Apparatus Awarding Playtime Proportional to Test Results

An apparatus for awarding playtime credit proportional to positive performance on educational testing. The apparatus records correct answers to academic questions, such as math, as credits towards time allowed on an attached electronic play device. The amount of time earned or awarded is determined by the number of correct answers provided in response to displayed questions.

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Description
REFERENCE TO RELATED APPLICATION

This patent application claims priority to U.S. provisional patent application entitled “Test 4 time,” having Ser. No. 61/573,341, filed on Sep. 6, 2011, the entirety of which is hereby incorporated by reference into the present patent application.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates generally to controlling power to electronic devices, and more particularly, to devices for controlling time available to play electronic games.

2. Description of Related Art

It is well-known that children enjoy playing video games. Many parents worry about the time their children spend during a day playing video games. If not monitored, some children will spend all their leisure time playing video games. Additionally, many parents worry their children are spending too much time playing video games and not spending enough time on educational games and activities.

Accordingly, there exists a need to incentivize children to engage in educational activities while still limiting the amount of time children spend playing video games.

ASPECTS AND SUMMARY OF THE PRESENT INVENTION

In order to achieve these goals, an aspect of the present invention is to utilize a children's desire to play video games as means for encouraging educational activities.

Another aspect of the present invention is to award or reward children for positive performance on educational activities.

A further aspect of the present invention is to enable a child to practice his or her educational skills and be awarded playtime for successful performance on educational activities without the necessary involvement of a parent.

Another aspect of the present invention is to enable children to earn “playtime currency” or credits by successfully completing educational activities.

An additional aspect of the present invention is to build children's self-confidence and improve their fundamental math skills in adding, subtracting, multiplying and dividing, which will allow children to more easily move up the ladder of mathematics curriculum.

Another aspect of the present invention is to provide an electrical power controlling apparatus that can be used on a myriad of electrically power toys and games to control the amount of time children play on such toys and games.

In order to achieve these aspects, the present invention provides an automated reward apparatus for children learning mathematics and other educational subjects. The reward or “playtime currency” is timed use of an electronically powered device for a given amount of time, such as a video game, a television, a computer, or any other electronically powered device. In a preferred embodiment, the electronically powered device providing timed use receives power from a standard alternating current (AC) outlet.

The present invention uses correct answers to academic questions, math for example, as credits towards time allowed on an attached device. The amount of time earned or awarded (“playtime currency”) is determined by the number of correct answers provided in response to questions.

The apparatus of the present invention consists of two main units. The first is a handheld unit or user interface. The user interface randomly generates questions for a user, typically a child, to answer. The user interface also records credits the user has accumulated for correct answers. At the user's request the user interface translates the credits into minutes of playing time. For instance, ten correct answers could translate into twenty minutes of usable time (two minutes per correct answer) on the device of their choice, such as a video game, computer, TV, or the like. After translating the credits into a time equivalent, that information is transmitted wirelessly to the second main unit, a power controller base station.

The power controller base station is plugged into a standard AC wall socket. The electronic device the user is accumulating time for is plugged into the power controller base station. So if twenty minutes of credited time was sent to the power controller base station, then electricity will be allowed to flow to the electronic device, such as a video game, for twenty minutes. A timer inside of the power controller base station shuts off the flow of electricity at the end of the twenty minutes to the connected device, such as a video game. To gain more playtime, the process will begin again back on the user interface with the answering of more questions and building more time. There are different settings for grade level difficulty factors and also settings for time allowed for each credit.

The user interface is preferably less than a square foot in dimensions and has a monochrome or LCD screen. In other embodiments the user interface can utilize a smaller screen designed to respond to a stylus touching the screen.

For example, the screen display, whatever size, displays:

Preliminary settings are inputted, such as grade level and amount of time given for each correct answer. The system preferably defaults to two minutes per correct answer.

