MUMBAI, India, June 22 -- Intellectual Property India has published a patent application (202641046149 A) filed by Hindusthan College Of Engineering And Technology on April 10, 2026, for Gamified Environmental Education Platform For Schools And Colleges.
Inventors include B. Reena; Dr. S. Shankar; Dr. N. J. R. Muniraj; S. Vijayarani; Balamurugan A; Gokulakannan M; Hari Pratheesh S; Haribabu S; Arun Kumar G; Gavaskar G; Guru Mathesh M; and Lingasankaran R.
The application for the patent was published on June 12, 2026, under issue no. 24/2026.
Abstract: The present invention discloses an interactive, gamified digital learning system and method for delivering environmental education to users through a web-based platform. The system enables users to access structured educational content related to environmental sustainability, integrated with interactive modules such as quizzes, animated learning materials, and game-based activities. The platform incorporates gamification mechanisms including scoring, levels, rewards, and leaderboard rankings to enhance user engagement and motivation. The system processes user interactions in real time through a server-side application framework, wherein user responses to quizzes and game activities are evaluated dynamically, and performance metrics are updated accordingly. Each user’s learning progress, scores, and activity data are stored and managed within a centralized relational database. The platform further provides instant feedback based on user responses, enabling improved knowledge retention and continuous learning. Additionally, the system includes multiple functional modules comprising user authentication, content management, performance tracking, and administrative control, all integrated within a unified architecture. The learning content is delivered through a responsive interface, allowing accessibility across multiple devices. The proposed invention thus provides an efficient and engaging solution for environmental education by combining digital learning technologies with gamification strategies to promote awareness, participation, and sustainable behavioural practices.
Disclaimer: Curated by HT Syndication.