EDUCATIONAL GAME
20230112521 · 2023-04-13
Inventors
Cpc classification
International classification
Abstract
A system and method for education game for kids that help learning basic math skills. The method includes the steps of presenting on a screen generated by an interface module, a number of blocks of different shapes. Each block on the screen touches at least one adjacent block. Moves has to be made from a first selected block to next consecutive blocks to form a path, wherein a selected block must be in touch with last selected block.
Claims
1. A method for an education game, the method implemented within a system comprising a processor and a memory, the method comprising the steps of: providing an interface, by an interface module implemented within the system and upon execution by the processor; generating, by a game module implemented within the system and upon execution by the processor, ten or more blocks to be arranged in a screen based on a predetermined algorithm, wherein a plurality of blocks of the ten or more blocks are of a plurality of shapes, wherein each block of the ten or more blocks touches at least one adjacent block of the ten or more blocks; receiving, through the interface, a selection of a first block from the ten or more blocks; and upon selection, coupling a first feature to the first block.
2. The method according to claim 1, wherein the method further comprises the steps of: assigning a points value to each of the ten or more blocks, wherein the points value is proportional to a number of sides of the respective block.
3. The method according to claim 2, wherein the points value is disposed on an exposed surface of the each of the ten or more blocks.
4. The method according to claim 2, wherein the ten or more blocks comprises hundred blocks and the plurality of shapes comprises a star, a hexagon, a pentagon, a diamond, a trapezoid, a square, a crescent moon, and a half circle.
5. The method according to claim 1, wherein the first feature is an icon of a predetermined shape and color.
6. The method according to claim 2, wherein the method further comprises the steps of: receiving, through the interface, a selection of a second block from the ten or more blocks, wherein the first block and the second block touch each other; and upon the selection, coupling a second feature to the second block, wherein the first feature and the second feature are same.
7. The method according to claim 6, wherein the method further comprises the steps of: receiving, through the interface, a selection of a third block from the ten or more blocks, wherein the second block and the third block touch each other; and upon the selection, coupling a third feature to the third block, wherein the third feature and the second feature are same.
8. The method according to claim 7, wherein the method further comprises the steps of: counting, by the game module, a total of the points value associated with the first block, the second block, and the third block to obtain a sum; and displaying the sum on the screen.
9. The method according to claim 7, wherein the method further comprises the steps of: receiving, through the interface, a selection of a n block from the ten or more blocks, wherein a value of n is predetermined, wherein the n block and a block selected before the n block from the ten or more blocks touch each other; and upon the selection, coupling a n feature to the n block, wherein the n feature and the second feature are same.
10. A system for an education game, the system comprising a processor and a memory, the system configured to implement a method comprising the steps of: providing an interface, by an interface module implemented within the system and upon execution by the processor; generating, by a game module implemented within the system and upon execution by the processor, ten or more blocks to be arranged in a screen based on a predetermined algorithm, wherein a plurality of blocks of the ten or more blocks are of a plurality of shapes, wherein each block of the ten or more blocks touches at least one adjacent block of the ten or more blocks; receiving, through the interface, a selection of a first block from the ten or more blocks; and upon selection, coupling a first feature to the first block.
11. The system according to claim 10, wherein the method further comprises the steps of: assigning a points value to each of the ten or more blocks, wherein the points value is proportional to a number of sides of the respective block.
12. The system according to claim 11, wherein the points value is disposed on an exposed surface of the each of the ten or more blocks.
13. The system according to claim 11, wherein the ten or more blocks comprises hundred blocks and the plurality of shapes comprises a star, a hexagon, a pentagon, a diamond, a trapezoid, a square, a crescent moon, and a half circle.
14. The system according to claim 10, wherein the first feature is an icon of a predetermined shape and color.
15. The system according to claim 11, wherein the method further comprises the steps of: receiving, through the interface, a selection of a second block from the ten or more blocks, wherein the first block and the second block touch each other; and upon the selection, coupling a second feature to the second block, wherein the first feature and the second feature are same.
16. The system according to claim 15, wherein the method further comprises the steps of: receiving, through the interface, a selection of a third block from the ten or more blocks, wherein the second block and the third block touch each other; and upon the selection, coupling a third feature to the third block, wherein the third feature and the second feature are same.
