Wearable lessons and apparel educational system

The wearable garment system with 2D barcodes links to online lessons, addressing educational inequality by increasing accessibility and engaging learners, offering a cost-effective means for continuous educational engagement.

WO2025250848A1PCT designated stage Publication Date: 2025-12-04THE EXTRAORDINARY LIBRARY ADVENTURE LLC

Patent Information

Application Number
PCT/US2025/031518
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-05-29
Filing Date
2025-05-29
Publication Date
2025-12-04

AI Technical Summary

Technical Problem

Existing educational systems fail to provide equal access to quality education for individuals from low-income backgrounds and rural communities, limiting their ability to engage in academic enrichment opportunities.

Method used

A wearable garment system that incorporates 2D barcodes and graphic artwork, linking to online instructional lessons and courses, allowing users to access educational content through mobile devices by scanning the barcodes, thereby democratizing education and incentivizing learning.

Benefits of technology

The system increases accessibility to educational resources, engages learners through intrinsic interests, and provides a cost-effective means for unlimited impressions of featured content, promoting self-initiated learning and gamification of education.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure teaches a digital learning platform in which lessons and other interactions with the platform key off of a learner's inspiration by a wearer's garment with a graphic design and coding unique to that singular garment. The unique coding enables the learner to connect to the platform with their network connected, code scanning mobile device to access a lesson or course related to the graphic design while the wearer / user of the garment may receive value, points, and credit for the learner's activity.
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Description

[0001] Wearable Lessons and Apparel Educational System CROSS-REFERENCES TO RELATED APPLICATIONS

[0002] This application claims the benefit of U.S. Provisional Application Serial No. 63 / 653,170 filed May 29, 2024, the contents which are hereby incorporated by reference.

[0003] BACKGROUND OF INVENTION

[0004] Field of the invention.

[0005] The present invention relates to innovations in the fields of educational systems and customizable fashion. Wearable Lessons transform ordinary apparel into extraordinary fashion to drive equity in education. Aspects of the present invention can address global education inequality. Aspects of the present invention can increase accessibility for people from low-income backgrounds and rural communities to receive equal access to education and academic enrichment. Wearable Lessons and Digital Learning Platform use individuals’ wardrobes to democratize access to quality education.

[0006] SUMMARY OF INVENTION

[0007] WEARABLE LESSONS™ is a first-of-a-kind method of educational content delivery, that uses wearable garments to deliver K-12 academic instructional lessons and courses to the public over the internet through fashion. Wearable Lessons Formatted Apparel features ornamental designs / graphic artwork in concert with two- dimensional (2D) barcodes that when scanned by a mobile smart device, connects users to online instructional academics lessons and courses related to the ornamental design’s / graphic artwork’s subject matter.

[0008] In some aspects, the techniques described herein relate to a system for education and incentivizing learning, the system including: a learning module database containing a plurality of learning modules, said learning modules adapted to be delivered through a network to a network connected mobile device; a plurality of garments, each garment having a graphic imprint that is adapted to be discernable to an observer standing off from a wearer of said garment, the graphic imprint associated with one of the plurality of learning modules, and an optically scannable symbol imprint that encodes a garment identifier unique to the garment and a network resource address, the optically scannable symbol imprint adapted to be optically scannable by a network connected mobile device held by the observer; a unique identifier database including a garment record for each of the plurality of garments, each garment record retrievable by its associated garment identifier, each record containing an identity of a learning module associated with the respective garment; and a network connected learning management system connected to the learning module and unique identifier databases, said learning management system configured to: receive a query at said network resource address from an observer's device, the query including one of the garment identifiers; query the garment database with the garment identifier to identify a learning module associated with the garment identifier; and retrieve the identified learning module from the learning module database and deliver said learning module to the observer's device.

[0009] In some aspects, the techniques described herein relate to a system wherein the optically scannable symbol is a 2D barcode or a QR code.

[0010] In some aspects, the techniques described herein relate to a system wherein the optically scannable symbol imprint of at least one of the garments is detachably attached. In some aspects, the techniques described herein relate to a system wherein the graphic imprint of at least one of the garments is detachably attached. In some aspects, the techniques described herein relate to a system wherein delivering said learning module to the observer's device includes providing a graphical user interface (GUI) on the user device, the GUI configured to allow a user to selectively access assessments and submodules of said learning module.

[0011] In some aspects, the techniques described herein relate to a method for education and incentivizing learning, the method including: instantiating a learning module database with a plurality of learning modules, said learning modules adapted to be delivered through a network to a network connected mobile device; providing a garment having a graphic imprint that is adapted to be discernable to an observer standing off from a wearer of said garment, the graphic imprint associated with one of the plurality of learning modules, and an optically scannable symbol imprint that encodes a garment identifier unique to the garment and a network resource address, the optically scannable symbol imprint being optically scannable by a network connected mobile device held by the observer; instantiating a unique identifier database including a garment record for the garment, said garment record retrievable by its associated garment identifier, said garment record containing an identity of the learning module associated with the garment; providing a network connected learning management system connected to the learning module and unique identifier databases, said network connected learning management system addressable at said network resource address; receiving, at said network connected learning management system, a query from an observer's device, the query including the garment identifier; querying, by the network connected learning management system, the garment database with the garment identifier to identify the learning module associated with the garment identifier; and retrieving, by the network connected learning management system, the identified learning module from the learning module database; and delivering, by the network connected learning management system, said learning module to the observer's device.

[0012] In some aspects, the techniques described herein relate to a method for education and incentivizing learning further including: providing a user a garment customization interface on a user device, said interface configured to permit the user to select a garment type, the graphic imprint, and a size of the garment.

[0013] In some aspects, the techniques described herein relate to a system, including: a network accessible content management system; an article of wearing apparel; a thematic graphic illustration applied to or attached to an outer surface of said article of wearing apparel, wherein the thematic graphic illustration corresponds to a course hosted on the network accessible content management system; an optically scannable pattern applied to or attached to the outer surface of said article of wearing apparel, wherein the optically scannable pattern is arranged or configured for reading by a camera based image sensor and the optically scannable pattern encodes a network address of the network accessible content management system and an identifier unique to the article of wearing apparel; a client-mobile computing device with a camera-based image sensor, wherein the computing device is further coupled to a graphical user interface (GUI) configured to display and enable control of navigation between units, lessons, topics, resources; and a server infrastructure configured to support the network accessible content management system, user management, wardrobe management, content distribution, and e-commerce operations.

