Abstract:
An apparatus for awarding playtime credit proportional to positive performance on educational testing. The apparatus records correct answers to academic questions, such as math, as credits towards time allowed on an attached electronic play device. The amount of time earned or awarded is determined by the number of correct answers provided in response to displayed questions.

Description:
REFERENCE TO RELATED APPLICATION 
       [0001]    This patent application claims priority to U.S. provisional patent application entitled “Test 4 time,” having Ser. No. 61/573,341, filed on Sep. 6, 2011, the entirety of which is hereby incorporated by reference into the present patent application. 
     
    
     BACKGROUND OF THE INVENTION 
       [0002]    1. Field of the Invention 
         [0003]    The present invention relates generally to controlling power to electronic devices, and more particularly, to devices for controlling time available to play electronic games. 
         [0004]    2. Description of Related Art 
         [0005]    It is well-known that children enjoy playing video games. Many parents worry about the time their children spend during a day playing video games. If not monitored, some children will spend all their leisure time playing video games. Additionally, many parents worry their children are spending too much time playing video games and not spending enough time on educational games and activities. 
         [0006]    Accordingly, there exists a need to incentivize children to engage in educational activities while still limiting the amount of time children spend playing video games. 
       ASPECTS AND SUMMARY OF THE PRESENT INVENTION 
       [0007]    In order to achieve these goals, an aspect of the present invention is to utilize a children&#39;s desire to play video games as means for encouraging educational activities. 
         [0008]    Another aspect of the present invention is to award or reward children for positive performance on educational activities. 
         [0009]    A further aspect of the present invention is to enable a child to practice his or her educational skills and be awarded playtime for successful performance on educational activities without the necessary involvement of a parent. 
         [0010]    Another aspect of the present invention is to enable children to earn “playtime currency” or credits by successfully completing educational activities. 
         [0011]    An additional aspect of the present invention is to build children&#39;s self-confidence and improve their fundamental math skills in adding, subtracting, multiplying and dividing, which will allow children to more easily move up the ladder of mathematics curriculum. 
         [0012]    Another aspect of the present invention is to provide an electrical power controlling apparatus that can be used on a myriad of electrically power toys and games to control the amount of time children play on such toys and games. 
         [0013]    In order to achieve these aspects, the present invention provides an automated reward apparatus for children learning mathematics and other educational subjects. The reward or “playtime currency” is timed use of an electronically powered device for a given amount of time, such as a video game, a television, a computer, or any other electronically powered device. In a preferred embodiment, the electronically powered device providing timed use receives power from a standard alternating current (AC) outlet. 
         [0014]    The present invention uses correct answers to academic questions, math for example, as credits towards time allowed on an attached device. The amount of time earned or awarded (“playtime currency”) is determined by the number of correct answers provided in response to questions. 
         [0015]    The apparatus of the present invention consists of two main units. The first is a handheld unit or user interface. The user interface randomly generates questions for a user, typically a child, to answer. The user interface also records credits the user has accumulated for correct answers. At the user&#39;s request the user interface translates the credits into minutes of playing time. For instance, ten correct answers could translate into twenty minutes of usable time (two minutes per correct answer) on the device of their choice, such as a video game, computer, TV, or the like. After translating the credits into a time equivalent, that information is transmitted wirelessly to the second main unit, a power controller base station. 
         [0016]    The power controller base station is plugged into a standard AC wall socket. The electronic device the user is accumulating time for is plugged into the power controller base station. So if twenty minutes of credited time was sent to the power controller base station, then electricity will be allowed to flow to the electronic device, such as a video game, for twenty minutes. A timer inside of the power controller base station shuts off the flow of electricity at the end of the twenty minutes to the connected device, such as a video game. To gain more playtime, the process will begin again back on the user interface with the answering of more questions and building more time. There are different settings for grade level difficulty factors and also settings for time allowed for each credit. 
         [0017]    The user interface is preferably less than a square foot in dimensions and has a monochrome or LCD screen. In other embodiments the user interface can utilize a smaller screen designed to respond to a stylus touching the screen. 
         [0018]    For example, the screen display, whatever size, displays: 

 
         [0019]    Preliminary settings are inputted, such as grade level and amount of time given for each correct answer. The system preferably defaults to two minutes per correct answer. 
