Offline SCORM Player with Local Sync for Training

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Solution Overview

Problem

SCORM-based web-based training systems face challenges when users are offline, as they cannot deliver updates or report user data, limiting the functionality and convenience of training content access.

Innovation Solution

A method and system that allows web-based training content to be played offline on a client computer system, with results stored locally and synchronized with a host computer system when an internet connection is available, using a generic SCORM-compatible player, downloader, off-line play handler, and uploader to manage content and updates.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If web-based training content is delivered online via SCORM-based LMS, then updates and user data reporting can be performed, but users cannot access training content when disconnected from the network

Engineering Contradiction:
ImproveAccessibility of training contentVSAvoidOffline functionality
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system performs preliminary actions by downloading training content, updates, and configuration files to the client device before the user needs them. The offline player is pre-configured with SCORM content packages, allowing users to access training material without network connection. This anticipatory download approach enables offline access while maintaining the ability to receive updates when connected.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If offline CBT is used to provide training content on portable devices, then users can access content offline, but updating course material and reporting user scores becomes difficult

Engineering Contradiction:
ImproveOffline access capabilityVSAvoidUser data reporting
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The system implements feedback mechanisms where the offline player automatically transmits user interaction data, completion status, and assessment results to the LMS server when a network connection is available. This feedback loop ensures that user progress and performance data are captured and reported without requiring continuous online connectivity, resolving the contradiction between offline access and data reporting.

Inventive Principle:
Principle #23Feedback

3Productivity

If proprietary LMS software is installed on user computers to launch WBT programs, then training content can be delivered, but system complexity increases and compatibility issues arise

Engineering Contradiction:
ImproveTraining content deliveryVSAvoidMultiple proprietary LMS installations
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The offline player is designed as a universal SCORM-compliant application that can launch and deliver any SCORM-packaged training content without requiring proprietary LMS software installations. By adhering to the SCORM standard, the player achieves multi-functionality, supporting various training programs from different sources through a single standardized interface, thereby reducing system complexity and improving compatibility.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS9531794B2System and method for playing web-based training content on a client computer system
Publication Date: 2016.12.27 SABA SOFTWARE INC
  • US9531794B2 patent drawing
  • US9531794B2 patent drawing
  • US9531794B2 patent drawing

AI summary

A method and system for playing web-based training content on a client computer system are provided. The method includes accessing previously downloaded web-based training content stored in a first memory coupled to the client computer system and playing a portion of the web-based training content on the client computer system while the client computer system is offline. The method further includes storing results associated with playing the portion of the web-based training content in a second memory coupled to the client computer system. The method further includes, in response to detecting the client is online, synchronizing results of the playing with a host computer system.