[0014] In some aspects, the techniques described herein relate to a system, wherein each identifier unique to an article of wearing apparel is a serialized identifier. In some aspects, the techniques described herein relate to a system, wherein said article of wearing apparel is made of natural fibers, synthetic fibers, or genetically engineered fibers, or a combination thereof. In some aspects, the techniques described herein relate to a system, wherein said optically scannable pattern is a two-dimensional barcode. In some aspects, the techniques described herein relate to a system, wherein said optically scannable pattern is a QRCode. In some aspects, the techniques described herein relate to a system, wherein said server infrastructure, includes a content delivery network integrated with one or more servers to provide on-demand access to a plurality of educational themed courses and multimedia content. In some aspects, the techniques described herein relate to a system, wherein said GUI is configured to display an online shopping module enabling end-users to browse, select, and purchase products. In some aspects, the techniques described herein relate to a system, wherein the server infrastructure configured to support wardrobe management indexes, categorizes, and organizes a plurality of database records for disparate articles of wearing apparel by linked course subject matter themes.

[0015] In some aspects, the techniques described herein relate to a system, wherein said GUI) is configured to display a module to view a thumbnail of a selected article of wearing apparel, a value of said selected article of wearing apparel, a calculated Style Rating of said selected article of wearing apparel, and comments pertaining to said selected article of wearing apparel. In some aspects, the techniques described herein relate to a system, wherein said GUI is configured to display a module enabling user exchange or transfer an article of wearing apparel between user accounts, including the article of wearing apparel, rights granted in connection with the thematic graphic illustration thereon, or a combination thereof connected.

[0016] In some aspects, the techniques described herein relate to a system, wherein said GUI is configured to display a module enabling user toggling and filtering between articles of wearing apparel associated with a user account and articles of wearing apparel associated with other users they have scanned. In some aspects, the techniques described herein relate to a system, wherein said GUI is configured to display a module enabling a user to associate an article of wearing apparel to their user account. In some aspects, the techniques described herein relate to a system, wherein said GUI is configured to display a dashboard enabling a user to view their user account's lesson progress. In some aspects, the techniques described herein relate to a system, wherein said GUI is configured to display a dashboard enabling a user to monitor a lesson progress and impressions from scans of other users' accounts whose wardrobes are coupled to articles of wearing apparel within a lessons collection of the user.

[0017] In some aspects, the techniques described herein relate to a system, wherein said GUI is configured to display a dashboard enabling an administrator of a group to monitor lesson progress of users' accounts whose wardrobes are coupled to articles of wearing apparel within a wearable lesson collection of the group. In some aspects, the techniques described herein relate to a system, wherein said GUI is configured to display a module enabling interaction between user accounts including assigning comments or assigning ratings to articles of wearing apparel coupled to other user account wardrobes.

[0018] BRIEF DESCRIPTION OF THE DRAWINGS

[0019] The accompanying drawings, which are included to provide a further understanding of the disclosed subject matter, are incorporated in, and constitute a part of this specification. The drawings illustrate exemplary embodiments of the disclosed invention and together with the detailed description, serve to demonstrate the fundamental principles of said invention.

[0020] FIG. 1 illustrates an exemplary WEARABLE LESSONS™ T-Shirt in accordance with embodiments of the invention.

[0021] FIG. 2 illustrates an exemplary system in accordance with embodiments of the invention.

[0022] FIG. 3 illustrates an exemplary process for launching a Wearable Lesson in accordance with embodiments of the invention.

[0023] FIG. 4 illustrates exemplary Wearable Lessons process paths in accordance with embodiments of the invention.

[0024] FIG. 5 illustrates an exemplary Wearable Lessons initial scan and landing page in accordance with embodiments of the invention.

[0025] FIG. 6 illustrates an exemplary process for school and student participation in Wearable Lessons Clothing and Apparel Landing Pages in accordance with embodiments of the invention.

[0026] FIG. 7 illustrates an exemplary Marketplace Categories page in accordance with embodiments of the invention.

[0027] FIG. 8 illustrates an exemplary Marketplace Shop Apparel page in accordance with embodiments of the invention.

[0028] FIG. 9 illustrates an exemplary System Log In I Create Account Screen in accordance with embodiments of the invention.

[0029] FIG. 10 illustrates an exemplary pair of QR codes illustrating potential wear and degradation. FIG. 11 illustrates an exemplary LINKED LESSONS™ lesson Format page in accordance with embodiments of the invention.

[0030] FIG. 12 illustrates an exemplary Linked Lessons lesson Pre / Post-Assessment page in accordance with embodiments of the invention.

[0031] FIG. 13 illustrates an exemplary Linked Lessons Inner Modules page in accordance with embodiments of the invention.

[0032] FIGS. 14A and 14B illustrates an exemplary Patent Puzzle Game page in accordance with embodiments of the invention.

[0033] FIG. 15 illustrates an exemplary Channels page in accordance with embodiments of the invention.

[0034] FIG. 16 illustrates an exemplary My Wardrobe page in accordance with embodiments of the invention.

[0035] FIG. 17 illustrates an exemplary Garment Viewer Window in accordance with embodiments of the invention.

[0036] FIG. 18 illustrates an exemplary Passport page in accordance with embodiments of the invention.

[0037] FIG. 19 illustrates an exemplary Teams page in accordance with embodiments of the invention.

[0038] FIG. 20 illustrates exemplary roles in accordance with embodiments of the invention.

[0039] FIG. 21 illustrates an exemplary course and garment creation process in accordance with embodiments of the invention.

[0040] DETAILED DESCRIPTION

[0041] Reference will now be made in detail to exemplary embodiments, discussed with regard to the accompanying drawings. In some instances, the same reference numbers will be used throughout the drawings and the following description to refer to the same or like parts. Unless otherwise defined, technical and / or scientific terms have the meaning commonly understood by one of ordinary skill in the art. The disclosed embodiments are described in sufficient detail to enable those skilled in the art to practice the disclosed embodiments. It is to be understood that other embodiments may be utilized and that changes may be made without departing from the scope of the disclosed embodiments. For example, unless otherwise indicated, method steps disclosed in the figures can be rearranged, combined, or divided without departing from the envisioned embodiments. Similarly, additional steps may be added or steps may be removed without departing from the envisioned embodiments. Thus, the materials, methods, and examples are illustrative only and are not intended to be necessarily limiting.

[0042] Overview

[0043] WEARABLE LESSONS™ is a first-of-a-kind system and method of educational content delivery, that uses wearable garments to deliver academic instructional lessons and courses to the public including, for example, K-12 students, over the internet through fashion. Wearable Lessons Formatted Apparel features ornamental designs / graphic artwork / STEM (science, technology, engineering, and mathematics)- related graphics in concert with 2D barcodes that when scanned by a mobile smart device, connects users to online instructional academics lessons and courses related to the ornamental design’s / graphic artwork’s subject matter. How Learning occurs:

[0044] Wearable Lessons Clothing and Apparel can promote self-initiated learning by engaging learners through piqued curiosity and intrinsic interests.

[0045] Location Settings: Wearable Lessons Clothing and Apparel is a formal and informal learning product which can be used in-class, remote learning, or hybrid settings. Whether users are in the classroom, library, museum, science center, theme park, zoo, aquarium, or airport, there's no telling how far their wearable lessons can reach! Benefits:

[0046] • Can make education more accessible.