         [0020]    The power controller base station is preferably located near the electronic device being controlled, such as a television or video game. The power controller base station includes a standard power socket receptacle and a cord that plugs into a standard AC wall socket or outlet. The power controller base station receives via electronic radiation transmissions, such as radio or Wi-fi, an amount of time earned on the user interface. The power controller base station allows electrical current to pass from the wall outlet to the electronic device, such as a TV, video game, computer, or the allotted amount of time. 
         [0021]    The reward apparatus of the present invention provides a visual and audible warning before the available time runs out, for example five minutes, thus enabling a child to save their game and logoff before the power to the electrical device is terminated. A password function can be included for overriding the system so that parents can utilize the electronic device without having to answer test questions. 
         [0022]    The foregoing has outlined, rather broadly, the preferred features of the present invention so that those skilled in the art may better understand the detailed description of the invention that follows. Additional features of the invention will be described hereinafter that form the subject of the claims of the invention. Those skilled in the art should appreciate that they can readily use the disclosed invention and specific embodiments as a basis for designing or modifying other structures for carrying out the same purposes of the present invention, and that such other structures do not depart from the spirit and scope of the invention in its broadest form. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0023]      FIG. 1  is a block diagram of a playtime award apparatus configured in accordance with a preferred embodiment of the present invention; 
           [0024]      FIG. 2  is a block diagram of the user interface shown in  FIG. 1 ; 
           [0025]      FIG. 3   a  is an electrical block diagram of the user interface shown in  FIGS. 1 and 2 ; 
           [0026]      FIG. 3   b  is an electrical block diagram of the power controller base station shown in  FIG. 1 ; 
           [0027]      FIG. 4  is a block diagram of a layout configured in accordance with and incorporating the present invention; 
           [0028]      FIG. 5  is a flowchart of a preferred method of the present invention; 
           [0029]      FIG. 6   a  is a top view of a lockbox configured in accordance with another embodiment of the present invention; 
           [0030]      FIG. 6   b  is a top view of the lockbox shown in  FIG. 6   a  with the top open; and 
           [0031]      FIG. 6   c  is a side view of the lockbox shown in  FIGS. 6   a  and  6   b.    
       
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
       [0032]    Referring now to the drawings,  FIG. 1  illustrates a block diagram of a playtime awarding apparatus  11  configured in accordance with the present invention. The apparatus  11  includes a user interface  12 , a power controller base station  14 , and an electronic play device  16 . A user  10 , such as a child, utilizes the user interface  12  to answer test questions and obtain playtime credits for using the electronic play device  16 . A display on the user interface  12  displays a screen message, such as “Welcome to Test 4 Time”. “Let&#39;s Earn Some Fun Time”. Next, the user interface  12  generates random questions for a selected educational topic. For example, if the subject is math, the user interface  12  generates random math questions, such as: 45+22=______. 
         [0033]    The user  10  enters an answer using a keypad, touch screen, or other known input device. If the answer is correct, the user interface  12  records the correct answer and generates another question. If the user  10  answers incorrectly, a new question is generated without accumulating an playtime credit. It is up to the user  10  to answer as many questions as they want up to a present time limit. The user interface  12  records the number of correct answers and uses a pre-set multiplier to determine the amount of earned time, and then transmits, preferably wirelessly, the amount of earned time to the power controller base station  14 . A “parental control” function is included to set the amount of earned time for each question answered correctly. Thus, if the user  10  answers 20 questions correctly and the multiplier is set at two minutes per correct response, 40 minutes of time will be earned, and that information is transmitted to the power controller base station  14 . Different levels of difficulty for different ages are included. 
         [0034]    In other embodiments, the user interface can be a commercial smart device, such as a smart phone, iPhone®, iPad®, iPod®, or other device having an input, output display, and wireless transmission capabilities. An computer software application could be downloaded to these devices and used in place of a customized built handheld user interface  12 . Similarly, the user interface  12  can be programmed to have separate accounts for different users, and these separate accounts could be password protected. 
