems. A customizable UI is designed to allow further customization of problem conditions to generate an accurate set of problems based on the initial input. Problem generator templates can be created, shared and modified for distribution and/or future use. Additionally, problem generation APIs can be extended for external code to automate and consume generated math problems. | 01-15-2009 |
20090023121 | Word problem solving apparatus - The present invention provides a method and apparatus which assists a student in their approach and understanding to solving algebraic word problems. The invention includes a predetermined set of word problems. The student solves the word problem by selecting appropriate rate bars which are responsive to a selected word problem and placing the selected rate bars in proper placement with respect to a measurement line. The student also selects the proper equation, which also includes pre-solved solutions for the selected word problem. The student thus solves the problem through the use of the rate bars alone or in conjunction with a parallel solution provided in the pre-solved equation. | 01-22-2009 |
20090269727 | NETWORK APPARATUS, SYSTEM AND METHOD FOR TEACHING MATH - A network for teaching mathematics having a teacher device for forming a mathematical query networked to a student device for receiving the input data from a student on a network is disclosed. The student device on the network may use a numerical key pad for entering mathematical solutions and a display for seeing the input. Additionally, a method for networking students and teachers for mathematics comprising forming a mathematical query on a teacher device and receiving data from a student device related to the formed query over a network with the teacher device is disclosed. | 10-29-2009 |
20100173270 | MATHEMATICS GAME - A mathematics game for playing by a plurality of players, includes a plurality of different types of dice. The dice include a first set of dice having a first predetermined number of faces with predetermined numeric values provided thereon; a second set of dice having the first predetermined number of faces with either “+” or “−” symbols provided on each of the faces (representing positive or negative); and a third set of dice having the first predetermined number of faces with different mathematical function symbols provided on the respective faces. The game also includes a score card provided for each of the plurality of players. The score card includes a first region for entering number values corresponding to a throw of the first type of dice; a second region for entering “+”/“−” values corresponding to a throw of the second type of dice; a third region for entering mathematical functions corresponding to a throw of the third type of dice; a fourth region for entering a mathematical equation based on information in the first, second and third regions; and a fifth region for entering a cumulative score of the respective player. | 07-08-2010 |
20100216101 | Method and device for teaching and/or calculating mathematics - A device and method for teaching, solving, and/or illustrating mathematical principles and equations is disclosed. The device comprises a set of increasing numerical values arrayed on a spectrum, each numerical value represented by a length, each length comprising a visual marker representative of the numerical value; wherein the visual marker is repeatedly displayed on the spectrum in a pattern corresponding to or at intervals in accordance with the visual marker's numerical value. Alternatively, the device may comprise a set of increasing numerical values on a spectrum, each numerical value represented by a length, each length comprising distinct visual markers representative of mathematical factors of the numerical value. | 08-26-2010 |
20100285436 | System, method, and apparatus for a portable, combination incubator, dehydrater, and micropropgation science unit - The present invention is a system, method that uses a cost-effective, portable, combination unit that can function as an incubator, dehydrator, and micro-propagation apparatus in the school classroom, at home, in an industrial setting, in a homeland security setting, in a forensic environment, and in the field for culturing, growing, blooming, propagating, and micro-propagating of various plants. In addition, the combination science unit can be use with bio-tissue. | 11-11-2010 |
20100291516 | BRAIN-TRAINING PRESS BLOCK - A brain-training press block includes a casing, which has a partition panel suspending in an accommodation chamber thereof, through holes cut through the partition panel and protruding portions respectively perpendicularly protruded from two opposite sides of the partition panel, and two buttons respectively inserted into the accommodation chamber at two opposite sides relative to the partition panel, each button having a flat base, a plurality of push blocks respectively perpendicularly protruded from one side corresponding to the through holes of the partition panel and a plurality of through holes corresponding to the protruding portions of the casing. A user can alternatively press the two buttons to see a surface change of the flat bas of the button being pressed. | 11-18-2010 |
20110091844 | VIRTUAL BOOK - Computer-readable media, virtual books and methods are provided for teaching, learning and simulating mathematical principles. One or more pages of a plurality of pages of a virtual book that resembles a tangible book may be depicted on an electronic display. Data may be received on one or more of the pages. The data received may be dynamically charted in the virtual book to facilitate interactive learning and application with user data. | 04-21-2011 |
