Patent classifications
A63F3/0415
Little Genius Producing Puzzles
The invention is a method to uplift education comprising of 4-dimensional, single- and multi layered educational puzzles, operating through 7 designs of functional relationships between the indicia (learning contents), and substrate.
The invention constitutes an effective method to teach persons of all ages, particularly children, any educational subject. Examples: literacy, biology, science, geography, maths, etcetera.
Themes of the puzzles are structured according to the objectives of local school curriculum wherever it is made available globally, and it therefore accelerates cognitive development.
The invention is unlimited in application and form an incomparable educational aid, versatile and valuable in the cognitive development of learners, especially in remedial teaching. It can be used in a one: one teacher or parent: learner/child situation, or a group,or individual situations in urban or rural areas, without electricity. Children love doing puzzles repetitively, therefore successful assimilation of educational material is assured.
IMPROVEMENTS RELATING TO BOARD GAMES AND DICE
A game (2) comprising: a game board (11) comprising a series of ridges, each of the ridges (10) comprising a first face (32) and a second face (33), wherein the second face (33) of each ridge (10) faces toward a first player at one side (30b) of the game board (11) and the first face (32) of each ridge (10) faces toward a second player sitting opposite the first player at an opposite side (30a) of the game board (11); a playing piece (13) comprising a base (44) which corresponds to the faces (32, 33) of the ridges (10); and a die (12) comprising four or more faces (42), each face (42) indicating a numeric value (43), wherein at least one of the numeric values (43) is indicated on at least two of the faces (42).
MULTIPLICATION TABLE CARD GAME
The present invention patent application for the claimed multiplication table card game relates to a card game for two or more players. Recommended for children aged 6 to 11 years. The multiplication table card game is an educational mathematics game for children who are beginning to study multiplication tables and who need to quickly calculate a multiplication table if they have forgotten a previously memorized multiplication table. The multiplication table card game provides players or students with an alternative for resolving the multiplication table by calculating the multiplication mentally. It contains 64 cards. Each card shows a multiplication operation with a suggested solution. The players set a time for each round of questions according to the game rules. The game demystifies and facilitates multiplication tables for children. The multiplication table card game is a simple game that can be used in any school in any country to incentivize the learning of multiplication tables, and can also be played at home for learning and leisure purposes.
EDUCATIONAL GAME
An educational tool is described. It includes a set of question cards relating to at least one strand of at least one subject area, where each card of the set of question cards containing at least one question. The tool further includes a game board defining a victory condition and a set of gameplay conditions, the set of gameplay conditions including at least one question trigger, each question trigger of the at least one question trigger instructing a user of the educational tool to select a card of the set of question cards and answer the at least one question contained. Also disclosed is a method of teaching a subject.
Game system and method for learning mathematics
A method of playing a learning game having game pieces with a playing face divided into first and second sections, the first section displaying a first number and the second section displaying the first number, a mathematical operation, and a second number, the method including taking turns to place a game piece on a playing surface adjacent a game piece already on the playing surface in which a numeric value of the first number in the first section of the game piece or the numeric value of the result of the mathematical operation in the second section is equal to a numeric value of a first or second section of the game piece already on the playing surface that is not adjacent another game piece.
EDUCATIONAL METHOD AND APPARATUS
A method of teaching multiplication is shown and described. The method may be practiced as a group endeavor for classroom settings, or as a game in the absence of teacher participation. The method uses partially completed multiplication tables which provide either multiplicands and multipliers, thereby obliging students and players to furnish corresponding products, or alternatively, display products and either multiplicands or multipliers, obliging students to furnish the missing element. Students learn by viewing all three elements. Students practice by completing multiplication operations using the partially completed multiplication tables.
System and method for teaching arithmetic
A system and method for teaching arithmetic has a plurality of training aides or manipulatives wherein a child/student learns arithmetic facts by executing the method using the system. The physical training aids may include a plurality of dice (10,12), a numerical board (20), a plurality of pennies (26) and a container (22). The physical training aids are used with the child where the child creates addition/subtraction problems by rolls of the dice (10,12) wherein the child uses the numerical board (20) and container (22) along with the pennies (26) to solve problems and verify answers by direct observation. Games may be incorporated where the child can use the system and method in playing the games.
MATHEMATICAL BOARD GAME
An instructive board game combining solving mathematical questions and making moves on a board in the manner of the well-known game of Tic Tac Toe is disclosed. The board displays mathematical values to be used in an operation in one location, and possible mathematical results in an array at another location. After one player selects a mathematical value, another player selects another mathematical value which will when subjected to the operation, will yield a mathematical result corresponding to a result shown at a desired location on the board. The second player then occupies that location. Players attempt to occupy abutting locations arranged three in a row, vertically, horizontally, or diagonally. In one implementation, the game gives players practice in solving quadratic equations.
Gaming table assembly
A gaming table assembly for entertainment includes a plate and a mirror. The plate is substantially transparent. The mirror is shaped substantially complementarily to the plate. A first frame is coupled to a perimeter of the plate. A second frame is coupled to a circumference of the mirror. A plurality of legs is coupled to and extends between the first frame and the second frame. The legs are configured to support the first frame and the second frame on a horizontal surface with the first frame positioned distally from the horizontal surface and the mirror facing upwardly. A plurality of multifaceted gaming pieces is configured to position on the plate so that a respective facet of each multifaceted gaming piece is positioned in contact with the plate. The mirror is positioned to view the respective facet so that the respective facet is incorporable into a game.
LITTLE GENIUS US62/521,729
The Little Genius Puzzles Concept constitutes a revolutionary educational invention. It consists 4-dimensional, single-or multi-layered sensory motor puzzle models. They form a series of educational puzzles which are designed to teach persons, and particularly children, basic and more complex facts pertaining to any educational subject matter, e.g. reading skills, biology, science, history, geography, math, the concept of numbers and groups of numbers, etc., in a fun and very easy to use way. They form an incomparable educational aid both versatile and very valuable in the cognitive development of a learner, and especially in remedial teaching situations. It can readily be used in a one: one teacher or parent: learner/child situation, in urban or rural areas, where there is no supply of electricity. Because children love doing puzzles repetitively, the successful assimilation of the educational aspects is assured.