The power controller base station is preferably located near the electronic device being controlled, such as a television or video game. The power controller base station includes a standard power socket receptacle and a cord that plugs into a standard AC wall socket or outlet. The power controller base station receives via electronic radiation transmissions, such as radio or Wi-fi, an amount of time earned on the user interface. The power controller base station allows electrical current to pass from the wall outlet to the electronic device, such as a TV, video game, computer, or the allotted amount of time.

The reward apparatus of the present invention provides a visual and audible warning before the available time runs out, for example five minutes, thus enabling a child to save their game and logoff before the power to the electrical device is terminated. A password function can be included for overriding the system so that parents can utilize the electronic device without having to answer test questions.

The foregoing has outlined, rather broadly, the preferred features of the present invention so that those skilled in the art may better understand the detailed description of the invention that follows. Additional features of the invention will be described hereinafter that form the subject of the claims of the invention. Those skilled in the art should appreciate that they can readily use the disclosed invention and specific embodiments as a basis for designing or modifying other structures for carrying out the same purposes of the present invention, and that such other structures do not depart from the spirit and scope of the invention in its broadest form.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a playtime award apparatus configured in accordance with a preferred embodiment of the present invention;

FIG. 2 is a block diagram of the user interface shown in FIG. 1;

FIG. 3a is an electrical block diagram of the user interface shown in FIGS. 1 and 2;

FIG. 3b is an electrical block diagram of the power controller base station shown in FIG. 1;

FIG. 4 is a block diagram of a layout configured in accordance with and incorporating the present invention;

FIG. 5 is a flowchart of a preferred method of the present invention;

FIG. 6a is a top view of a lockbox configured in accordance with another embodiment of the present invention;

FIG. 6b is a top view of the lockbox shown in FIG. 6a with the top open; and

FIG. 6c is a side view of the lockbox shown in FIGS. 6a and 6b.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Referring now to the drawings, FIG. 1 illustrates a block diagram of a playtime awarding apparatus 11 configured in accordance with the present invention. The apparatus 11 includes a user interface 12, a power controller base station 14, and an electronic play device 16. A user 10, such as a child, utilizes the user interface 12 to answer test questions and obtain playtime credits for using the electronic play device 16. A display on the user interface 12 displays a screen message, such as “Welcome to Test 4 Time”. “Let's Earn Some Fun Time”. Next, the user interface 12 generates random questions for a selected educational topic. For example, if the subject is math, the user interface 12 generates random math questions, such as: 45+22=______.

The user 10 enters an answer using a keypad, touch screen, or other known input device. If the answer is correct, the user interface 12 records the correct answer and generates another question. If the user 10 answers incorrectly, a new question is generated without accumulating an playtime credit. It is up to the user 10 to answer as many questions as they want up to a present time limit. The user interface 12 records the number of correct answers and uses a pre-set multiplier to determine the amount of earned time, and then transmits, preferably wirelessly, the amount of earned time to the power controller base station 14. A “parental control” function is included to set the amount of earned time for each question answered correctly. Thus, if the user 10 answers 20 questions correctly and the multiplier is set at two minutes per correct response, 40 minutes of time will be earned, and that information is transmitted to the power controller base station 14. Different levels of difficulty for different ages are included.

In other embodiments, the user interface can be a commercial smart device, such as a smart phone, iPhone®, iPad®, iPod®, or other device having an input, output display, and wireless transmission capabilities. An computer software application could be downloaded to these devices and used in place of a customized built handheld user interface 12. Similarly, the user interface 12 can be programmed to have separate accounts for different users, and these separate accounts could be password protected.