20110123968 | HAND-HELD EDUCATIONAL GAME - A hand-held educational game includes: a transparent container having an inner surface; a receptacle on the inner surface; a text message on the inner surface associated with the receptacle; and an object, moveable by the user, adapted to associate with the receptacle. The user views the device and text through the container and manipulates the container so as to associate the object with the receptacle. | 05-26-2011 |
20110244434 | System and Method of Analyzing Freeform Mathematical Responses - A system and method are provided of analyzing a response expression in a freeform format as entered by a student in response to testing and practice questions presented by a computer system. The method can include parsing the response expression into tokens stored in a response expression tree. The system can determine whether the response expression tree is legal based on a defined grammar structure. Another operation is comparing a numerical evaluation of the response expression to a numerical evaluation of a reference expression. The similarity between the response expression and the reference expression can then be determined by comparing the response expression tree and a reference expression tree. Feedback can be supplied to the student regarding the overall correctness of the response expression as compared to the reference expression, based on correctness of each response expression element and the types of errors among response elements. | 10-06-2011 |
20110244435 | METHOD AND APPARATUS FOR IMPROVING MATH SKILLS - A method and apparatus for improving math skills is provided. The method and apparatus present groups of problems to a student in a sequential manner, and award points to the student when the student enters a correct response. Statistics regard the student's performance are recorded and may be viewed in a variety of selectable formats so that parents, teachers, and other interested parties can track the students progress. | 10-06-2011 |
20110250571 | NUMBER LINE TOOL AND METHOD - A computer-implemented method for teaching math is disclosed. The method comprises displaying a number line graphic to indicate a relative order between numbers; generating a first problem comprising numbers at least some of which are indicated on the number line graphic; selectively providing guidance for solving the problem; and receiving a user's input as a solution to the first problem. | 10-13-2011 |
20110250572 | TILE TOOL AND SYSTEM FOR TEACHING MATH - A computer-implemented method for teaching math is disclosed. The method comprises displaying a challenge for a learner to solve; displaying in first area a plurality of moveable pieces; displaying a second area defining a receptacle to which the learner can move the moveable pieces in attempting to solve the challenge; and evaluating the learner's response to the challenge. | 10-13-2011 |
20110250573 | PACKING WORKSPACE TOOL AND METHOD FOR MATH LEARNING - A computer-implemented method for teaching math is disclosed. The method comprises generating a number; generating movable items corresponding to the number defining a number of place values for representing the number; graphically marking place value areas corresponding to the place values; allowing a user to move the movable items into the place value areas to represent the number in terms of its place values. | 10-13-2011 |
20110250574 | PICTURE GRID TOOL AND SYSTEM FOR TEACHING MATH - A computer-implemented method for teaching math is disclosed. The method comprises generating a problem for a user to solve; generating a graphical representation of a number associated with the problem; wherein the graphical representation is selected to facilitate subitizing of the number; and overlaying visual guidance on the graphical representation to guide a user as a means to drawing attention to a learning strategy for solving the problem; receiving and checking a user's input as a solution to the problem; and indicating to the user a correctness of the solution. | 10-13-2011 |
20110256514 | METHODS AND SYSTEMS FOR PSYCHOPHYSICAL ASSESSMENT OF NUMBER-SENSE ACUITY - Featured are methods and systems for psychophysical assessment of number-sense acuity. Such methods include determining at least a display time based on participant related information (e.g., age) and selecting images for viewing by the participant based on the participant related information, the selected images having a complexity appropriate for the participant. Such methods further include displaying each selected image to the participant for the determined display time, the participant providing a reply to an assessment question after viewing each selected image, and determining a parameter representative of the psychophysical assessment of number-sense acuity based on each reply by the participant. | 10-20-2011 |
