Learning system
The learning system addresses the limitations of traditional vocabulary apps by using audio playback and tactile responses on a terminal device, allowing learners to study without visual interaction and enhancing memory retention.
Patent Information
- Application Number
- PCT/JP2023/035653
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-29
- Publication Date
- 2025-04-03
AI Technical Summary
Traditional vocabulary learning apps require visual interaction, making them unsuitable for learners who want to study without using their eyes, such as at night or while traveling, and they also suffer from poor memory retention due to repetitive questioning.
A learning system that uses a terminal device to play words in audio, allowing learners to judge their memory and respond through specific swipe or tap actions on the screen, without requiring visual interaction.
This system provides convenience for learners by enabling language learning without visual dependence, improving memory retention by focusing on forgotten words, and accommodating diverse learning needs and environments.
Smart Images

Figure JP2023035653_03042025_PF_FP_ABST
Abstract
Description
Learning System
[0001] The present invention relates to a learning system that presents learning materials, and more particularly to a technology that realizes convenience for learners.
[0002] Conventional wordbooks or vocabulary lists are created in advance in publications or electronic devices based on the learner's language level, and are presented with explanatory translations in the learner's native language. Some of these card formats present the vocabulary in separate pages, one on the front and one on the back, with a text side and an illustration side. Although there are slight differences in the way the vocabulary is presented, the concept of providing explanations in the learner's native language or illustrations for the foreign language vocabulary to be studied is the same in all cases (see, for example, Patent Document 1).
[0003] In recent years, electronic dictionaries have also become widely used as word lists. When a user searches for a word in dictionary data and displays explanatory information including the word and its translation, the history of word searches is saved as a search history. Some electronic dictionaries have a word list function that, when a user selects a word from the list of words saved as the search history, reads explanatory information for the selected word from the dictionary data and displays it in the user's native language (see, for example, Patent Documents 2 and 3).
[0004] Furthermore, in recent years, vocabulary learning applications that can be installed on computers or portable terminals that can connect to servers or other terminals via a network have become popular (see, for example, Patent Document 4).
[0005] Vocabulary learning apps typically either first display the word in question on the screen, then have the user select and tap the correct translation from multiple options displayed on the screen to determine whether it is correct or not, or leave the decision to the user's discretion, by having the user tap "O" if they remember it and "X" if they don't. In either case, the question is displayed on the screen, and the response is in the form of looking at a button on the screen and tapping it.
[0006] JP 2022-067890 A JP 2022-148704 A JP 2005-292303 A JP 2022-546628 A
[0007] Conventional vocabulary learning apps require visual input, making them unsuitable for studying without using your eyes before going to bed at night, studying without looking at a screen while on the move, or studying with visual impairments.
[0008] Non-visual learning methods include pure audio playback, such as playing back vocabulary records (optical disks, magnetic recording tapes, etc.), but this method repeatedly presents vocabulary that has already been learned, and because it is a one-way method of listening, memory retention is poor.
[0009] The present invention has been made in view of the above circumstances, and has as its object to provide a learning system that is convenient for learners.
[0010] The learning system of the present invention is a learning system that allows a learner to study using a terminal device, wherein the terminal device plays questions aloud, and the learner judges whether or not he remembers the questions played by the terminal device, and makes a predetermined input to the terminal device based on this judgment.
[0011] Furthermore, the learning system of the present invention is a learning system that allows a learner to learn a language using a terminal device, wherein the terminal device plays back problem words aloud, and the learner judges whether or not he remembers the words played back by the terminal device, and operates the screen of the terminal device in accordance with this judgment.
[0012] Furthermore, the learning system of the present invention is a learning system that allows a learner to learn a language using a terminal device, wherein the terminal device plays back the problem word aloud, and the learner determines whether or not they remember the word played back by the terminal device, and if they remember it, they swipe the screen of the terminal device in a specific direction or tap a specific number of times, and if they do not remember it, they swipe the screen of the terminal device in a different direction or tap a different number of times.
[0013] According to the present invention, convenience can be provided to learners.
