Method and system for supporting and enhancing time management skills
Abstract
A method and system for supporting and enhancing time management skills. Through the use of an electronic time management device, such as a cell phone or other portable digital computer based device programmed to support this method, the user enters information about a task which is then verified and “banked points” are given for correct entry. The banked points can then be used toward a socially desirable reward, such as sending text messages or playing music or watching videos. This is particularly effective in teaching time management skills to young students who may have attention deficit hyperactivity disorder (ADHD).
Claims
exact text as granted — not AI-modified1 - 20 . (canceled)
21 . A method for using a multimedia device for supporting time management skills of a student having an executive function disorder, comprising:
receiving scheduling information about a school assignment from the student, the scheduling information including a description of the school assignment and a time by which the school assignment should be completed; transmitting the scheduling information to a teacher for validation to determine the accuracy of the scheduling information entered by the student, the validation completed independently from the completion of the school assignment by the student; storing banked points in the multimedia device as determined as a result of the accuracy of the entered scheduling information; and providing access to a reward for an amount of time based on the number of banked points, wherein the reward is selected from one or more of:
playing a game on the multimedia device, making or receiving phone calls using the multimedia device, playing music on the multimedia device, watching a video on the multimedia device, or activating an external device for use by the student.
22 . The method of claim 21 , further comprising prompting the student to enter school assignment information in response to detecting that no school assignment information has been entered for a class.
23 . The method of claim 21 , further comprising prompting the student, prior to the student leaving school for the day, to bring home materials needed to complete the assignment.
24 . The method of claim 21 , further comprising prompting the student to hand in a completed assignment.
25 . The method of claim 21 , further comprising randomly awarding a jackpot award to the student in response to receiving a grade on the assignment higher than a threshold grade.
26 . The method of claim 21 , further comprising reducing the number of banked points stored to the multimedia device in response to the teacher adjusting the scheduling information during the validation.
27 . The method of claim 21 , wherein transmitting the scheduling information to a teacher comprises transmitting the scheduling information to a teacher's grade-recording system.
28 . The method of claim 21 , further comprising:
storing additional banked points in the multimedia device as a result of the school assignment being successfully completed.
29 . The method of claim 28 , wherein the number of additional banked points stored in the multimedia device is based on a score received on the school assignment.
30 . A non-transitory computer-readable medium storing a computer program implementing a method, the method comprising:
receiving, at a multimedia device, scheduling information about a school assignment from a student, the scheduling information including a description of the school assignment and a time by which the school assignment should be completed; transmitting the scheduling information to a teacher for validation to determine the accuracy of the scheduling information entered by the student, the validation completed independently from the completion of the school assignment by the student; storing banked points in the multimedia device as determined as a result of the accuracy of the entered scheduling information; and providing access to a reward for an amount of time based on the number of banked points, wherein the reward is selected from one or more of:
playing a game on the multimedia device, making or receiving phone calls using the multimedia device, playing music on the multimedia device, watching a video on the multimedia device, or activating an external device for use by the student.
31 . The computer-readable medium of claim 30 , the method further comprising prompting the student to enter school assignment information in response to detecting that no school assignment information has been entered for a class.
32 . The computer-readable medium of claim 30 , the method further comprising prompting the student, prior to the student leaving school for the day, to bring home materials needed to complete the assignment.
33 . The computer-readable medium of claim 30 , the method further comprising prompting the student to hand in a completed assignment.
34 . The computer-readable medium of claim 30 , the method further comprising randomly awarding a jackpot award to the student in response to receiving a grade on the assignment higher than a threshold grade.
35 . The computer-readable medium of claim 30 , the method further comprising reducing the number of banked points stored to the multimedia device in response to the teacher adjusting the scheduling information during the validation.
36 . The computer-readable medium of claim 30 , wherein transmitting the scheduling information to a teacher comprises transmitting the scheduling information to a teacher's grade-recording system.
37 . The computer-readable medium of claim 30 , the method further comprising:
storing additional banked points in the multimedia device as a result of the school assignment being successfully completed.
38 . The computer-readable medium of claim 37 , wherein the number of additional banked points stored in the multimedia device is based on a score received on the school assignment.Join the waitlist — get patent alerts
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