20110275038 | Educational Math Game - An educational game for mathematics has a poly outline or spherical shape board with a continuous play path along its edge and is labeled with different mathematical strands. Strands include question cards, segments labeled as mathematical concepts, and a monetary amount. Game pieces are included but are not part of the game board itself. When a player tosses a positive integer with both dice (E.g. cube subtracted from decahedron) and lands on a segment, he/she will receive credit for correctly answering a strand card question. If the dice toss result is negative, he/she may not attempt a question. If segments are credited to other players, he/she must pay a penalty derived from a mathematical equation. Players will have opportunities to place desks/tables on their credited segments. Greater fees occur with desks/tables present. Players track losses/gains on a money tracking card. The player with the most amount of money after a set time, or a player who has made all other players forfeit wins the game. A means of playing the present game is also disclosed. | 11-10-2011 |
20110294098 | Times Table - Teaching accessories that will help children learn and love arithmetic. Using a table with chips and sectional slots on the table, the child will solve problems by themselves or with others. Starting at a young age will help boost mathematical skills in school, just like learning reading at a young age has helped boost reading skills for children. The parent will select the type of problem the child will solve. The problem is then given and the child will use the chips provided in the corner of the table to solve the problem. The table has ten slots that can hold up to 100 chips on their side alone. The child will move up in skill level and feel accomplishment that will make them want to learn more and do more problems. | 12-01-2011 |
20120077157 | METHODS AND DEVICES FOR EDUTAINMENT SPECIFICALLY DESIGNED TO ENHANCE MATH SCIENCE AND TECHNOLOGY LITERACY FOR GIRLS THROUGH GENDER-SPECIFIC DESIGN, SUBJECT INTEGRATION AND MULTIPLE LEARNING MODALITIES - Novel edutainment methods and devices designed by women for girls, based on learning and motivational psychology research, are provided. Further, the methods and devices provide a learning environment for math education that is integrated, multi-modal, and crafted to enhance the motivation, confidence, and math skills of girls in primary and secondary grades. | 03-29-2012 |
20120107779 | Object-field-based mathematics system - An apparatus includes a processor, a computer memory, a user interface, and computer-executable instructions which enable a user to formulate mathematical expressions via the user interface. The mathematical expression is composed from objects selected from a library of object types in the memory. The object types include primitive objects and non-primitive objects. Non-primitive objects contain at least one field which in turn can contain additional objects; primitive objects have no fields. The mathematical expression is defined by a computer-readable data structure in the memory, and each object and field has a mathematical significance assigned thereto. The data structure uniquely identifies each object and each field, and includes pointers to define nesting of the objects and fields in the mathematical expression. The computer-executable instructions include steps to identify user inputs with at least some of the objects, and to display the mathematical expression represented by the data structure via the display. | 05-03-2012 |
20120129137 | Video and Pictorial Mathematical Learning Kit and Method - A kit and method is described for introducing mathematical concepts to children through video tutorials and pictorial flash cards. The video tutorials include visual and auditory stimulation based on instructional and entertaining skits, cinematic representations and similar means to deliver and reinforce concepts. The flash cards correspond to the content of the videos tutorials, and are useful before, during and after the video tutorials for further reinforcement of the provided concepts. The kit and method utilize association and repetition as a basis to teach young children, and to provide physical meaning of basic mathematical concepts without requiring abstract thought or computational thinking therefrom. The kit may be tailored to a given audience by varying the chosen videos and flash cards based on a predefined lesson plan, allowing an instructor or parent to adjust the difficulty level to an appropriate level for a particular child or classroom of children. | 05-24-2012 |
20120141960 | APPARATUS AND METHOD FOR TOOLS FOR MATHEMATICS INSTRUCTION - In a computer-implemented educational environment, four particular features are provided, which may be used separately or in combination, to drive the instruction of a particular curriculum, e.g. the instruction of fractions. In another implementation, educators and authors may use permutations and combinations of such features to construct in a graphical user interface a progression of interactive elements which help guide a student from visual concepts to procedures, such as equations and formulas. In a particular implementation, by using these features carefully, a curriculum author may design instructional sequences that provide careful, step-by-step sequences that help students progress from understanding the visual concepts, e.g. of fractions, to mastering procedures, e.g. fractions equations. | 06-07-2012 |
20120189990 | Method and System for Training Number Sense - A system and method are disclosed for training number sense of a person by providing content which challenges the approximate number system in the context of an interactive video game. The training of non-verbal number sense is fostered through brain plasticity and learning associated with dynamic interactive video game environments. The present invention may provide tasks to a player through an interactive video game. Actions are received from the player, and a number sense acuity value is measured based on those actions. Feedback is provided to the player based on the number sense acuity value. | 07-26-2012 |