[0014] Fig. 4 is a schematic configuration diagram of a learning system according to an embodiment; Fig. 5 is a flowchart showing the overall processing of the learning system according to an embodiment; Fig. 6 is a flowchart showing the language learning operation processing of the learning system according to an embodiment; Fig. 7 is an explanatory diagram showing screen operations corresponding to the flowchart of Fig. 3 of the learning system according to an embodiment;
[0015] [Embodiment] An embodiment of the present invention will be described in detail below with reference to Figures 1 to 4. This embodiment is a learning system that allows a learner to study a language using a terminal device, in which the terminal device plays back problem words aloud, and the learner judges whether or not they remember the words played back by the terminal device, and makes a predetermined input to the terminal device based on this judgment.
[0016] <Configuration of the embodiment> Fig. 1 is a schematic configuration diagram of a learning system according to an embodiment. Fig. 2 is a flowchart showing an outline of the processing of the learning system according to an embodiment. Fig. 3 is a flowchart showing a language learning operation process of the learning system according to an embodiment. Fig. 4 is an explanatory diagram showing screen operations corresponding to the flowchart of Fig. 3 of the learning system according to an embodiment.
[0017] As shown in Figure 1, the learning system 1 according to the embodiment comprises the Internet 2, an application distribution company server 3, a business operator server 4, a telecommunications company 5, a communication antenna 6, and smartphones 7-1, 7-2, ... 7-n for multiple learners.
[0018] The application distribution company server 3 is connected to the Internet 2 and distributes vocabulary learning applications (hereinafter referred to as vocabulary learning apps) based on a contract with a management company that manages the learning system 1 .
[0019] The business operator server 4 is located in a management company that manages the learning system 1, is connected to the Internet 2, and is managed by the management company.
[0020] The communication company 5 is connected to the Internet 2 and communicates with a plurality of learner smartphones 7-1, 7-2, ..., 7-n using a communication antenna 6. Although not shown, it is also possible to connect the smartphones 7-1, 7-2, ..., 7-n to the Internet 2 via a wired connection (such as optical fiber) and a Wi-Fi device, rather than via a mobile network using the communication company 5 and the communication antenna 6.
[0021] <Overview of Processing in Learning System> Below, an overview of processing in the learning system 1 will be explained using the smartphone 7-1 for the first learner.
[0022] A vocabulary learning application has been downloaded in advance from the application distribution company server 3 onto the smartphone 7-1 for the first learner, and account registration processing with the business server 4 has been completed.
[0023] When the first learner is to learn a language, he or she first taps the icon of a vocabulary learning app displayed on the screen of the smartphone 7-1.
[0024] By tapping, the smartphone 7-1 starts up the vocabulary learning application in step S1 shown in FIG.
[0025] As a result, the business operator's server 4 performs a login process and transmits the language learning data to the smartphone 7-1. Note that, as a method of transmitting the language learning data to the smartphone 7-1, it is also possible to include the language learning data in the vocabulary learning app when the app is downloaded.
[0026] After that, in step S3, when the smartphone 7-1 receives the language learning data, it creates a question list from the received language learning data and stores it in RAM, and then proceeds to the language learning operation process in step S4.
[0027] <Language learning operation processing of the learning system> As shown in Figure 3, in the language learning operation processing of the learning system 1, in step S11, the smartphone 7-1 displays an image requesting a learning start operation and a learning start button on the screen as a learning start operation request processing, and proceeds to processing of step S12.
[0028] Step S12 is a process for determining whether or not a learning start operation has been performed. The process of step S12 is repeated until a learning start operation has been performed (the learning start button has been tapped), and once the learning start operation has been performed, the process proceeds to step S13.
[0029] In step S13, the smartphone 7-1 outputs a word (for example, the word "child") by lottery from the question list stored in the RAM, and then proceeds to the process of step S14.
[0030] In the process of step S14, the housing 10 of the smartphone 7-1 is held by the learner's left hand 21, and the screen 11 is operated by the learner's right hand 22, as shown in FIG.
[0031] Step S14 shown in FIG. 3 is a process for determining whether a swipe operation has been performed on the central portion 12 of the screen 11 shown in FIG. 4. The process of step S14 is repeated until a swipe operation is performed, and once a swipe operation is performed, the process proceeds to step S15.
[0032] In the learning system 1, for example, the word "child" is played aloud, and if the user can think of the translation "kodomo" (child), the user swipes up as shown by reference numeral 13 in Figure 4, and if the user does not remember or has forgotten the translation, the user swipes down as shown by reference numeral 14 in Figure 4.
