SEL Exercise Generation via Narrative Media Intermediary

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Solution Overview

Problem

Existing social and emotional learning (SEL) solutions lack personalized and adaptive approaches, often providing limited and inauthentic content, failing to accurately assess user performance, and not allowing for real-time adjustments based on user preferences or progress, leading to reduced effectiveness in improving emotional skills and well-being.

Innovation Solution

A system and method that allows users to self-select media content and dynamically generates SEL exercises based on user profiles, progress, and preferences, integrating with streaming services to provide personalized and engaging experiences, with exercises administered during media playback and feedback provided on completed responses.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If pre-recorded narrative videos are used for SEL training, then a structured curriculum can be provided, but the content quality is poor and perceived as inauthentic

Engineering Contradiction:
Improvecurriculum structureVSAvoidcontent authenticity
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent uses professionally produced narrative media (movies, TV shows, videos) as an intermediary between the SEL curriculum and users. These external media serve as authentic, high-quality content that illustrates social and emotional situations, while the system adds structured exercises and assessments to maintain curriculum organization. This resolves the contradiction by leveraging external authentic content rather than producing low-quality in-house videos.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Device complexity

If a single path curriculum is provided, then implementation is simple, but personalized learning opportunities are limited

Engineering Contradiction:
Improvecurriculum structureVSAvoidpersonalized learning
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic curriculum adaptation where the system adjusts exercise selection, media recommendations, and learning paths based on real-time assessment of user responses, preferences, and progress. The curriculum transitions from a static single-path structure to a dynamic adaptive system that personalizes content while maintaining overall curriculum framework, resolving the contradiction between simplicity and personalization.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes curriculum parameters (exercise difficulty, media type, topic focus) based on user assessment data and progress tracking. By dynamically adjusting these parameters, the system provides personalized learning paths within the structured curriculum framework, allowing simple implementation to coexist with adaptive personalization.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If a fixed curriculum is used, then content delivery is efficient, but adaptive learning based on user performance is not possible

Engineering Contradiction:
Improvecontent delivery efficiencyVSAvoidadaptive learning
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent implements continuous feedback loops where user responses to exercises are assessed in real-time, and this feedback drives adaptive adjustments to the curriculum. The system monitors performance metrics and uses this information to dynamically modify future content delivery, exercise selection, and learning paths, enabling adaptive learning while maintaining efficient content delivery through automated decision-making.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20230306858A1Systems and methods for administering social emotional learning exercises using narrative media
Publication Date: 2023.09.28 AFFECTIFI INC
  • US20230306858A1 patent drawing
  • US20230306858A1 patent drawing
  • US20230306858A1 patent drawing

AI summary

A computing device is provided for dynamically determining and/or automatically generating one or more social and emotional learning exercises associated with a media title selected by a user. The computing device has a communication interface for receiving a communication from a user device indicating the media title selected by the user and a processor for determining or generating one or more exercises corresponding with one or more mapped segments of the selected title based at least in part on a progress status of the user in an SEL curriculum. Upon determining or generating the one or more exercises corresponding with the mapped segments, the communication interface may send another communication to the user device indicating the one or more determined exercises such that the exercises may be administered to a user while watching the identified segments of the selected media title.