20120208152 | Systems and Methods to Define and Monitor a Scenario of Conditions - Systems and methods to define a scenario of conditions comprising the steps of defining at least one condition for at least one educational objective, the at least one condition being represented by a constraint and scheduling the conditions into a scenario of conditions. In some embodiments, the scheduling is performed by analyzing the constraints using constraint programming. In some embodiments, the constraints comprise mathematical or computational constraints representing a range of variables. Also disclosed are systems and methods to monitor a scenario of conditions. | 08-16-2012 |
20130011817 | APPARATUS FOR IMPROVING AND/OR MAINTAINING NUMERICAL ABILITY - The invention relates to an apparatus for improving and/or maintaining the numerical ability of a subject, by modulating the subjects brain activity. The apparatus can be used for rehabilitation and intervention of subjects having mathematical learning difficulties, such as math dyslexia, dyscalculia or acalculia, to maintain the numerical ability, or for enhancing the numerical abilities or proficiency in normal subjects. The invention also extends to methods for improving numerical abilities and/or maintaining numerical ability. | 01-10-2013 |
20130236863 | SYSTEM AND METHOD FOR PROVIDING TELEPHONY BASED MATHEMATIC TESTING - The present invention generally relates to testing methods. Specifically, the present invention relates to a computer implemented system and method for providing testing in one or more academic subjects over one or more telephone or audio/voice communication means. | 09-12-2013 |
20130266916 | Systems and Methods Using Mathematical Reasoning Blocks - This invention supplies a method to make the abstract, step-by-step logic of math problems visible via the use of digitized mathematical reasoning blocks, which can be used to construct an interactive teaching program that allows a student to select problem sets from an index of problems, allows the student to view a brief instructional video pertaining to that skill if desired, allows the student to chose the mode of problem presentation (i.e., various learning or test modes), allows the student to work randomly generated problems from within the chosen mode and set by picking mathematical reasoning blocks that represent the various necessary/possible sub-steps in route to the solution of that problem. | 10-10-2013 |
20130295536 | APPARATUS AND METHOD FOR TOOLS FOR MATHEMATICS INSTRUCTION - An apparatus and method for computer-implemented tools for mathematics instruction are provided. These tools enable providing a context for a given problem, e.g. a mathematical problem. Such tools enable demonstrating understanding of the problem by enabling paraphrasing the context. The tools enable further understanding of the problem by enabling using models to depict the paraphrase. The tools further enable solving the problem. For example, a tool enables students to learn what it means to multiply fractions, to represent multiplication of fractions using visual models, and to use equations to compute answers. For example, students may be given a story problem as context. They paraphrase this context, choosing between two types of multiplication problems: groups of and part of. Students use one of two models to depict the paraphrase: the Two Number Line Model or the Double Area Model. Students solve the equation. | 11-07-2013 |
20130344462 | Methods And Devices For Edutainment Specifically Designed To Enhance Math Science And Technology Literacy For Girls Through Gender-Specific Design, Subject Integration And Multiple Learning Modalities - Novel edutainment methods and devices designed by women for girls, based on learning and motivational psychology research, are provided. Further, the methods and devices provide a learning environment for math education that is integrated, multi-modal, and crafted to enhance the motivation, confidence, and math skills of girls in primary and secondary grades. | 12-26-2013 |
20140093847 | AUTOMATED TEACHING SYSTEM USING DECLARATIVE PROBLEM SOLVING APPROACH - A system for solving problems in mathematics, natural science, engineering and like disciplines, online or on a computing device. The system includes an interface which employs a declarative approach to solution representation. The interface allows users such as students to enter their solutions by declaring main steps of a solution (in various modes and levels of detail). The interface provides a list from which a student selects an appropriate action and fills out the details of the computations related to the action. The system helps students learn the process of solving problems by teaching them how to divide solutions into logical steps. | 04-03-2014 |
20140106316 | Multiple Mathematical Operation Teaching Device - A teaching device used for teaching mathematical operations that includes: a support defining a fulcrum axis, a lever-like member, a plurality of objects and optionally a cradle. The lever-like member is pivotably supported about the fulcrum axis and has a surface facing upwardly with a plurality of weight stations equidistantly disposed along the length at measured intervals that are assigned numeric values. Each of the objects has a weight that is assigned a numerical value. One or more of the objects can be positioned on the weight stations on each of the first and second ends of the lever-like member. The moments for the first and second ends about the fulcrum are the sum of the products of the weight value and distance from the fulcrum axis for each weight. The lever-like member is in equilibrium when the first moment is equal to the second moment. | 04-17-2014 |