[0033] Step S15 shown in Figure 3 is a process of determining whether or not an upward swipe 13 has been made on the central part 12 of the screen 11 shown in Figure 4. If an upward swipe 13 has been made, the determination in step S15 becomes YES and the process proceeds to S16. If a downward swipe 14 has been made, the determination in step S15 becomes YES and the process proceeds to S18.
[0034] In step S16, the smartphone 7-1 outputs a correct answer sound (for example, "ping pong") and proceeds to the process of step S17.
[0035] In step S17, the smartphone 7-1 deletes the question set in step S13 from the question list stored in the RAM, and proceeds to the process of step S19.
[0036] In step S18, the smartphone 7-1 outputs an incorrect answer sound (for example, a "boo") and proceeds to the processing of step S19.
[0037] In step S19, the smartphone 7-1 determines whether an end operation (e.g., tapping the screen twice in succession) has been performed within 10 seconds. If an end operation has been performed within 10 seconds, the smartphone 7-1 ends the current language learning operation process. If an end operation has not been performed within 10 seconds, the smartphone 7-1 returns to step S13.
[0038] In the above description of this embodiment, as a method for inputting whether or not the user remembers a word, in step S15, if the user remembers the word, the user swipes up on the screen of the terminal device, and if the user does not remember the word, the user swipes down on the screen of the terminal device. However, as a method for inputting whether or not the user remembers a word, it is also possible to configure the screen of the terminal device to be swiped in a specific direction (reference numeral 13 in Figure 4) or tapped a specific number of times if the user remembers the word, and to be swiped in a different direction (reference numeral 14 in Figure 4) or tapped a different number of times if the user does not remember the word.
[0039] In the above description of this embodiment, sound output is used to notify the learner of correct or incorrect answers, but vibration may be used instead of sound output.Furthermore, it is also possible to configure the system so that correct or incorrect answers are not notified.
[0040] Furthermore, in the above description of this embodiment, 10 seconds is used as the waiting time for the termination operation in step S19, but another waiting time, such as 5 seconds, may also be used.
[0041] <Summary of the configuration and operation of an embodiment of the present invention> The configuration and operation of an embodiment of the present invention will be summarized below. Learning system 1 is a learning system that allows learners to study using terminal devices (smartphones 7-1, 7-2, ... 7-n), where the terminal devices play questions aloud and the learners judge whether or not they remember the questions played by the terminal devices, and make predetermined inputs to the terminal devices based on this judgment.
[0042] Furthermore, the learning system 1 of the present invention is a learning system that allows a learner to learn a language using a terminal device, in which the terminal device plays back problem words aloud, and the learner judges whether or not he remembers the words played back by the terminal device, and operates the screen 11 of the terminal device in accordance with this judgment.
[0043] Furthermore, the learning system 1 of the present invention is a learning system that allows a learner to learn a language using a terminal device, wherein the terminal device plays back problem words aloud, and the learner determines whether or not he remembers the word played back by the terminal device, and if he remembers the word, he swipes or taps the screen of the terminal device in a specific direction (reference number 13 in Figure 4) a specific number of times, and if he does not remember it, he swipes or taps the screen of the terminal device in a different direction (reference number 14 in Figure 4) a different number of times.
[0044] With this learning system 1, the words to be studied are played back aloud, and the user is asked to decide whether or not they remember the words. If they remember the words, they swipe the screen of the terminal device in a specific direction (reference numeral 13 in FIG. 4) or tap a specific number of times. If they don't remember the words, they swipe the screen of the terminal device in a different direction (reference numeral 14 in FIG. 4) or tap a different number of times. This allows for non-visual vocabulary learning. This makes the system ideal for studying without using your eyes before going to bed at night, studying without looking at the screen while traveling, or studying with a visual impairment. Furthermore, since words already studied are not repeatedly presented, memory retention rates are improved.
[0045] Therefore, unlike conventional apps that require you to look at a screen, it does not require visual stimulation, and unlike simple audio playback, it allows you to focus on learning words that you have not yet memorized, and because it is interactive, it helps you remember things better, making it more convenient for learners.