The power controller base station 14 contains a standard AC power receptacle that the desired play device will plug into, such as a video game. The power controller base station 14 also has a power cord exiting the unit that will plug into a standard AC wall socket. A button that says “FUN TIME” is included on the user interface 12. Depressing the “FUN TIME” button causes “earned” time information to be transmitted to the power controller base station 14. Using the example from above, a 40 minute credit is sent from the user interface 12 to the power controller base station 14. The power controller base station 14 then allows the current to flow to the electronic play device 16, such as a video game or television. A timer will count to 40 minutes and at the end of the 40th minute the power will be cut off to the electronic play device 16 receiving power from the power controller base station 14. The counter can be in either the user interface 12 or the power controller base station 14. The user interface 12 includes an external timer on its display screen so the user 10 can always reference how much time is left in that session. To give the user 10 a chance at an uninterrupted gaming experience, at two minutes before their time is finished an alarm will sound on the user interface 12. The user 10 will have the ability to pause and save the game they are playing so more time can be earned.

FIG. 2 illustrates a block diagram of the user interface 12 shown FIG. 1. A user 10 interacts with the user interface 12 by via an input/output device 20, such as a keypad and liquid crystal display (LCD), on the interface 12. While a display and keypad are the preferred devices for enabling a user 10 to interact with the user interface 12, other known input and output devices can be used, such as a touch screen. A subject matter source 22 electrically connected to the input/output device stores data for questions and answers from educational subjects, such as math, science, English, social studies, geography, or any other desired subject. The subject matter source 22 further includes a random question generator for providing individual questions from an education subject selected by the user 10.

The input/output device 20 and subject matter source 22 are both electrically connected to a question selector and validator 24. The question selector and validator 24 compares the inputted answers with each question to determine if a question was answered correctly based on data received from the subject matter source 22. A credit accumulator 26, electrically connected to the question selector and validator 24, receives a signal from the question selector and validator 24 when a question is answered correctly. The credit accumulator 26 records and tabulates a running total of the number of correctly answered questions.

A value tracker 28 is electrically connected to the credit accumulator 26. When the user 10 wants to begin playing on the electronic play device 16, the user 10 inputs a request to the user interface 12 to begin using the electronic play device, and the credit accumulator sends a signal to the value tracker 28 providing the number of questions answered correctly. The value tracker then multiplies the number of correctly answered questions by the time value assigned to each question. Thus, for example, if two minutes are assigned to each correctly answered question, and the user has accumulated 20 correctly answer questions, then the value tracker 28 sends a signal to the power controller base station 14 that the user has earned 40 minutes of playtime.

FIG. 3a is an electrical block diagram of the user interface 12 shown in FIGS. 1 and 2. The user interface 12 is preferably designed to be handheld. The user interface 12 includes an input device 102, such as a keypad or touch screen, which is electronically connected to a microcontroller 108. A portable power source 104, such as batteries, provides power to the microcontroller 108 and other components of the user interface 12. An output device 106, such as an LCD screen, is electrically connected to the microcontroller 108. A wireless communication device 110 also is electrically connected to the microcontroller 108. The subject matter source 22, question selector and validator 24, credit accumulator 26, and value tracker 28 preferably are provided by and controlled by the microcontroller 108. The microcontroller also controls the input device 102, output device 106, and wireless communication device 110.

FIG. 3b illustrates an electrical block diagram for the power controller base station 14 shown in FIG. 1. The power controller base station 14 includes an alternating current (AC) to direct current (DC) converter 122 to provide power to a microcontroller 128. The AC to DC converter receives 120 volts AC power from a standard AC wall socket to via a 120-volts AC-in 124 connector, such as a standard power cord, to which the power controller base station 14 is connected. The 120-volts AC-in 124 also is connected to a switch or relay 125, such as a MOSFET, for allowing AC power to flow to a 120-volts AC-out socket 126 which is externally located on the power controller base station 14. A power cord from the electronic play device 16 is to be connected to the 120-volts AC-out socket 126.

The microcontroller 128 is electrically connected to the relay 125 for controlling the flow of AC power to the 120-volts AC-out socket 126. A wireless communication device 130 also is electrically connected to the microcontroller 128 for communicating received wireless transmitted data from the user interface 12.