20140212851 | Titles of my related inventions are Binary Mixed Equations, Binary-School Cards, Binary Quads Puzzles and Binary Quads Games. - My Binary Mixed Equation is a new math equation format and my Binary Quads Puzzles, Binary Quads Games and Binary-School Cads are new math related instructional aids I created to introduce students to the world of Base Two numbers, while reinforcing their math kills. I used Binary Coded Decimal number sequences of ones (1) and zeros (0) to represent decimal numbers within a traditional equation format. I then created my Binary Quads Puzzles and Games by combining my Binary Mixed Equations and traditional equations into mathematically functional equation based puzzle designs. I developed a process of individually pivoting a group of equations from their traditional horizontal orientation and then rotating each of them to different angles from 0 to 360 degree before arranging each equation within a crisscrossing, intersecting and bisecting design to create multiple puzzle designs that are functional, instructive and recreational. | 07-31-2014 |
20140272828 | COMPONENTS FOR STEM EDUCATION - Provided herein are construction kits and methods of using the construction kits. The construction kit comprises one or more connector elements and one or more elongate members. Each connector element has a substantially regular prismatic shape and each face of each connector element has a substantially centrally-located opening located thereon to receive an end of an elongate member therein or therethrough. To assist with learning, each connector and rod of the kit can be assigned variable values depending on the educational level of a user. For example, a lower grade may have a coloured elongate member with an integer value, whereas that same coloured elongate member may have a fractional value for a higher grade. | 09-18-2014 |
20140287386 | Method and Apparatus for Teaching and Cognitive Enhancement - The present invention is a teaching and learning tool built on the principle that the human sense of touch makes a significant contribution in the visualization of objects. Sighted individuals can produce visual images inside the brain (commonly referred to as the “mind's eye”) via the sense of touch, where we use our minds, rather than our eyes, to visualize concrete objects allowing us to “get a picture” of that object. A “brain-sight” apparatus is disclosed that provides a box for containing object manipulatives and/or math manipulatives, two openings for receiving hands of a user, which openings are covered by a veil such that the user cannot see into the box. A user who places his hands into the box and manipulates the object manipulatives and/or math manipulatives in response to a posed problem, and then solves the posed problem in a traditional manner, benefits from cognitive enhancement provided by multi-modal stimulation of the somatosensory cortex and lateral occipital cortex. | 09-25-2014 |
20140322680 | Educational System for Creating Mathematical Operations - A system for learning mathematics related to the abacus method for both performing mathematical operations and storing a tally for the result of the latest operation. A computer display comprises a series of cells that are populated during a mathematical operation by dragging a finger or stylus across a cell or cells. The direction in which the finger or stylus is dragged determines the operator, and the number of cells chosen is used with said operator. Operations include addition, subtraction, multiplication, division, and negative multiplication. | 10-30-2014 |
20140329209 | Device for Early Teaching of Mathematics - A device for visual and tactile learning in mathematics. A set is comprised of twenty-two individual clear, square counters; eleven male ( | 11-06-2014 |
20150056581 | SYSTEM AND METHOD FOR LEARNING MATHEMATICS - The present invention provides a system for teaching mathematics comprising: a student input module configured to select an exercise from a group consisting of homework, a race or competition, and practice; a teacher input module configured to select an exercise parameter from a group consisting of setting a home work exercise from scratch, revising a home work exercise based on student results or comparing results between different groups; a question selection module to randomly generate a question depending on the exercise selected and/or the parameter; an answer module configured to parse a response to the question, and to display a result, a dynamically generated graphic and/or any applicable explanation depending on the response; and an avatar module configured to vocalise the explanation depending on a predetermined set of rules for vocalising certain mathematical explanations. | 02-26-2015 |
20150147729 | Pile Manipulation Game - A system and method is provided that enables children to learn and practice number sense and basic numerical operations. In one embodiment, children are invited to move objects that represent units, as well as objects that represent tens, in order to visualize the process of solving basic numerical operations. The movements that are allowed are subject to restrictions and other special behavior, which help children to gain insight in the numerical processes of these basic numerical operations in such a way that a solid foundation is created that prepares them to solve these operations on a purely formal level in a later stage. | 05-28-2015 |