[0047] • Can identify intrinsically interested recruits through self-initiated learning.

[0048] • System can engage the public at piqued curiosity without use of their metadata.

[0049] • Can provide a one-time fixed cost for unlimited “impressions” of featured content subject matter.

[0050] • Can provide the benefits of static ads with few or none of the limitations of static or digital ads.

[0051] With reference to FIG. 1 , an exemplary item of apparel 100 of a Wearable Lesson, there may be a t-shirt 100 imprinted with a 2D barcode 110 and a graphic artwork 120. In the example of FIG. 1 , graphic artwork 120 illustrates a disassembled hand saw with blade 125, handle 130, barrel screws 140 and 145, and screws 150 and 155.

[0052] Two-Dimensional Barcode(s) 110:

[0053] • May be featured on, but not limited to the FRONT and / or BACK of wearable garment 100.

[0054] • May be featured / com posited with and / or embedded with Graphic Artwork 120.

[0055] • May function as a design element

[0056] • May be used as a design element to intentionally obscure partial view of the Graphic Artwork 120 featured on garment.

[0057] • Links to a Linked Lessons lesson.

[0058] • Features a (1 of 1 ) unique 2D barcode 110 of at least one per garment. In exemplary barcode 110 in FIG. 1 , the barcode is a QR-type barcode encoding an internet address (“extraordinarylibrary.com”) and a hexadecimal number, unique to t-shirt 100 within the Wearable Lessons system (“4a245747”).

[0059] • QR-type codes are taught in U.S. patent no. 5,691 ,527 issued November 11 , 1997, the contents of which are hereby incorporated by reference.

[0060] Featured Graphic Artwork 120:

[0061] • May be featured on, but not limited to FRONT and / or BACK

[0062] • Composite 2D barcode(s) 110 with ornamental design(s).

[0063] • Final composited Ornamental Design Graphic piques curiosity and intrinsic interests from learners.

[0064] With reference to FIG. 2, a system 200 in accordance with embodiments of the invention may include one or more network computing resources 230 comprising a server having a processor 235 and storage 240. Resource 230 may be linked to databases including a unique identifier database 205, a Linked Lessons database 245, an available apparel database 270, and a Users database 250. Resource 230 may be further connected to a network 210 such as the internet and addressable by other computing devices on network 210 through internet addressing schema such as the domain name system. System 200 may include network connected mobile computing devices 510 such as smart phones and tablets. Computing devices 510 may provide for a camera app 505, a browser app 530, and optionally system -specific apps (not shown). Other network computers 260 may include browser app 265. System 200 can also include garment customization equipment 255.

[0065] As used in this disclosure, a database usable in embodiments of the invention includes interconnected hardware components, including processing units, tangible storage media, and communication interfaces, designed to efficiently manage structured and unstructured data. Information may be organized using relational tables, key-value mappings, or hierarchical structures. Databases here enable reliable storage of records and facilitate record retrieval through indexing and query execution.

[0066] With reference to FIG. 3, an exemplary process 300 for launching a Linked Lessons lesson associated with a garment is shown.

[0067] With reference to FIGS. 3 and 5, an exemplary initial Wearable Lesson scanning and process are illustrated. A wearer 500 may wear Wearable Lesson garment 100 and another person (not shown) may use a camera app 505 of their internet connected mobile device 510 to scan (step 310) wearer 500’s garment 100. Camera app 505 recognizes the presence of 2D barcode 110 and resolves it to a linked internet address 520. The person may tap the link to open device 510’s browser 530 to access (step 315) the digital learning platform landing page 540 for garment 100. In some embodiments, browser 530 may be a network connected app specific to the inventive system and method.

[0068] Landing page 540 may include a visual 560 of the garment 100, a media player 545, a post style rating icon 555, a post comment icon 550, and a launch button 565 for launching a Linked Lessons lesson related to the graphic 120 on garment 100. In some embodiments, selecting or tapping visual 560 navigates the user to the Marketplace where the item can be purchased.

[0069] With reference to FIGS 3, 5, and 9, a user may tap or select launch button 565 to launch the related lesson (step 320). If the user has an account and is logged in as tested in steps 325 and 340, respectively, the lesson is launched at step 345. Otherwise, the user is presented with log in screen 900 and the user can tap or select log in button 910 or create account button 920 to create an account at step 330 and / or login at step 335, respectively. Once the user is logged in, the lesson is launched at step 345.

[0070] With reference to FIG. 4, process paths 400, in accordance with embodiments of the invention, an initial safety feature testing step 410 may end the process at inaccessible scan + online materials step 415 if the safety feature is ON. If OFF, after system step 1 (420) of scanning wearable lesson 2d barcode, multiple paths forward are possible. An “A” path may include step 2A (425) of registering apparel in the account on LMS / LXP, system step 3A (430) of accessing wardrobe Linked Lessons + learning modules, and system step 4A (435) generating / adjusting online credits. A “B” path may include system step 2B (440) of accessing the wardrobe for Linked Lessons + learning modules, followed by system step 3B (445) of updating the LMS I adjusting credits for the current owner, and system step 4B (450) initiating trade I adjusting credits for parties. A “C” path may include system step 2C (455) where internet system recognizes degradation of 2d barcode and system step 3C (460) of updating account and adjusting credits. Each path A, B, and C may be followed by system step 5ABC (465) of exchanging credits I purchasing new garments.

[0071] Example Use Cases:

[0072] • Classroom instruction (Ex. School Systems, After-School programs, Camps)

[0073] • Degree Program Recruitment (Ex. Colleges, Universities)

[0074] • Private Industry (Ex. Aerospace and Defense companies)

[0075] • Agency Recruitment (Ex. NASA, Nuclear Regulatory Commission)

[0076] • Public Awareness Campaigns (Ex. Animals close to Extinction)

[0077] • Public Safety Campaigns (Ex. Fire Department)

[0078] • Product Launches (Ex. electronics company, auto manufacturer) Wearable Lessons Class / Group Ordering Use-Case Scenario, refer to FIG. 6 (this example process 600 uses a school setting with students; however, it is applicable to any organization of individuals including employers with employees):

[0079] 1 . School Administrator creates an account at step 601 .

[0080] 2. School Admin starts a school order at step 602.

[0081] 3. Students receive text or email that their school / class has started a Wearable Lessons Order at step 603.

[0082] 4. Student creates user account (with parent or guardian permission) at step 604.

[0083] 5. User logs in at step 605.

[0084] 6. User will be able to choose between the following apparel at step 606: a. Shirts: (ex. Shirts, Jerseys) b. Headwear: (ex. Flat billed hats, Baseball caps, Skull caps, Berets, Beanies, Trapper hats, Cowboy hats) c. Neckwear: (ex. Scarfs, Neck Ties) d. Misc. (ex. Shawl, Wrap, Cardigan)

[0085] 7. User selects the Wearable Lessons Formatted Garment they want to receive at step 607.