FIG. 4 is a block diagram of a preferred layout configured in accordance with and incorporating the present invention. Illustrated are the user interface 12 and the power controller base station 14. The user interface 12 and the power controller base station 14 communicate via a wireless communication 13. The power controller base station 14 is connected to and powered by a standard AC wall socket 15. An electronic play device 16, here a video game 17, has its power cord 19 plugged into the 120-volts AC-out 126 external socket of the power controller base station 14. The video game 17 has a video output 23 connected to the television 21.

FIG. 5 is a flowchart of the preferred method of the present invention. Beginning at Start 40, the process next retrieves the current total of credits for questions answered correctly at step 42, and then displays the total credits at step 44. If the user 10 elects not to use available credits next at step 46, the process proceeds to step 48 and inquires if the user wants to add credits. If the user selects no, the process returns to step 44, and if the user selects yes to adding credits, the process proceeds to step 50 wherein the system displays test menu and request an educational test category, such as math, geography, or science. The process next moves to step 52 wherein the user 10 selects the educational test category, and the system displays a test question and the user 10 enters his or her answer to the question. The format for the questions can be fill in the blank or multiple choice, depending upon the subject matter.

The process moves next to step 54 to determine if the entered answer was correct. If the answer was correct, the process proceeds to step 56 to accumulate credits, and then to step 58. If an incorrect answer is entered, the process moves directly to step 58. At step 58 the process inquires if the user desires to answer more questions to gain additional credits. If the user selects yes, the process returns to step 52; and if the user selects no, the process moves directly to step 60. At step 60 the system prompts the user to use credits. Next, at step 62, if the user inputs no to using credits, the process returns to the main menu at step 44; if the user desires to use acquired credits at step 62, the process proceeds to step 64.

The process moves to step 64 in response to the user selecting yes to use acquired credits at step 62 or selecting yes to use credits at step 46, discussed above. At step 64, the process begins supplying electricity to the electronic play device 16, such as a video game. The process moves next to step 66 to check if the credits are still available after using the first increment of time, which for example, could be 2 minutes. So, if each credit is good for 2 minutes, 20 credits would allow 40 minutes of playtime. The system would then check every two minutes to determine of time credit is still available. If credits are still available, the system move to step 68 to decrement a credit; if no credits are left at step 66, the process moves to step 72 to disable power to the electronic play device 16. From step 72, the system proceeds back to the main menu at step 44.

If credits are still available at step 66, the process proceeds to step 68 to decrement a single credit. If there is only one credit left at step 68, the system issues an audio alert and a visual alert on the output device 106 of the user interface 12 to alert the user that time is running out, and the user should save the game and logout. From step 68, the system proceeds to 70 wherein the system updates the display on the output device 106 to keep the user 10 advised of the available time left. From step 70, the process returns to step 64, and the process continues until the time credits are used up or the user inputs on the user interface 12 that he or she desires to terminate play before all the available playtime credits have been used.

FIG. 6a illustrates a top view of a lockbox 200 configured in accordance with the present invention. A lid 202 is shown having a user interface 220 with a display 222 and an input keypad 224 secured to the lid 202. The user interface 220 includes an electronic lock for securing the lid 202 to the bottom 204 (FIGS. 6b and 6c) of the lockbox. The lockbox 200 is sized to receive multiple handheld electrically powered games. Access to the lockbox 200 is gained by answering a predetermined number of educational questions on a user interface 220 to open the lockbox 200 and be able to take out electronic toys stored inside. The user interface 220 is similar to the user interface 12, except the user interface 200 unlocks the lockbox 200 instead of transmitting data to the power controller base station 14 when a predetermined number of correct answers are achieved by a user.