17. The system according to claim 16, wherein the method further comprises the steps of: counting, by the game module, a total of the points value associated with the first block, the second block, and the third block to obtain a sum; and displaying the sum on the screen.
18. The system according to claim 16, wherein the method further comprises the steps of: receiving, through the interface, a selection of a n block from the ten or more blocks, wherein a value of n is predetermined, wherein the n block and a block selected before the n block from the ten or more blocks touch each other; and upon the selection, coupling a n feature to the n block, wherein the n feature and the second feature are same.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0023] The accompanying figures, which are incorporated herein, form part of the specification and illustrate embodiments of the present invention. Together with the description, the figures further explain the principles of the present invention and enable a person skilled in the relevant arts to make and use the invention.
[0024]
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DETAILED DESCRIPTION
[0032] Subject matter will now be described more fully hereinafter with reference to the accompanying drawings, which form a part hereof, and which show, by way of illustration, specific exemplary embodiments. Subject matter may, however, be embodied in a variety of different forms and, therefore, covered or claimed subject matter is intended to be construed as not being limited to any exemplary embodiments set forth herein; exemplary embodiments are provided merely to be illustrative. Likewise, the reasonably broad scope for claimed or covered subject matter is intended. Among other things, for example, the subject matter may be embodied as methods, devices, components, or systems. The following detailed description is, therefore, not intended to be taken in a limiting sense.
[0033] The word “exemplary” is used herein to mean “serving as an example, instance, or illustration.” Any embodiment described herein as “exemplary” is not necessarily to be construed as preferred or advantageous over other embodiments. Likewise, the term “embodiments of the present invention” does not require that all embodiments of the invention include the discussed feature, advantage, or mode of operation.
[0034] The terminology used herein is to describe particular embodiments only and is not intended to be limiting of embodiments of the invention. As used herein, the singular forms “a”, “an”, and “the” are intended to include the plural forms as well, unless the context indicates otherwise. It will be further understood that the terms “comprises”, “comprising,”, “includes” and/or “including”, when used herein, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof.
[0035] The following detailed description includes the best currently contemplated mode or modes of carrying out exemplary embodiments of the invention. The description is not to be taken in a limiting sense but is made merely to illustrate the general principles of the invention since the scope of the invention will be best defined by the allowed claims of any resulting patent.
[0036] Disclosed is a system and method for an educational game for kids. Also, disclosed is a game board for kids that help the kids to learn with fun. The kids can learn and improve their math skills and problem-solving skills. The kids can be motivated to do better and to find new ways to solve challenges. The disclosed game provides blocks of the same and different shapes. For example, blocks of at least ten different shapes can be provided and more than one block can be of a given shape.
[0037] The game can be played in a variety of ways. For example, the user has to reach from a starting point which can be the first block on the front side of the game board to an endpoint which can be the last block on the opposite side of the game board (or between the nearest and the farthest blocks on the game board). A player who makes the least number of moves in reaching from the starting to the endpoint can be a winner. It is to be noted that a user can move only to an adjacent block, i.e., the block touching the last selected block.
[0038] In another version of the gameplay, the number on the top surface of the block can be the points value for that block i.e., the points value for a block can be equal to the number of sides of the block. For example, a star has 10 sides with a value of ten points, a hexagon has 6 sides for a value of 6 points, a pentagon has five sides with a value of 5 points, diamond, trapezoid, square all have four sides and each has a value of 4 points, triangles have 3 sides and a value of 3 points, Crescent Moons and Half Circles have 2 sides each and a value of 2 points, and a circle has 1 side for a point value of 1 point.
[0039] In particular gameplay, each user can be provided with a fixed number of moves. For example, each player in the gameplay can be provided with a fixed number of player pieces, wherein the player pieces of different players can be of different shapes or colors. For example, in the gameplay with two players, red color ten player-pieces can be provided to player A and yellow color ten player pieces can be provided to player B. To select the block, the player can put their player piece on the selected block. The player may not be allowed to unselect a block after placing the player piece on the block. The player has to make ten moves i.e., select ten blocks consecutively wherein the user can jump only to an adjacent block for the next move, and the adjacent block should touch the last selected block. The points value of all the ten selected blocks by the player can be summed, and the player who has the maximum sum of points value can be a winner.