[0086] 8. School Admin reviews order at step 608.

[0087] 9. School Admin submits order at step 609.

[0088] 10. Order is prepared at step 610.

[0089] 11 . Order is shipped at step 611 .

[0090] 12. Order is delivered to school.

[0091] 13. Order arrives to classroom.

[0092] 14. Wearable Lessons are distributed to students at step 612.

[0093] With reference to FIG. 7, an exemplary Marketplace page 700, shown on device 510’s browser 530, there may be provided search functionality 770, view cart button 750, menu bar 760 and category buttons including shop apparel button 710, hand-me- downs button 720, buy / rent button 730 for purchase or rental of multimedia, and miscellaneous button 740.

[0094] With reference to FIG. 8, an exemplary Marketplace Shop Apparel page 800, shown on device 510’s browser 530, there may be provided a number of articles of apparel 810 such as t-shirt 830, long-sleeved T 820, short-sleeved button down shirt 850, and hat 840. In some embodiments, selecting or tapping visual one of the articles 810 navigates the user to a page where color, size, and design options can be selected and the article can be purchased. Records pertaining to items available in the Marketplace may be stored in available apparel database 270 and include information needed to indicate availability and options for color, size and design.

[0095] FIG. 9 depicts an illustrative login screen 900 in accordance with embodiments of the invention. Login screen 900 may be accessed via app / browser 530 and include a log in button 910 and create account button 920. In some embodiments, login is effected with third-party authentication protocols such as single sign-on (SSO), federated identity login, and OAuth.

[0096] Garments Connected to LMS / LXP (Digital Learning Platform):

[0097] 1 . Internet connected system linking graphic printed wearable garments to online instructional academic lessons and courses tied to the subject matter.

[0098] 2. Linking wearable garments to instructional academic lessons on a LMS / LXP via One-dimensional or two-dimensional (2D) barcode. 3. Apparel featuring barcode and / or other quick response type indicia: (1 .) alongside ornamental designs / graphic artwork that match the theme and / or general and / or specific to by pic of the to-be launched learning experience, (2.) offered and / or paired in conjunction with an LMS / LXP, (3.) that when scanned navigates users to e-Learning multimedia experiences and activities, or (4.) when scanned initiates an eLearning multimedia experiences and activities.

[0099] 4. Wearable Lessons Clothing and Apparel and clothing may include, but is not limited to: T-Shirts, Hoodies, and Jerseys may feature the following, but not limited to: ornamental designs, graphic artwork, and STEM-related graphics such as patent(s), mechanical drawing(s), blueprint(s) and / or other historical, scientific, technological innovations.

[0100] 5. System user account registry of apparel featuring Static / Dynamic Quick Response (QR) Codes, and / or other quick response indicia to user accounts to: (1 .) to track user lessons, (2.) tally scans of apparel registered to system users, (3.) use said tally of scans to provide location-based limited-time redemptions for multimedia e-Learning experiences.

[0101] 6. Linking apparel to an LMS / LXP for the intended purposes of instructional academic lessons for history, science, technology, engineering, the arts, and mathematics.

[0102] 7. Instructional academics lessons launched will correspond with the theme and ornamental design / graphic artwork featured on apparel.

[0103] 8. Internet connected System integrating natural world physical, wearable garments as a gamification component for an LMS / LXP.

[0104] 9. Integration of wearable garments into LMS / LXP for gamification.

[0105] 10. Platform members can comment on a wearer’s Wearable Lessons Clothing and Apparel. See, e.g., button 550 in FIG. 5.

[0106] 11 . Platform members can rate a wearer’s Wearable Lessons Clothing and Apparel. See, e.g., button 555 in FIG. 5.

[0107] 12. Users can earn points and tokens for their fashion based on their clothing and apparel Stylish Ratings.

[0108] 13. Users can earn points and tokens by commenting on other account holder’s Wearable Lessons Clothing and Apparel.

[0109] 14. Users can earn points and tokens for rating other account holder’s Wearable Lessons Clothing and Apparel. 15. Ability to attach benefits to apparel using a 2D barcode. When buying a new, item, it may come pre-loaded with special features connected to clothing. Unique permissions and benefits attached to clothing.

[0110] 16. Purchase or trade features and perks that are attached to other garments to add to your garment to make it more valuable.

[0111] 17. Apparel and clothing may have limited production runs.

[0112] 18. Access Wearable Lessons activities of Garments that a wearer a user scans can appear in the scanner’s wardrobe and subscribes the scanner to its related Linked Lesson Channel(s).

[0113] 19. A user can access other user’s wardrobes that the user has scanned.

[0114] Liquid Contact Indicator (LCD:

[0115] 1 . Wearable garments embedded with or featuring Liquid Contact Indicators (LCI) and / or LCI type variants for the intended purpose of tracking how many times an individual apparel item has been washed since account registration and activation. Use Example: Direct-to-Film (DTF) printed apparel items may have an approximate lifespan of fifty (50) washes before degradation. An LCI provides useful information to the registered apparel’s owner and prospective “Hand-me- Down” recipient regarding the apparel’s lifespan.

[0116] 2. LCIs use Direct-to-Garment (DTG), DTF, or Screen Print transfers. LCI may feature a solid-colored background for the background layer. A foreground layer may feature patterns shapes, numbers, symbols, illustrations or a combination. Foreground layers may be featured in a solid color on the opposite side of the color wheel of the background layer color. Over time as the garment is washed, the contrast between the colors will soften. The remaining useful life of the wearable garment may be inferred from the contrast between the LCI background and foreground layers.

[0117] 3. Internet connected System analyzing LCI featured on wearable garments to establish its remaining lifespan.

[0118] 4. Internet connected System setting a wearable garment’s monetary or trade value based on its LCI’s remaining lifespan or useful life.

[0119] 5. Internet connected System crediting users with currency or tokens based on established system value for a garment based upon its remaining life left expectancy. 6. Using a mobile smart device to capture and upload to an internet connected system an image or scan of LCIs or 2D barcode (see, e.g., high-quality code 1000 and degraded code 1010 in FIG. 10) to catalog wearable garment’s degradation over time, its degradation over time and establishing its remaining useful life.

[0120] 7. Internet connected System analyzing user uploaded pictures of damage to the wearable garment (Ex. holes, rips, tears, etc.) and assigns a value.

[0121] Safety Feature and activation and deactivation switch:

[0122] 1 . Apparel functions as a child safety feature and “ON / OFF” switches to an eLearning experience when the garment is worn in reverse. Example: may be worn in two (2) modes: (1 .) PLAY and (2.) OFF. To wear apparel in “PLAY” mode, it must be worn with two-dimensional (2D) barcode exposed. To wear apparel in “OFF” mode, it must be worn in reverse. In some settings, Wearable Lessons should only be worn in “PLAY” only if the user is in a safe area under trusted guardian supervision. The reversed garment side not featuring the two-dimensional (2D) barcode may feature the same thematic design elements or no graphics.

