G09B19/22

GAME-BASED METHOD FOR DEVELOPING FOREIGN LANGUAGE VOCABULARY LEARNING APPLICATION
20220238039 · 2022-07-28 ·

The present disclosure is technology providing a foreign language learning application through game contents through a user terminal (smart phone, tablet, PC, or the like), and provides a foreign language word and a meaning thereof based on a preset language provided in an application together. Therefore, it is possible to provide a foreign language learning effect in which the user becomes a subject and learns the foreign language word while actively participating in the game by increasing ‘entertainment’ and ‘participation’ rather than a passive method for learning to write and listen to foreign language alphabets, simply and repeatedly. In addition, it is possible to provide an application that maximizes the effect of learning by repeatedly providing a word that has been encountered once so as not to forget by providing repeated learning based on an Ebbinghaus forgetting curve.

GAME-BASED METHOD FOR DEVELOPING FOREIGN LANGUAGE VOCABULARY LEARNING APPLICATION
20220238039 · 2022-07-28 ·

The present disclosure is technology providing a foreign language learning application through game contents through a user terminal (smart phone, tablet, PC, or the like), and provides a foreign language word and a meaning thereof based on a preset language provided in an application together. Therefore, it is possible to provide a foreign language learning effect in which the user becomes a subject and learns the foreign language word while actively participating in the game by increasing ‘entertainment’ and ‘participation’ rather than a passive method for learning to write and listen to foreign language alphabets, simply and repeatedly. In addition, it is possible to provide an application that maximizes the effect of learning by repeatedly providing a word that has been encountered once so as not to forget by providing repeated learning based on an Ebbinghaus forgetting curve.

PROGRAMMABLE EDUCATION DEVICE
20210398438 · 2021-12-23 ·

A programmable device configured for education and entertainment is described. In one embodiment, the programmable device includes a circuit board with a magnetic reed switch and a plurality of light emitting diodes (LEDs), speakers, and other electronic components. In one embodiment, the magnetic reed switch is configured to activate one or more modes of the programmable device. The LEDs is configured to display a pattern of light. The speakers are configured to emit audio. In one embodiment, the programmable device includes a polymer disk with a cylindrical receptacle to connect the programmable device to the polymer disk.

PROGRAMMABLE EDUCATION DEVICE
20210398438 · 2021-12-23 ·

A programmable device configured for education and entertainment is described. In one embodiment, the programmable device includes a circuit board with a magnetic reed switch and a plurality of light emitting diodes (LEDs), speakers, and other electronic components. In one embodiment, the magnetic reed switch is configured to activate one or more modes of the programmable device. The LEDs is configured to display a pattern of light. The speakers are configured to emit audio. In one embodiment, the programmable device includes a polymer disk with a cylindrical receptacle to connect the programmable device to the polymer disk.

Chess game with position-triggered consequence cards
11192021 · 2021-12-07 ·

A chess game kit includes a chessboard defining opposed edges, a lateral axis of symmetry bisecting the chessboard, and a top surface extending between the opposed edges. The top surface defines a plurality of chessboard squares defining a plurality of ranks. The ranks adjacent to the lateral axis of symmetry define two central ranks that together comprise a battle zone. Chessboard squares located outside of the battle zone alternate between a first color and a second color, and chessboard squares located within the battle zone alternate between the first color and a third color. The kit further includes a plurality of cards each reciting a chess game consequence to occur as a result of a player moving a capturing chess piece from a first chessboard position outside of the battle zone to a second chessboard position inside the battle zone to capture an opposing chess piece.

Chess game with position-triggered consequence cards
11192021 · 2021-12-07 ·

A chess game kit includes a chessboard defining opposed edges, a lateral axis of symmetry bisecting the chessboard, and a top surface extending between the opposed edges. The top surface defines a plurality of chessboard squares defining a plurality of ranks. The ranks adjacent to the lateral axis of symmetry define two central ranks that together comprise a battle zone. Chessboard squares located outside of the battle zone alternate between a first color and a second color, and chessboard squares located within the battle zone alternate between the first color and a third color. The kit further includes a plurality of cards each reciting a chess game consequence to occur as a result of a player moving a capturing chess piece from a first chessboard position outside of the battle zone to a second chessboard position inside the battle zone to capture an opposing chess piece.

Data processing systems for processing and analyzing data regarding self-awareness and executive function
11373546 · 2022-06-28 · ·

Data processing systems according to various embodiments are adapted to process data regarding the self-awareness of a user for use in the development of the user's executive function. In various embodiments, the data processing system: (1) executes computer-readable instructions that, when executed by the at least one computer processor, facilitate the playing of a game by the user; (2) gathers performance data indicating the user's performance while the user plays the game; and (3) automatically evaluates the performance data to assess, for the user, the ability to remember to perform various tasks, to stay on task, and to coach others by taking perspective, giving feedback, and mentoring them to do well. The data processing system may gather and process related data on various levels and then use this information to assist the user in improving the user's executive function skills.

Data processing systems for processing and analyzing data regarding self-awareness and executive function
11373546 · 2022-06-28 · ·

Data processing systems according to various embodiments are adapted to process data regarding the self-awareness of a user for use in the development of the user's executive function. In various embodiments, the data processing system: (1) executes computer-readable instructions that, when executed by the at least one computer processor, facilitate the playing of a game by the user; (2) gathers performance data indicating the user's performance while the user plays the game; and (3) automatically evaluates the performance data to assess, for the user, the ability to remember to perform various tasks, to stay on task, and to coach others by taking perspective, giving feedback, and mentoring them to do well. The data processing system may gather and process related data on various levels and then use this information to assist the user in improving the user's executive function skills.

Mr. Manager
20220143487 · 2022-05-12 ·

Baseball coachs spend most of their time teaching children how to hit, throw and run the bases. Many of them do not have the time to teach the stragedies of the game.

MR. MANAGER is a card game that allows coach and parents to teach young players the difference between a safety squeeze and a suicide squeeze. Most little leaguers do not fully understand what a balk is or the difference between a wild pitch and a passed ball or how to execute the hit and run play.

MR. MANAGER puts players in the middle of the game and makes them think about the best way of winning a game. It makes them feel like they are actually the manager.

System and method for creating a poker algorithm capable of independently playing and training users how to play consistently optimal poker
11322047 · 2022-05-03 ·

An original system and method for solving the card game known as Texas Hold'em Poker is disclosed. Mathematical calculations as well as game theory tactics are utilized to determine the optimal strategy for any possible situation that could potentially arise in Texas Hold'em Poker, as well as other variations of poker where the methodology also applies. One embodiment of the invention involves a fully automated electronic poker simulator that would allow the user to play a complete and genuine game of electronic poker against any number of computerized or live opponents, while simultaneously utilizing features of the poker simulator to learn how to play consistently optimal poker. Another embodiment would be to utilize the unique and specific methodology described herein to develop an artificially intelligent poker algorithm that can independently play consistently optimal poker in any possible scenario.