G09B1/34

WAN
20220040560 · 2022-02-10 · ·

WAN is a child friendly educational card game that can be used to teach the concepts of trigonometric functions and identities or can be played as a simple card game by anyone over seven years old. The game uses all six basic trigonometric functions and their squares. These trigonometric functions are represented by various shapes and colors on the cards. Mathematical operations are determined by how the cards are placed. The game is played by creating card hands representing functions and operations that equal the number one. These card hands are called WAN hands.

WAN
20220040560 · 2022-02-10 · ·

WAN is a child friendly educational card game that can be used to teach the concepts of trigonometric functions and identities or can be played as a simple card game by anyone over seven years old. The game uses all six basic trigonometric functions and their squares. These trigonometric functions are represented by various shapes and colors on the cards. Mathematical operations are determined by how the cards are placed. The game is played by creating card hands representing functions and operations that equal the number one. These card hands are called WAN hands.

MATH GAME

A math game using a deck of playing cards and a set of randomly generated numbers. In one embodiment, a method of playing includes dealing each player a set of cards from a deck of cards. Each card from the deck is marked with either a numerical operand or an arithmetic operator as indicia. Players alternate turns by rolling a set of dice to generate a set of numbers. During each turn, each player discards one or more cards among the player's set of cards by placing the one or more cards onto a discard pile corresponding to an outcome of a mathematical operation performed on the set of numbers.

MATH GAME

A math game using a deck of playing cards and a set of randomly generated numbers. In one embodiment, a method of playing includes dealing each player a set of cards from a deck of cards. Each card from the deck is marked with either a numerical operand or an arithmetic operator as indicia. Players alternate turns by rolling a set of dice to generate a set of numbers. During each turn, each player discards one or more cards among the player's set of cards by placing the one or more cards onto a discard pile corresponding to an outcome of a mathematical operation performed on the set of numbers.

METHOD AND APPARATUS FOR TEACHING SCIENCE CONCEPTS
20170270809 · 2017-09-21 ·

A method and apparatus enable a teacher to teach science to a young student using the student's existing life experience acquired knowledge and skill set. A sensory physical activity relating to a concept to be taught is designed for the student to witness and perform in order to provide a sensory experience that is embedded in the brain, the student thereby learning the concept which later can be used to learn a scientific principle. Details of the activity steps are documented for use by the teacher to provide a source for the demonstration and explanation of the activity. An apparatus is provided with various implements with which the principles can be demonstrated.

METHOD AND APPARATUS FOR TEACHING SCIENCE CONCEPTS
20170270809 · 2017-09-21 ·

A method and apparatus enable a teacher to teach science to a young student using the student's existing life experience acquired knowledge and skill set. A sensory physical activity relating to a concept to be taught is designed for the student to witness and perform in order to provide a sensory experience that is embedded in the brain, the student thereby learning the concept which later can be used to learn a scientific principle. Details of the activity steps are documented for use by the teacher to provide a source for the demonstration and explanation of the activity. An apparatus is provided with various implements with which the principles can be demonstrated.

See It Say It Know It Multiplication Tables
20220176232 · 2022-06-09 ·

The mechanics of See It Say It Know It Multiplication Tables involve moving pieces around a large board and discovering the product or answers by uncovering the multiplicand with dice rolls.

It is a game board kit, including twelve individual game boards, each game board configured to resemble the shape of or depict a number 1-12, known as a multiplier. Each number 1-12 has a corresponding (colored-coded) game board, with twelve numbers arranged on each game board. Also, the twelve numbers on each game board correspond to a product of a multiplier, which is a number 1-12 and is the multiplicand of the respective game board.

And twelve (color-coded) disks, each disk depicting one of a number corresponding to 1-12 and configured to cover one of the 12 numbers arranged on each game board.

LEARNING TOY, MOBILE BODY FOR LEARNING TOY, AND PANEL FOR LEARNING TOY
20210366308 · 2021-11-25 · ·

A learning toy which enables learning of high-level programming in a stepwise manner. A movement path is constituted by a plurality of command panels in which command information which can be read with an optical reading module is recorded being arranged. A mobile robot sequentially reads command information included in the command panels through which the mobile robot passes while moving along the movement path and stores a plurality of pieces of command information in a command information memory. The mobile robot takes out a plurality of pieces of command information from arbitrary positions in the command information memory to execute operation. If a plurality of pieces of command information necessary for operation of the mobile robot are stored in the command information memory, a control unit of the mobile robot automatically extracts and takes out the command information and causes the mobile robot to operate.

EDUCATIONAL BLOCKS
20230277919 · 2023-09-07 ·

An apparatus and method to stimulate creative thinking, initiate conversations, and improve social skills among participants in a game setting using educational blocks imprinted with a variety of indicia besides, letters, words and numbers including, but not limited to symbols, pictures of animals, flora/fauna, objects, tools, structures, sporting equipment, illustrations depicting diverse subject matter including, nature scenes, seasons, weather, human activities, and pictures depicting human emotions to attract emotional intelligence awareness. The educational blocks of the invention can be used to address different communication needs in various scenarios. The blocks can be used as an icebreaker activity in a classroom setting, an alternative approach to writer's block, conversation piece in social gatherings, family activities, used to exercise healthy-positive-advocating skills during contradictions, or to build a dialog for therapeutic purposes.

EDUCATIONAL BLOCKS
20230277919 · 2023-09-07 ·

An apparatus and method to stimulate creative thinking, initiate conversations, and improve social skills among participants in a game setting using educational blocks imprinted with a variety of indicia besides, letters, words and numbers including, but not limited to symbols, pictures of animals, flora/fauna, objects, tools, structures, sporting equipment, illustrations depicting diverse subject matter including, nature scenes, seasons, weather, human activities, and pictures depicting human emotions to attract emotional intelligence awareness. The educational blocks of the invention can be used to address different communication needs in various scenarios. The blocks can be used as an icebreaker activity in a classroom setting, an alternative approach to writer's block, conversation piece in social gatherings, family activities, used to exercise healthy-positive-advocating skills during contradictions, or to build a dialog for therapeutic purposes.