[0123] Points and Rewards Program:

[0124] 1 . Internet connected system integrating wearable garments featuring 2D barcodes for individual or team-based competitions and challenges over the internet.

[0125] 2. Garments registered to an account can become more valuable with the more people who have or created system accounts and learned through the account wearer’s wearable garment.

[0126] 3. Garment value can increase each time an account is created from the scan of its 2D barcode.

[0127] 4. Garment value can increase the more times that it is traded.

[0128] 5. Users are encouraged to trade their garments as they can receive system points / tokens / system currency with every trade / transfer.

[0129] 6. Rewards may include, but are not limited to: special permissions, badges, and / or rewards to their 2D barcode(s) connected to their account wardrobes. Users may later redeem those rewards themselves or transfer those rewards to others.

[0130] System may have the ability to generate and adjust credits to user accounts as a spendable credit and as an individual “Wearable Lessons” as an established value. The spendable credits can be spent or redeemed to purchase other Wearable Lessons or other items within the system or outside system(s) that are connected to the system. For instance, users can earn credits that they can spend within the system or in systems attached to our system to apply towards e-commerce purchases.

[0131] Additionally, the individual garments themselves may earn credits / go up in value for a multitude of reasons. For instance, if a user’s wearable lesson is making a lot of impact it could go up in value.

[0132] Examples of some of the ways a user account can earn credits and their individual wearable lessons can earn credits / establish value:

[0133] • A user account’s progress achievements in completed activities within system

[0134] • A reward for being part of a team challenge for a syndicator

[0135] • One or more people scanning their Wearable Lesson

[0136] • Amount of new system accounts created from exposure to user’s Wearable Lesson

[0137] • Number of people starting user’s wearable lesson

[0138] • Number of people that complete user’s Wearable Lesson

[0139] • Pyramid like - Number of user accounts created from user’s Wearable Lesson and later spawned from those account’s wearable lessons. o Progress o Achievements

[0140] • Distance of the impact user’s Wearable Lesson makes.

[0141] • For instance, user purchases a garment in Washington, DC but travels to a different country (i.e., Australia, Japan, etc.) and gets scanned.

[0142] Anti-Piracy and Anti-Theft Feature:

[0143] 1 . System scan of garment’s 2D barcode to view its blockchain or historical digital ledger as an authentication method and antipiracy feature.

[0144] 2. Wearable Lessons will not be able to be linked to accounts unless they have been activated. Wearable Lessons must be activated through purchase. (Ex. Point-of-Sale)

[0145] LINKED LESSONS™

[0146] Description: Linked Lessons reappropriate media content to construct engaging educational lessons. Linked Lessons may be modular video-based academic instructional lessons and courses that consist of one or more content sources to tell one United story. Government agencies, academic institutions, and private industry have produced premium content that is freely accessible to the public. Unfortunately, with the sheer volume of content available online and limited marketing contribute to much of it going unseen.

[0147] For example, many documentaries about the Battle of San Juan Hill celebrate the Rough Riders but fail to mention the contributions of the Buffalo Soldiers. Linked Lessons Modular Storytelling Format could permit mixing-matching modules of embedded videos from different source material and combine the missing subject matter content via embedded video modules to, improving it by providing full subject matter context to the original content source material.

[0148] Usefulness:

[0149] • Linked Lessons “mix-matched content assemblage” approach creates engaging lessons where the user learns and never knows what to expect next, makes learning exciting and provides something new to look forward to.

[0150] • Converts existing media content to serve a new commercial purpose, as instructional lessons and academic courses.

[0151] • Establishes new economic value for legacy media content.

[0152] • Adjusts existing media to provide full subject matter context.

[0153] • Improves content using others content without infringing on the copyright holder’s copyright.

[0154] Use and Application:

[0155] • Linked Lessons formatting may be applied to a segment (Ex. Feature Films), into linked lesson modules, or can be generated from a single source of media content or multiple sources to tell a unified story.

[0156] • Linked Lessons formatting can be applied to the following types of produced media, but are not limited to feature films, television shows, documentaries, videogame cutscenes and gameplay, to teach a lesson.

[0157] • Linked Lessons can be assembled and reassembled for users based on the user profile’s age, grade, preferences, (ex. likes, dislikes, religious beliefs).

[0158] Linked Lessons Composition and Breakdown:

[0159] With reference to FIG. 11 , an exemplary Linked Lessons Module may have several sections as shown in screen 1100.

[0160] 1 ) Pre-Assessment Activities (Outer-Module): Tests user prior knowledge of featured subject matter topics. See, e.g., button 1110 in FIG.11. 2) Inner-Modules 1180 (see, e.g., buttons 1120, 1130, 1140, 1150, 1160 in FIG.

[0161] 11 ): a) At least one module featured per Linked Lessons lesson. b) A single source of content material of multimedia content from embedded video. See, e.g., media player 1105 in FIG. 11. c) Can be assembled from a single content source or multiple content sources; whether hosted on platform or embedded from a third-party source or combination. d) Can comprise up to 100% embedded multimedia content. e) Third-party video content is sourced via external public streaming sources internet sources. (Ex. channels on YouTube, Vimeo, etc.) f) System can generate academic instructional lessons by combining modules embedded with third-party video content sourced via publicly accessible video streaming platforms. (Ex. YouTube, Vimeo, etc.) g) System auto-generation of Linked Lessons using embedded third-party media content from public sources via the internet. h) Consist of a different preset arrangement of modules that can be preset and arranged differently depending on the learner’s learning capability, grade level and state standards of the user. i) Internet connected System auto or manual generation and assembling of embedded video-based learning modules to generate lessons. j) Module featured digitized historical newspapers or other digitized artifacts related to the lesson’s subject matter topic.

[0162] 3) Post-Assessment Activities (Outer-Module): Tests users’ mastery of lesson material and subject matter. See, e.g., button 1170 in FIG.11.

[0163] FIG. 12 illustrates a pre / post-assessment screen 1200 including questions 1240 such as question 1210, question 1220, and question 1230, each with an answer option such as multiple-choice answers 1215.

[0164] FIG. 13 illustrates Linked Lessons inner module 1300 which can include, for example, a media player 1305 to display media associated with the particular module, as well as viewer 1310, with which the learner can interact with XR 3D models and / or 2D digitized artifacts such as photographs and historical newspapers.