FIG. 6b is a top view of the lockbox 200 with the lid 202 opened or removed, and exposing the bottom 204 of the lockbox 200. Inside the lockbox 200 on the bottom 204 is a power strip 206 having multiple power outlets 208. During the evening and/or when the lockbox is closed with one or more electronic toys inside, the electronic toys are plugged into the sockets 208 of the power strip 206 to charge. The power strip 206 receives power from a wall socket 210 external and separate from the lockbox 200. A power cable 211 from the lockbox 200 is plugged into the wall socket 210 to provide power to the power strip 206.

FIG. 6c is a side view of the lockbox 200 shown in FIGS. 6a and 6b. The bottom 204 and the lid 202 of the lockbox 200 shown in FIGS. 6a and 6b are illustrated.

Claims

1. An apparatus for awarding playtime proportional to positive educational activity, comprising:

a user interface comprising a first processor, an input device, and an output device, and a first communication device; and
a power controller base station in communication with the user interface via a second communication device for receiving signals from the user interface indicating amount of playtime available for the power controller base station to provide power to an electronic device, said power controller base station comprising a second processor, an AC input, an AC to DC converter, and an AC power supply outlet under the control of the processor.

2. The apparatus of claim 1, further comprising:

an electronic play device that is powered by an AC power source, said electronic play device having a power supply cord connected to the AC power supply outlet of the power controller base station.

3. The apparatus of claim 2, wherein the electronic play device is a video game.

4. The apparatus of claim 2, wherein the electronic play device is a computer.

5. The apparatus of claim 2, wherein the electronic play device is a television.

6. The apparatus of claim 1, wherein the first and the second communication devises include a wireless communication device.

7. The apparatus of claim 1, said user interface including a microcontroller.

8. The apparatus of claim 1, said user interface including a subject matter source for storing educational questions and answers.

9. The apparatus of claim 1, said user interface including a random question generator for randomly selecting a question to be displayed on the output device of the user interface.

10. The apparatus of claim 1, said user interface including a credit accumulator for recording total amount of educational questions answered correctly by a user, and a value tracker for multiplying number of total credits by a time value assigned to each credit to calculate playtime available to the user.

11. The apparatus of claim 1, said power controller base station including a relay under control of the second processor for providing and terminating AC power to the AC power supply outlet.

12. The apparatus of claim 11, wherein the relay includes a MOSFET.

13. The apparatus of claim 1, wherein the user interface communicates to the power controller base station over an electrical wire connected between the user interface and the power controller base station.

14. The apparatus of claim 1, wherein the input and output device is a touch screen.

15. A method for awarding playtime proportional to positive performance answering educational questions, said method comprising the steps of:

offering a question to be answered correctly;
inputting a correct answer to the question;
storing a credit for each question answered correctly;
multiplying number of stored credits by a time value assigned to each credit; and
providing power to an electronic device for a time period proportional to accumulated number of credits.

16. The method of claim 15, further comprising the step of:

inquiring if user desires to earn more credits.

17. The method of claim 15, further comprising the step of:

terminating AC power provided to an AC outlet after the time period proportional to the number credits runs out.

18. A lockbox, comprising:

a box having a lid;
an electronic lock for keeping the lid closed on the box, and the lock capable of being opened electronically;
a power strip inside the box having at least one power outlet;
a power cord extending outside the box for providing electrical power to the power strip when the power cord is plugged into an electrical socket; and
a user interface comprising a first processor, an input device, and an output device, wherein the user interface is electrically connected to the electronic lock send a release signal to electronic lock when predetermined number of correct answers are entered in the input devise in response to questions displayed on the output devise.

19. The lockbox of claim 18, said user interface including a subject matter source for storing educational questions and answers, and a credit accumulator for recording total amount of educational questions answered correctly by a user.

20. The lockbox of claim 19, said user interface including a random question generator for randomly selecting a question to be displayed on the output device of the user interface.

Patent History
Publication number: 20130059645
Type: Application
Filed: Sep 6, 2012
Publication Date: Mar 7, 2013
Inventor: Timothy J. Smock (Aurora, IL)
Application Number: 13/605,954