[0046] In addition, conventional non-visual audio learning content (optical discs, magnetic recording tapes, etc.) plays in a fixed order, such as playing the word followed by its translation. This does not accommodate learning needs that deviate even slightly from a specific pattern, such as playing the words in the reverse order (e.g., training to recall English words from Japanese). On the other hand, the commonly seen vocabulary learning apps not only play words and translations in a fixed order, similar to vocabulary storage media (optical discs, magnetic recording tapes, etc.), but also allow users to individually select and play words, translations, example sentences, and example sentence translations by pressing specific play buttons. However, this method has the drawback of not being automatic, requiring users to tap an on-screen button corresponding to the content being played each time.
[0047] On the other hand, when learning words without using a screen or visual aids, learners may need various audio playback patterns before and after they input whether they remember or don't remember the word by swiping, etc. For example, the most basic usage pattern is to play the question word, have the learner input whether they remember it or not, and then play the translated answer, but other playback needs such as the following can also be considered.
[0048] (a) The answer word is played twice instead of once, and then the user is asked to make a judgment. (b) The word and example sentence are played, and then the user is asked to make a judgment. (c) After the judgment is made, not only the correct translation but also the example sentence and the translated example sentence are played in succession. (d) Before the judgment is made, not only the word but also the translation is played, and the user is asked to listen to it and then make a judgment as to whether or not they remembered it. (e) Without the judgment, the word, translation, example sentence, and translated example sentence can be automatically played in a specific order and number of times for simple listening. And so on.
[0049] In the app, the user can rearrange all or some of the following: playback of words, translations, example sentences, translated example sentences; a silent waiting time with a selectable length; waiting for an input decision; and automatic advance to the next word. The app will then memorize this order, allowing the app to play and wait for an input decision according to the learner's needs for each question. This solves the problems of the audio content, which can only be played in a specific order, and the problems of the conventional apps, which require the user to specify the element they want to play by tapping each time, thereby providing convenience for learners.
[0050] Furthermore, whether it's a foreign word → native word or a native word → foreign word, there are often cases where a single word evokes multiple similar words. For example, even if the Japanese word "kodomo" (child) brings to mind the English word "child," the correct answer is correct. However, the user may also think of "kid" when they hear "kodomo." While this is not wrong, the word they want to remember is "child." In this case, one method is to provide a hint by reading out only the first part of the answer word (in this case, "cha"). This can help narrow down the search when there are multiple similar translations, and even if not, it can be used as a reasonable hint to lower the difficulty.
[0051] More abstractly, by using voice as output and swiping as input that does not depend on a specific area on the screen (such as a button displayed on the screen, which requires visual recognition), the series of output-input cycles involved in vocabulary learning can be performed without relying on vision at all. For example, this technology can be applied to gesture operations in the air, and can also be used in interactive meditation.
[0052] Furthermore, the present invention can be applied not only to vocabulary learning but also to other memorization, learning, quizzes, etc. Furthermore, the present invention is not limited to swiping as input, and various methods that do not rely on vision can be applied, such as tilt, acceleration, voice input (know / don't know), input to a terminal or a physical button / switch connected to it by wire or wirelessly, and facial / finger / body gestures (tracking finger movements with a camera).
[0053] This concludes the description of specific embodiments, but the present invention is not limited to these. For example, in this embodiment, the terminal devices are smartphones 7-1, 7-2, ... 7-n, but various terminal devices, such as portable game devices and tablet PCs, can also be applied. In addition, the specific configuration, program, specific procedures, etc. of the learning system can be appropriately changed as long as they do not deviate from the spirit of the present invention.
[0054] 1 Learning system 2 Internet 3 Application distribution company server 4 Business server 5 Telecommunications company 6 Communication antenna 7-1, 7-2...7-n Smartphone
Claims
1. A learning system that allows a learner to study using a terminal device, wherein the terminal device plays questions aloud, and the learner judges whether or not he remembers the questions played by the terminal device, and makes a specified input to the terminal device in accordance with this judgment.
2. A learning system that allows a learner to study a language using a terminal device, wherein the terminal device plays back problem words aloud, and the learner judges whether or not he remembers the words played back by the terminal device, and operates the screen of the terminal device in accordance with this judgment.
3. A learning system that allows a learner to study a language using a terminal device, wherein the terminal device plays back problem words aloud, and the learner judges whether or not he remembers the word played back by the terminal device, and if he remembers the word, he swipes in a specific direction or taps the screen of the terminal device a specific number of times, and if he does not remember it, he swipes in another direction or taps the screen of the terminal device a different number of times.
Citation Information
Patent Citations
Information processing device, control method and computer program thereof
JP2017207641A