[0165] With reference to FIGS. 14A and 14B, the Patent Puzzle Game is a gamified Assessment Activity for Linked Lessons. In the Patent Puzzle Game, students demonstrate their mastery of newly acquired knowledge by identifying components of the invention and assembling the invention. It tests the player on their knowledge of invention. (Ex. Vocabulary terms, Subject matter understanding, etc. Technological innovation) The Patent Puzzle Game can also be applied to organic subject matter such as but not limited to: Human anatomy and Animal anatomy. With reference to the exemplary Wearable Lessons t-shirt 100 in FIG. 1 , a related Patent Puzzle Game might task a student with virtually assembling a handsaw from components blade 125, handle 130, barrel screws 140 and 145, and screws 150 and 155, with screwdriver 1430, after completing modules of a Linked Lessons lesson. Puzzle Game window 1400 may provide for puzzle and solution space. For example, assembly may be manipulated in assembly window 1410 by dragging and manipulating the components from toolbox window 1420. In this example, the puzzle is solved when completed handsaw 1440 is assembled.

[0166] Channels serve as Homepages for EXTRAORDINARY LIBRARY™ content partners. Channels provide Extraordinary Library System users with information about the content partner, multimedia content, Linked Lessons access (displaying associated Wearable Lessons Apparel and Clothing / Merchandise) and access to their recruitment pipeline.

[0167] Channels can:

[0168] • Post multimedia content and Lessons.

[0169] • Post scholarships, jobs and internship opportunities.

[0170] • Communicate with Teams and Individual users.

[0171] Extraordinary Library Platform Users can explore and engage available channel offerings (Ex. Explore available Lessons, Send resume to recruiter, etc.).

[0172] Additional capability for individual users, teams, and schools to create their own Linked Lessons and Channels and connected Wearable Lessons clothing and apparel from subject matter that they have experienced and mastered, that they want to share that maybe valuable to other members of the Extraordinary Library community.

[0173] • Channels can send users coupons and / or credits to purchase from the for their Wearable Lessons Clothing and Apparel.

[0174] • Channels can send users coupons and / or credits to purchase from the Marketplace.

[0175] • Channels can host and initiate online activities, competitions and can initiate with individuals, teams, and between Channels. Example: A hypothetical aquarium has a Channel on the Extraordinary Library platform. The aquarium could have Wearable Lessons that feature different types of aquatic animals. Those Wearable Lessons would be linked to lessons and activities featured on the aquarium’s Channel. The aquarium could offer rewards to platform members who are wearing their Wearable Lessons and helping to grow their Channel’s subscribers.

[0176] With reference to FIG. 15, users can search for and follow / join Channels or create a Channel using Channel page 1500.

[0177] With reference to FIG. 16, users can use My Wardrobe page 1600 (1 ) to browse their present, previous, and others’ wardrobes, (2) register and add Wearable Lessons to “My Wardrobe”, (3) access Passport, and access Teams. User can use filters 1610 to limit or expand the items displayed. Button 1620 allows users to add Wearable Lessons to “My Wardrobe”. Selecting the apparel image 1630 launches the garment viewer window. Selecting arrows 1640 and 1645 allows the user to scroll or rotate the wardrobe carousel to see other items.

[0178] Hand-Me-Down:

[0179] 1 . Internet connected system allowing transfer of system synced wearable garments between system accounts.

[0180] 2. Internet connected system allowing apparel and / or linked benefits to be transferred to another system user's account.

[0181] 3. Users account exchange of account synced or registered apparel from their wardrobe (My Wardrobe) to another account’s wardrobe.

[0182] 4. System debiting or crediting transaction or exchange or transfer fee to system users.

[0183] 5. System Users will be able to pay debited transaction fees with currency or in game tokens.

[0184] 6. System debit and credit to account of person receiving wearable garment.

[0185] 7. System generating or issuing Digital tokens to a System user for completing a wearable garment trade or sale.

[0186] 8. System generating or issuing Digital tokens to a System user for completing a wearable garment trade or sale.

[0187] 9. User optional de-coupling of the physical clothing / apparel from the trading of the digital content rights of the 2D barcode. (This way a user can trade their content rights without having to trade away their apparel. Someone who wants the access to the content and experiences of the clothing / apparel may not be able to fit the clothing / apparel. Trading the rights all or selected rights is easier to facilitate vs. tracking shirt.

[0188] 10. Ability to sell or trade the rights and privileges associated to a user’s Apparel’s featured 2D barcode.

[0189] 11 .Ability to sell or trade achievements and access associated to a user’s Apparel’s featured 2D barcode.

[0190] 12. Users can trade, sell, or exchange their garment in the following ways but not limited to trade / sell their physical garment with someone, trade / sell the limited digital rights ownership of the 2D barcode, or in combination.

[0191] 13. Ordering brand-new apparel item featuring the 2D barcode to which they have acquired the digital rights assignment.

[0192] 14. The wearable garment's history may be recorded in a blockchain or blockchain type ledger in association with its 2D barcode.

[0193] 15. The ownership of the 2D barcode may be tracked in a blockchain or blockchain type environment.

[0194] 16. Access to unlocked achievement levels and affinity features may be transferable to the new owner.

[0195] 17. Ability to decouple the garment itself from its featured 2D barcode linked and / or connected to the digital rights / privileges / rewards.

[0196] 18. Ability to assign special permissions, access, perks, etc. to adding value to the garment and / or to its featured barcode.

[0197] 19. Ability to trade / sell / exchange / transfer rewards assigned to a 2D)barcode.

[0198] 20.2D barcode and the blockchain or blockchain type history attached to said 2D barcode can be traded.

[0199] 21 .Ability to transfer and / or assign the digital rights / privileges / rewards assigned to a 2D barcode.

[0200] 22. The physical garments themselves can have value but the 2D barcode can have the right assignments and can be decoupled from the garment. This way a garment can be reproduced / replaced and still maintain the value associated with the 2D barcode. Can have a combined as well as independent value.

[0201] With reference to FIG. 17, an exemplary Garment Viewer Window 1700 is shown on device 510. Window 1700 may include a garment value 1740, style rating 1730, and view comments icon 1720. A user can select or tap the displayed garment 1710 to launch the associated Linked Lessons. Button 1750 navigates the user to a sell / trade / exchange / transfer feature that permits conveyance of the associated physical garment and / or its unique identifier encoded in the 2D code.

[0202] Passport:

[0203] • Registered apparel can have a unique history and track record. With reference to FIG. 18, a user can use page 1800 to view a map 1810 to see where their Wearable Lessons have traveled since being traded. Example: If a student goes overseas and does a foreign exchange they can trade registered apparel with another account holder. The record would show that it had been exchanged and how far their garments have traveled. The user may use filter selections 1820 to narrow or broaden the display results.

[0204] • Track and view locations where a user’s wearable garments have been scanned and account creation history.

[0205] Additional System Capabilities:

[0206] With reference to FIG. 19, a user can use teams page 1900 to search for and join teams such as school or classroom teams or employer or other organizational teams. Users may also create a Team from page 1900.

