Patent classifications
A63F3/0478
MEMORY STIMULATING BOARD GAME SYSTEM AND METHOD
An apparatus for providing entertainment having a planar surface with a plurality of areas located in a center of the planar surface; a predetermined number of spaces located about a perimeter of the planar surface; a predetermined number of game cards configured to be placeable on the plurality of areas of the planar surface; a plurality of chips configured to be played on the planar surface; a plurality of player-pieces configured to be moved about the perimeter of the planar surface; a dice member used to determine an order of play among a plurality of players; and a mechanism for measuring an amount of time. The apparatus for providing entertainment is useful for providing entertainment when played.
Nutrition education game for children
The disclosed board game is designed to teach children basic nutrition principles in a fun-filled way. The game is designed to be played by a minimum of five players and/or teams. The game board depicts a fictional community where players have the task of planting nutritional foods in each of five gardens so as to provide nourishment to various sectors of the community. Players acquire colorful magnetic fruit and vegetable tokens to plant in their assigned gardens by correctly answering nutrition-related questions asked by a game facilitator. The first player or team to collect and plant all seven of the fruit and vegetable colors is the winner of the game. The object of the game is to enhance knowledge and understanding of the principles of personal nutrition, daily food consumption and meal planning.
GAME SYSTEM FOR ENHANCED COMMUNICATION SKILLS
The present invention provides a game that enhances communication skills. The game provides a series of fun communication challenges utilizing detailed pictures and objects to challenge the descriptive abilities of players and/or teams. It includes processes which reward players according to how well puzzles are answered/solved. The game/system positions players where they must rely solely upon verbal-only explanations/instructions from team members to solve puzzles. It also includes a unique scoring system to accurately score puzzles after each challenge.
Method and apparatus for teaching power distribution
A method and apparatus for teaching power distribution with an educational board game includes providing a game board that includes a power station location, power pole locations, and a target building location. A power pole indicator is placed at a power pole location and a power line indicator is connected from the power station location to the power pole indicator during the player's turn. Additional power pole indicators are positioned at additional power pole locations during the player's subsequent turns and the power line indicator is connected from the power station location to the target building location via the power pole indicator and the additional power pole indicators.
Nutrition Education Game For Children
The disclosed board game is designed to teach children basic nutrition principles in a fun-filled way. The game is designed to be played by a minimum of five players and/or teams. The game board depicts a fictional community where players have the task of planting nutritional foods in each of five gardens so as to provide nourishment to various sectors of the community. Players acquire colorful magnetic fruit and vegetable tokens to plant in their assigned gardens by correctly answering nutrition-related questions asked by a game facilitator. The first player or team to collect and plant all seven of the fruit and vegetable colors is the winner of the game. The object of the game is to enhance knowledge and understanding of the principles of personal nutrition, daily food consumption and meal planning.
COLLABORATIVE EDUCATIONAL TOOL AND PROCESS
A collaborative learning device and processes for groups to enable each person of the group to learn difficult subject matter by answering written questions, awarding points, revealing answers, and discussing answers and concepts. The device and process promotes technology, science, engineering and math courses, sometimes known as STEM disciplines, through collaborative learning centered on the devices of the invention. Devices of the collaborative game are a game board with markers and written questions associated with STEM subject indicators on the game board. Participants take turns selecting questions, answering individually, revealing and collaboratively discussing answers, and awarding points for correct answers. Participants award points to the most collaborative participant, which encourages participation and input from the participants.
Children's learning game
A learning game and apparatus that focuses on improving the mastery of object permanence, language acquisition, humor development, and complex imaginative play abilities in young children. Primarily, the present invention is designed for early learners (infants, toddlers, and preschoolers), as no reading is required. The game invention and apparatus comprises a game board, game cards, accessory box and accessories, and has many playstyle variations to accommodate play by young children. The present invention facilitates learning through human interactive peek-a-boo play. The goal of the game is to find the peek-a-boo surprise by engaging in dialogue via game cards attached to a vertical game board. Certain variations of the game can be played with one designated game leader and one or more game players. Younger children are encouraged to play with older children as well as take on the role of game leader, as an opposite method of playing. Additionally, the present invention may also provide a means to teach young children sign language.