         [0035]    The power controller base station  14  contains a standard AC power receptacle that the desired play device will plug into, such as a video game. The power controller base station  14  also has a power cord exiting the unit that will plug into a standard AC wall socket. A button that says “FUN TIME” is included on the user interface  12 . Depressing the “FUN TIME” button causes “earned” time information to be transmitted to the power controller base station  14 . Using the example from above, a 40 minute credit is sent from the user interface  12  to the power controller base station  14 . The power controller base station  14  then allows the current to flow to the electronic play device  16 , such as a video game or television. A timer will count to  40  minutes and at the end of the 40 th  minute the power will be cut off to the electronic play device  16  receiving power from the power controller base station  14 . The counter can be in either the user interface  12  or the power controller base station  14 . The user interface  12  includes an external timer on its display screen so the user  10  can always reference how much time is left in that session. To give the user  10  a chance at an uninterrupted gaming experience, at two minutes before their time is finished an alarm will sound on the user interface  12 . The user  10  will have the ability to pause and save the game they are playing so more time can be earned. 
         [0036]      FIG. 2  illustrates a block diagram of the user interface  12  shown  FIG. 1 . A user  10  interacts with the user interface  12  by via an input/output device  20 , such as a keypad and liquid crystal display (LCD), on the interface  12 . While a display and keypad are the preferred devices for enabling a user  10  to interact with the user interface  12 , other known input and output devices can be used, such as a touch screen. A subject matter source  22  electrically connected to the input/output device stores data for questions and answers from educational subjects, such as math, science, English, social studies, geography, or any other desired subject. The subject matter source  22  further includes a random question generator for providing individual questions from an education subject selected by the user  10 . 
         [0037]    The input/output device  20  and subject matter source  22  are both electrically connected to a question selector and validator  24 . The question selector and validator  24  compares the inputted answers with each question to determine if a question was answered correctly based on data received from the subject matter source  22 . A credit accumulator  26 , electrically connected to the question selector and validator  24 , receives a signal from the question selector and validator  24  when a question is answered correctly. The credit accumulator  26  records and tabulates a running total of the number of correctly answered questions. 
         [0038]    A value tracker  28  is electrically connected to the credit accumulator  26 . When the user  10  wants to begin playing on the electronic play device  16 , the user  10  inputs a request to the user interface  12  to begin using the electronic play device, and the credit accumulator sends a signal to the value tracker  28  providing the number of questions answered correctly. The value tracker then multiplies the number of correctly answered questions by the time value assigned to each question. Thus, for example, if two minutes are assigned to each correctly answered question, and the user has accumulated  20  correctly answer questions, then the value tracker  28  sends a signal to the power controller base station  14  that the user has earned  40  minutes of playtime. 
         [0039]      FIG. 3   a  is an electrical block diagram of the user interface  12  shown in  FIGS. 1 and 2 . The user interface  12  is preferably designed to be handheld. The user interface  12  includes an input device  102 , such as a keypad or touch screen, which is electronically connected to a microcontroller  108 . A portable power source  104 , such as batteries, provides power to the microcontroller  108  and other components of the user interface  12 . An output device  106 , such as an LCD screen, is electrically connected to the microcontroller  108 . A wireless communication device  110  also is electrically connected to the microcontroller  108 . The subject matter source  22 , question selector and validator  24 , credit accumulator  26 , and value tracker  28  preferably are provided by and controlled by the microcontroller  108 . The microcontroller also controls the input device  102 , output device  106 , and wireless communication device  110 . 
         [0040]      FIG. 3   b  illustrates an electrical block diagram for the power controller base station  14  shown in  FIG. 1 . The power controller base station  14  includes an alternating current (AC) to direct current (DC) converter  122  to provide power to a microcontroller  128 . The AC to DC converter receives  120  volts AC power from a standard AC wall socket to via a 120-volts AC-in  124  connector, such as a standard power cord, to which the power controller base station  14  is connected. The 120-volts AC-in  124  also is connected to a switch or relay  125 , such as a MOSFET, for allowing AC power to flow to a 120-volts AC-out socket  126  which is externally located on the power controller base station  14 . A power cord from the electronic play device  16  is to be connected to the 120-volts AC-out socket  126 . 
         [0041]    The microcontroller  128  is electrically connected to the relay  125  for controlling the flow of AC power to the 120-volts AC-out socket  126 . A wireless communication device  130  also is electrically connected to the microcontroller  128  for communicating received wireless transmitted data from the user interface  12 . 
         [0042]      FIG. 4  is a block diagram of a preferred layout configured in accordance with and incorporating the present invention. Illustrated are the user interface  12  and the power controller base station  14 . The user interface  12  and the power controller base station  14  communicate via a wireless communication  13 . The power controller base station  14  is connected to and powered by a standard AC wall socket  15 . An electronic play device  16 , here a video game  17 , has its power cord  19  plugged into the 120-volts AC-out  126  external socket of the power controller base station  14 . The video game  17  has a video output  23  connected to the television  21 . 