[0207] Opportunity Pool allows system users to pool their resources to provide learning and academic enrichment opportunities for schools and students. It may be used to reward participants for completing the coursework or for kids who complete segments of the extraordinary library and demonstrate mastery of the educational content. This may include but is not limited to: Camps, Scholarships, school field trips, and internships.

[0208] Example: A company may be offering an unpaid internship. They can post their opportunity in the Opportunity Pool. Groups or individuals on the site pool their resources to make it a paid opportunity.

[0209] Drinkware uses the same methods and has all the same capabilities of Wearable Lessons Clothing and Apparel, but instead it connects beverageware to LMS / LXPs (Digital Learning Platforms). In a similar manner, instead of apparel or drinkware, a backpack may be imprinted with the graphics and unique identifier as with apparel and can be scanned in the same manner to access Linked Lessons and other system elements.

[0210] WEARABLE LESSONS IN-OPERATION AND OUT-OF-OPERATION

[0211] In some aspects, the Wearable Lesson’s “Operator” is defined as any user in active possession of a Wearable Lesson. A Wearable Lesson can be operated in two modes “In-Operation” and “Out-of-Operation”. While “In-Operation” a Wearable Lesson is enabled for usage. Conversely, while “Out-of-Operation” a Wearable Lesson is disabled for usage.

[0212] A Wearable Lesson may be in a passive state. When its optically scannable symbol (e.g., bar code), is functionally visible for omni-directional reading by an image sensor, it is toggled “In-Operation”. Conversely, when its optically scannable symbolis not functionally visible, it is toggled “Out-of-Operation”. This can be accomplished by covering or removing the optically scannable symbolfeatured on the Wearable Lesson.

[0213] The Wearable Lesson’s “In-Operation” and “Out-of-Operation” bi-modal capability is part of its form and function, enabling its “Operator” to halt an ongoing session and resume; when safe to do so.

[0214] Example:

[0215] For instance, User A is wearing a Wearable Lesson wherein its optically scannable symbol is featured on its back. If User A is wearing a backpack that obstructs said optically scannable symbol’s functional visibility, then the Wearable Lesson would be toggled “Out-of-Operation”. Conversely, if User A removes the backpack so that the optically scannable symbol is functionally visible then the Wearable Lesson would be toggled “In-Operation”. In this circumstance, the backpack obstructed the view of the Wearable Lesson’s optically scannable symbol. It should be noted that covering does not need to have physical contact with Wearable Lesson, it merely needs to obstruct the functional visibility of its featured optically scannable symbol.

[0216] SYSTEM USER ROLES AND DESCRIPTIONS

[0217] With reference to FIG. 20, there are roles of individuals using and managing systems in accordance with embodiments of the invention. These may include:

[0218] 1 . OPERATOR - An Operator 2001 is an individual who is wearing the Wearable Lesson or in active possession of it.

[0219] 2. GUEST - A Guest 2002 is any user that is not logged in.

[0220] 3. LEARNER - A Learner 2003 is any logged-in user that takes courses from a Syndicator 2006 or that they are directed to through a Wearable Lesson.

[0221] 4. PARTICIPANT - A Participant 2004 is any user assigned to a team.

[0222] 5. LEAD - A Lead 2005 is any user assigned to administer a team consisting of one or more Participants 2004. 6. SYNDICATOR - A Syndicator 2006 is any user that is supplying educational course content within the system wherein their Channel or affiliated Channels distribute access to said educational course content through a Wearable Lessons Collection.

[0223] 7. WEBMASTER - A Webmaster 2007 maintains, develops, and ensures functionality of the system. The Webmaster account is enabled for extended capabilities and maintains privileges of all system user roles.

[0224] Wearable Lesson course and garment creation process

[0225] With reference to FIG. 21 , in a process 2100 for creating a Wearable Lesson course and garment, a course can be identified or created at step 2110 and then stored and hosted on a network accessible host at step 2120. At step 2130, one or more course-associated graphics can be identified or created. At step 2140, an identifier to be uniquely associated to a particular physical garment is created and associated to the course in step 2150. At step 2160, one of the course-associated graphics is applied to the garment and at step 2170, a tangible and mobile-device scannable encoding of the identifier and host address is applied to the garment.

[0226] A tangible and the mobile-device scannable encoding and themed design graphic illustration (artwork) may be applied to an article of wearing apparel simultaneously, in one stage, or in separate stages. The artwork or scannable code may be applied directly to an article of wearing apparel or to a separate substrate used for transfer such as a transfer sheet. This may occur before, during, or after the article of wearing apparel is fully assembled.

[0227] Permanent, semi-permanent, and nonpermanent affixation methods for the artwork and the mobile-device scannable encoding may be used in embodiments. For instance, the artwork or scannable encoding may be applied to separate substrates and that substrate may be then be assembled with the garment via a permanent, semipermanent, and nonpermanent attachment such as thread, velcro, button, zipper, tape, or adhesive material.

[0228] MODES OF MANUFACTURE

[0229] Application of artwork and mobile-device scannable encoding to a garment may be effected using a variety of established printing and marking techniques. These include, but are not limited to: Direct-to-Film (DTF) Printing, Direct-to-Garment (DTG) Printing; Sublimation Printing (with Ink or Dye); Toner Sublimation; Laser Engraving; Screen Printing / Silk Screening. In one embodiment permanent affixation of the mobile-device scannable encoding and artwork is effected by using Direct-to-Film (DTF) Printing.

[0230] However, a mode of manufacture for Wearable Lesson garments is case-by-case and depends on the type of garment, needs of the manufacturer, and desired outcome. Each of these modes of manufacture provide a distinct set of advantages, such as speed, versatility, durability, and print quality, which may be selected based on the material being used, the desired design complexity, and the production volume.

[0231] COMBINED MODES OF MANUFACTURE

[0232] In certain circumstances, manufacturing methods can be combined or mix-and- match. For instance, to manufacture a large batch of Wearable Lessons garments, the manufacturer could screen print the themed design of the graphic illustration to the garment and use DTF printing for the mobile-device scannable encoding.

[0233] Glossary

[0234] 1 . Extraordinary Library: Digital Learning Platform and Edutainment Ecosystem

[0235] 2. Apparel Icon: Digitized Miniature Replica of a Wearable Lessons item

[0236] 3. My Wardrobe: Page where user can view their Wearable Lessons Wardrobe, e.g., page 1600 in FIG. 16.

[0237] 4. Wardrobe Carousel: Viewport featuring user’s Wearable Lessons Wardrobe

[0238] 5. Present Wardrobe: Wearable Lessons that are part of the user’s current wardrobe.

[0239] 6. Past Wardrobe: Wearable Lessons that were previously part of the user’s wardrobe.

[0240] 7. Others Wardrobe: Wearable Lessons that are attached to other people's wardrobes that a user does not own.

