PROVIDING ONLINE NON DOWNLOADABLE ELECTRONIC LESSON

Brand Owner Address Description
INSKY The Learning Internet, Inc. 1618 SW 1st Avenue, Suite 215 Portland OR 97201 Providing online non-downloadable electronic lesson simulations in the field of K-12 education, interactive lessons simulations in the field of K-12 education, digital manipulatives, namely, interactive lessons simulations in the field of K-12 education, educational exercises in the field of K-12 education, and learning games that may be modified by teachers and students; providing hyperlinks to online resources featuring information on K-12 education hosted on other websites; providing online courses in the field of K-12 education and curriculum and online assessments in the form of tests, quizzes and submitted works for manual scoring to which the user can subscribe online for use as professional development or as application and use with students;Providing online communication services in the nature of online instant message services, group chat services, video conferencing and communication services, and online message services in the field of mentoring teachers, and mentoring and tutoring students; providing on-line communications links which transfer the website user to other local and global web pages; distribution of online content, namely, electronic transmission and streaming of digital media content for others via global and local computer networks;IN SKY;Providing a website with functionality that enables users to subscribe to tutoring, mentoring, state and local reporting, certification services, and online content services, in the nature of sequence lesson plans, videos, simulations, and online services, all in the field of K-12 education;
 

Where the owner name is not linked, that owner no longer owns the brand

   
Technical Examples
  1. A method and system facilitating selection of participants in multiplayer online electronic games. The method provides an efficient procedure for players to host and join new instances of multiplayer online electronic games, as well as providing a scheme that enables players to join multiplayer online electronic games that are already in progress. The method is implemented through a gaming utility that runs on each player's electronic device (e.g. PC) and interacts behind the scenes with an online messaging service. Player hosts are enabled to select players from a list of contacts provided by the online messaging service who they want to invite to join a chat session. A selected multiplayer online electronic game is selectively launched on all of the player's computers through a single command issued by the host. Additionally, the gaming utility provides players with a list of existing chat sessions being hosted by other players so as to enable the players to join multiplayer online electronic games that are already in progress. The system includes a plurality of electronic devices linked in communication across a communications network, such as a LAN or the Internet. Each electronic device is operatively coupled to a headset having a pair of headphones and a microphone. The headset is worn by a player, enabling the players to verbally communicate with others in a verbal chat session.