20160027315 | COMPUTING DEVICE PROVIDING ELECTRONIC BOOK DATA WITH CONFIGURABLE PROBLEMS AND CHANGEABLE PARAMETERS AND RELATED METHODS - A computing device may include a display, a memory to store electronic textbook data comprising at least one configurable problem to be solved for a system having a plurality of different parameters, a user input device, and a processor coupled to the display, the memory, and the user input device. The processor may be configured to display the electronic textbook data with the at least one configurable problem on the display, selectively change at least one of the parameters of the system to define a new solution for the at least one configurable problem based upon the user input device, and display the new solution on the display. | 01-28-2016 |
20160027316 | COMPUTING DEVICE PROVIDING ELECTRONIC BOOK DATA WITH CONFIGURABLE PROBLEMS AND CHANGEABLE SOLUTION TECHNIQUES AND RELATED METHODS - A computing device may include a display, a memory to store electronic textbook data comprising at least one configurable problem to be solved using a given solution technique from among a plurality of different solution techniques, a user input device, and a processor coupled to the display, the memory, and the user input device. The processor may be configured to display the electronic textbook data with the at least one configurable problem on the display, selectively change the given solution technique for the at least one configurable problem based upon the user input device, and display a solution for the at least one configurable problem on the display responsive to the change in the given solution technique. | 01-28-2016 |
20160027319 | SYSTEM AND METHOD FOR AUTOMATIC GENERATION OF INTERACTIVE EDUCATIONAL APPLICATIONS - A method for automatically creating an interactive educational application that presents a customized instance of a class of problem in the fields of science, technology, engineering, and mathematics to a learner. An educator uses a development platform running on a computing device. The educator selects a particular class of problem and is then presented with a set of parameters for customization of the selected problem. Parameters of created instances input by the educator include the number of instances of the problem presented to the learner, along with values and rules for values of certain variables of the problem. Problem classes also include graphical elements for display and manipulation by the learner in conjunction with solving the presented problem. Created instances of the problems are output from the development device as interactive educational applications that run on a computing device of the learner or on a remote server over the Internet. | 01-28-2016 |
20160035238 | NEURAL ADAPTIVE LEARNING DEVICE USING QUESTIONS TYPES AND RELEVANT CONCEPTS AND NEURAL ADAPTIVE LEARNING METHOD - Provided are a neural adaptive learning device using question types and relevant concepts and a learning method using the same, the device being capable of: storing curriculum, chapters, question types, problem types, problems, concepts and a relationship between the concepts; providing learning content to a user by using the stored data; connecting a learning history of each user for each problem in association with a chapter, a question type, a problem type and one or more concepts so as to extract a problem to be provided to a user by a neural adaptive method according to a rule defined for each of a plurality of learning levels on the basis of a mutually connected structure; adjusting the priority of a plurality of question types; and providing a concept cloud map for learning. | 02-04-2016 |
20160055756 | Methods and Software for Motivating a User to Partake in an Activity Using an Electronic Motivational Learning Tool and Visual Motivational Stimulus - Methods and software that motivate one or more users to partake in an activity using an electronic motivational learning tool. This functionality can allow students to remain motivated to study even when the subject matter is dry, such as in the case of rote memorization of vocabulary or mathematical concepts. Various corresponding and related methods and software are described. | 02-25-2016 |
20160117953 | System and Method for Remote Collaborative Learning - A system and method are provided for using networked computer devices to access remote collaborative learning resources. The method uses a student computing device to establish a network-connection with an education program, accesses a problem set screen, and selects a problem. If an incorrect answer is submitted to the problem, the student application has the option of accessing a remote education program collaborative learning resource associated with the selected problem. Subsequent to accessing the collaborative learning resource, the student application submits a problem answer to the education program. In response to the resource flag and the submission of a correct problem answer, the education program grants partial credit to the student application or a user identity associated with the student application. Optionally, the problem answers may be submitted with a problem work area screen. The problem work area screen is frozen once the student application accesses a collaborative learning resource. | 04-28-2016 |