The Verbosity Online Educational Environment



Tracking academic progress



Each player is assigned a RECORD. Records contain all the subjects to which a player has been exposed. Every subject in the player's record is tracked and contains a list of all facts a player has learned. There is a special value assigned to measure the comprehension of each fact learned by the player. This value is called the Comprehension Index. This value is critical in determining the level of ease or difficulty the participant has in learning a given subject.

We believe this information can be useful in fine-tuning the player's focus to help recognize strengths and to identify weaknesses that need to be bolstered.

Progress Reports


Progress Reports are used by parents and teachers to review the academic progress of any given player. These reports are kept in a special area within the Verbosity Network Management System™ for each player.

There is a report for each subject played for every player. Each subject played is then broken down to reveal the progress of each fact learned. There is a special value assigned to measure the comprehension of each fact learned by the player. The Comprehension Index is expressed in a percentage value. A 0% value means the fact was just introduced; larger values show progressive stages of mental ownership of that fact.

This Comprehension Index is an internal factor based on the number of correct responses compared to the number of incorrect responses given by the player computed over a specified period of time.

Learning Environment


The Peripheral Learning Environment is the Verbosity Application Services™ teaching model. It allows participants to eagerly focus on gaming fun while the learning system indirectly delivers facts through the game. The play mechanics are in the form of a casual game. There are no complicated rules or highly technical concepts that have to be mastered before the player can play the game have fun. During game play, the educational delivery system uses a form of catechism to introduce and then reinforce facts to the player. Facts are delivered to the participant's short- term memory then systematically reinforce as additional games are played. Over time the facts are transferred to intermediate memory, then ultimately to long-term memory.

Verbosity Online Subjects

Just like cable television, Verbosity Application Services™ uses a system comparable to channels called subjects. These subjects contain a few hundred facts and are introduced through the delivery system. Players choose the subject of current interest. Subscribers have unlimited access to all subjects available.

Current available subjects are:

Subject Description Level  
Elementary English I 1
Elementary English II 1
Elementary English III 1
High School English I 2
High School English II 2
College English I 3


Subjects can be varied and far-reaching. Languages, science, geography, history, and biology are example subjects that will be considered for addition to the network in the future.


Verbosity Online LLC
will continuously develop new content to provide a rich assortment of subjects. The company will seek out a host of subject matter experts that specialize in various areas of informational expertise to compile the data that will be contained in these subjects. A process determined by customer expectations, empirical data, and internal discussions with subject matter experts will result in the order and coverage of a particular subject.

This process will be accomplished according to a set of guidelines established by the company. These guidelines will eventually be made available to our commercial customers to help outline the types of subjects that will be added to the network.

Note: It is extremely important to note that the Verbosity Application Services™ technology is intended as a learning supplement. It is not intended to be a replacement for the education already being administered to the participant.