[0241] 8. Hand-Me-Down: Allows the transfer of the physical garment and / or rights to its featured 2D barcode.

[0242] 9. Passport: Displays the movements of a user’s wardrobe on an interactive map.

[0243] 10. Linked Lessons: Video-based Learning Lessons and activities.

[0244] 11 . Outer Modules: Modules featured at the beginning and end of a Linked Lessons lesson.

[0245] 12. Inner Modules: Modules featured in-between the first and last modules.

[0246] 13. Patent Puzzle Game: Assessment Activity

[0247] 14. Channels: Where platform partners have their content accessible.

Claims

What is claimed is:1 . A system for education and incentivizing learning, the system comprising: a learning module database containing a plurality of learning modules, said learning modules adapted to be delivered through a network to a network connected mobile device; a plurality of garments, each garment having a graphic imprint that is adapted to be discernable to an observer standing off from a wearer of said garment, the graphic imprint associated with one of the plurality of learning modules, and an optically scannable symbol imprint that encodes a garment identifier unique to the garment and a network resource address, the optically scannable symbol imprint adapted to be optically scannable by a network connected mobile device held by the observer; a unique identifier database comprising a garment record for each of the plurality of garments, each garment record retrievable by its associated garment identifier, each record containing an identity of a learning module associated with the respective garment; and a network connected learning management system connected to the learning module and unique identifier databases, said learning management system configured to: receive a query at said network resource address from an observer’s device, the query comprising one of the garment identifiers; query the garment database with the garment identifier to identify a learning module associated with the garment identifier; and retrieve the identified learning module from the learning module database and deliver said learning module to the observer’s device.

2. The system of claim 1 wherein the optically scannable symbol is a 2D barcode.

3. The system of claim 1 wherein the optically scannable symbol is a QR code.

4. The system of claim 1 wherein the optically scannable symbol imprint of at least one of the garments is detachably attached.

5. The system of claim 1 wherein the graphic imprint of at least one of the garments is detachably attached.

6. The system of claim 1 wherein delivering said learning module to the observer’s device comprises providing a graphical user interface (GUI) on the user device, the GUI configured to allow a user to selectively access assessments and submodules of said learning module.

7. A method for education and incentivizing learning, the method comprising: instantiating a learning module database with a plurality of learning modules, said learning modules adapted to be delivered through a network to a network connected mobile device; providing a garment having a graphic imprint that is adapted to be discernable to an observer standing off from a wearer of said garment, the graphic imprint associated with one of the plurality of learning modules, and an optically scannable symbol imprint that encodes a garment identifier unique to the garment and a network resource address, the optically scannable symbol imprint being optically scannable by a network connected mobile device held by the observer; instantiating a unique identifier database comprising a garment record for the garment, said garment record retrievable by its associated garment identifier, said garment record containing an identity of the learning module associated with the garment; providing a network connected learning management system connected to the learning module and unique identifier databases, said network connected learning management system addressable at said network resource address; receiving, at said network connected learning management system, a query from an observer’s device, the query comprising the garment identifier; querying, by the network connected learning management system, the garment database with the garment identifier to identify the learning module associated with the garment identifier; and retrieving, by the network connected learning management system, the identified learning module from the learning module database; and delivering, by the network connected learning management system, said learning module to the observer’s device.

8. The method for education and incentivizing learning of claim 7 further comprising: providing a user a garment customization interface on a user device, said interface configured to permit the user to select a garment type, the graphic imprint, and a size of the garment.

9. The method of claim 7, wherein said optically scannable symbol is a two- dimensional barcode.

10. The method of claim 7, wherein said optically scannable symbol is a QRCode.11 . A system, comprising: a network accessible content management system; an article of wearing apparel; a thematic graphic illustration applied to or attached to an outer surface of said article of wearing apparel, wherein the thematic graphic illustration corresponds to a course hosted on the network accessible content management system; an optically scannable pattern applied to or attached to the outer surface of said article of wearing apparel, wherein the optically scannable pattern is arranged or configured for reading by a camera based image sensor and the optically scannable pattern encodes a network address of the network accessible content management system and an identifier unique to the article of wearing apparel; a client-mobile computing device with a camera-based image sensor, wherein the computing device is further coupled to a graphical user interface (GUI) configured to display and enable control of navigation between units, lessons, topics, resources; and a server infrastructure configured to support the network accessible content management system, user management, wardrobe management, content distribution, and e-commerce operations.

12. The system of claim 11 , wherein each identifier unique to an article of wearing apparel is a serialized identifier.

13. The system of claim 11 , wherein said article of wearing apparel is made of natural fibers, synthetic fibers, or genetically engineered fibers, or a combination thereof.

14. The system of claim 11 , wherein said optically scannable pattern is a two- dimensional barcode.

15. The system of claim 11 , wherein said optically scannable pattern is a QRCode.

16. The system of claim 11 , wherein said server infrastructure, comprises a content delivery network integrated with one or more servers to provide on-demand access to a plurality of educational themed courses and multimedia content.

17. The system of claim 11 , wherein said GUI is configured to display an online shopping module enabling end-users to browse, select, and purchase products.

18. The system of claim 11 , wherein the server infrastructure configured to support wardrobe management indexes, categorizes, and organizes a plurality of database records for disparate articles of wearing apparel by linked course subject matter themes.

19. The system of claim 11 , wherein said GUI) is configured to display a module to view a thumbnail of a selected article of wearing apparel, a value of said selected article of wearing apparel, a calculated Style Rating of said selected article of wearing apparel, and comments pertaining to said selected article of wearing apparel.

20. The system of claim 11 , wherein said GUI is configured to display a module enabling user exchange or transfer an article of wearing apparel between user accounts, including the article of wearing apparel, rights granted in connection with the thematic graphic illustration thereon, or a combination thereof connected.21 . The system of claim 11 , wherein said GUI is configured to display a module enabling user toggling and filtering between articles of wearing apparel associated with a user account and articles of wearing apparel associated with other users they have scanned.

22. The system of claim 11 , wherein said GUI is configured to display a module enabling a user to associate an article of wearing apparel to their user account.

23. The system of claim 11 , wherein said GUI is configured to display a dashboard enabling a user to view their user account’s lesson progress.

24. The system of claim 11 , wherein said GUI is configured to display a dashboard enabling a user to monitor a lesson progress and impressions from scans of other users’ accounts whose wardrobes are coupled to articles of wearing apparel within a lessons collection of the user.

25. The system of claim 11 , wherein said GUI is configured to display a dashboard enabling an administrator of a group to monitor lesson progress of users’ accounts whose wardrobes are coupled to articles of wearing apparel within a wearable lesson collection of the group.

26. The system of claim 11 , wherein said GUI is configured to display a module enabling interaction between user accounts including assigning comments or assigning ratings to articles of wearing apparel coupled to other user account wardrobes.

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