         [0043]      FIG. 5  is a flowchart of the preferred method of the present invention. Beginning at Start  40 , the process next retrieves the current total of credits for questions answered correctly at step  42 , and then displays the total credits at step  44 . If the user  10  elects not to use available credits next at step  46 , the process proceeds to step  48  and inquires if the user wants to add credits. If the user selects no, the process returns to step  44 , and if the user selects yes to adding credits, the process proceeds to step  50  wherein the system displays test menu and request an educational test category, such as math, geography, or science. The process next moves to step  52  wherein the user  10  selects the educational test category, and the system displays a test question and the user  10  enters his or her answer to the question. The format for the questions can be fill in the blank or multiple choice, depending upon the subject matter. 
         [0044]    The process moves next to step  54  to determine if the entered answer was correct. If the answer was correct, the process proceeds to step  56  to accumulate credits, and then to step  58 . If an incorrect answer is entered, the process moves directly to step  58 . At step  58  the process inquires if the user desires to answer more questions to gain additional credits. If the user selects yes, the process returns to step  52 ; and if the user selects no, the process moves directly to step  60 . At step  60  the system prompts the user to use credits. Next, at step  62 , if the user inputs no to using credits, the process returns to the main menu at step  44 ; if the user desires to use acquired credits at step  62 , the process proceeds to step  64 . 
         [0045]    The process moves to step  64  in response to the user selecting yes to use acquired credits at step  62  or selecting yes to use credits at step  46 , discussed above. At step  64 , the process begins supplying electricity to the electronic play device  16 , such as a video game. The process moves next to step  66  to check if the credits are still available after using the first increment of time, which for example, could be 2 minutes. So, if each credit is good for 2 minutes, 20 credits would allow 40 minutes of playtime. The system would then check every two minutes to determine of time credit is still available. If credits are still available, the system move to step  68  to decrement a credit; if no credits are left at step  66 , the process moves to step  72  to disable power to the electronic play device  16 . From step  72 , the system proceeds back to the main menu at step  44 . 
         [0046]    If credits are still available at step  66 , the process proceeds to step  68  to decrement a single credit. If there is only one credit left at step  68 , the system issues an audio alert and a visual alert on the output device  106  of the user interface  12  to alert the user that time is running out, and the user should save the game and logout. From step  68 , the system proceeds to  70  wherein the system updates the display on the output device  106  to keep the user  10  advised of the available time left. From step  70 , the process returns to step  64 , and the process continues until the time credits are used up or the user inputs on the user interface  12  that he or she desires to terminate play before all the available playtime credits have been used. 
         [0047]      FIG. 6   a  illustrates a top view of a lockbox  200  configured in accordance with the present invention. A lid  202  is shown having a user interface  220  with a display  222  and an input keypad  224  secured to the lid  202 . The user interface  220  includes an electronic lock for securing the lid  202  to the bottom  204  ( FIGS. 6   b  and  6   c ) of the lockbox. The lockbox  200  is sized to receive multiple handheld electrically powered games. Access to the lockbox  200  is gained by answering a predetermined number of educational questions on a user interface  220  to open the lockbox  200  and be able to take out electronic toys stored inside. The user interface  220  is similar to the user interface  12 , except the user interface  200  unlocks the lockbox  200  instead of transmitting data to the power controller base station  14  when a predetermined number of correct answers are achieved by a user. 
         [0048]      FIG. 6   b  is a top view of the lockbox  200  with the lid  202  opened or removed, and exposing the bottom  204  of the lockbox  200 . Inside the lockbox  200  on the bottom  204  is a power strip  206  having multiple power outlets  208 . During the evening and/or when the lockbox is closed with one or more electronic toys inside, the electronic toys are plugged into the sockets  208  of the power strip  206  to charge. The power strip  206  receives power from a wall socket  210  external and separate from the lockbox  200 . A power cable  211  from the lockbox  200  is plugged into the wall socket  210  to provide power to the power strip  206 . 
         [0049]      FIG. 6   c  is a side view of the lockbox  200  shown in  FIGS. 6   a  and  6   b . The bottom  204  and the lid  202  of the lockbox  200  shown in  FIGS. 6   a  and  6   b  are illustrated.