[0040] In certain embodiments, the player pieces can be any solid object, such as but not limited to dried beans, popcorn kernels, candy, and the like provided that the size of the player pieces should be smaller than the size of the smallest block. The player pieces can be placed on the selected blocks and the trail of the player pieces can show the path taken by the player. In one case, each distinct shape can be of a distinct color.
[0041] In certain embodiments, the gameplay can have different rules to keep the gameplay challenging. Such rules can be predefined or made by mutual agreement between the players in gameplay. For example, by selecting a block of a particular shape at least twice, a player can select a block of a particular shape only once during one turn.
[0042] The regular game can be played using three mathematical operations i.e., addition, subtraction, or multiplication. In the regular game, the numbered sides are all facing up on all of the shapes. This game can be timed and the player that finishes with the lowest time, after all of the rounds are completed, can be the winner. In the timed frame, there can be an alternative method. This method is used as the kids become better with their math strategy skills. Each player will get a minute to place their pieces.
[0043] At the end of each round of the gameplay, the players can take time to look at the path taken by them and determine if there was a better path that could have been taken. This may be an essential part of the gameplay. This may allow the kids at every level of development to be able to build problem-solving skills, reasoning, and logic skills. The most efficient way to build such skills is to take a look at what each player could have done better by moving their pieces onto a different path. In other words, was there a path to follow to make either fewer moves to reach the goal from Starting to the endpoint, or to add up more points in the same amount of moves for the regular game.
[0044] In one exemplary embodiment, four players can Play the board game. One to four players can take a hundred blocks of ten different shapes and place them on a flat surface to form the game board. Each block in the game board must touch at least one adjacent block as shown in
[0045] In certain embodiments, each gameplay can have multiple rounds, such as about 3 to 5 rounds based on the player's preferences. At the end of the game, if the game is timed, the player whose time is the lowest in total after the times are tallied can be the winner. If the game is not timed, the player who tallied the fewest number of moves at the end of the game can be the winner. If the game is timed with the minute rule, the winner is the player with the highest number of points.
[0046] In certain embodiments, disclosed is a method for gameplay for beginners in which a starting block A and an end block B can be selected. This game is played for 3 to 5 rounds. The shapes can be turned over so that the numbers are not visible i.e., the bottom surfaces are up. One to four players take a hundred of the ten different shapes and place them on a flat surface. The players take turns selecting the blocks and placing their pieces on the selected blocks. The goal of this game is for each player to move as few pieces as possible starting from block A to get to block B. Each of the players takes their turn moving their pieces starting from block A to block B. The total number of blocks can be tallied, based on the number of blocks that each of the players moved onto, to get their piece from block A to block B. The player that moved onto the fewest number of blocks to get from block A to block B is the winner of that round. At the end of the game, the total number of moves that each player made can be tallied. The player that moved on the fewest number of blocks can be the winner.
[0047] In certain embodiments, the aspects of the present invention can be implemented in an electronic environment, such as a system shown in
[0048] The interface module 840 upon execution by the processor can provide an interface on a player device. It is to be noted that the player device and the system can be the same or different. Moreover, certain steps of the gameplay can be executed on the server and certain steps of the gameplay can be executed on the player device.
[0049] The interface can include a screen showing the blocks of different shapes. The blocks can be used to prepare a game board presented on a second screen of the interface. The selection of the shapes for the blocks can be made by the players or by the game module. The blocks of selected shapes can be arranged randomly throughout the screen wherein each block is in contact with at least one adjacent block in the screen. An option can be provided by the interface to show the number on the blocks, wherein the number is the points value of the block and is equal to the number of sides of the block. The concepts of numbers, points, and summing of the points have been described above and thus not repeated here.
[0050] The interface can also provide a variety of playing pieces to choose from. The players can also create playing pieces or modify the existing ones. To select a block on the game board, the user can simply touch on top of the block, and the selected block can be marked by the playing piece associated with the user. The gameplay can be played using a variety of ways as discussed above for physical game boards and hence not repeated here.
[0051] In certain embodiments, also disclosed is a game in which each player has 4 or 5 pieces that are assigned point values between 10 and 25 that they move across the disclosed game board. The players add up the points as they move across the connected shapes until the point total for that piece is completed. In other words, moving from a pentagon (5 points) onto a star (10 points) and then onto a hexagon (6 points)=16 points. A piece is forced to stop moving when either all of the points are used up or whether it cannot be moved to another piece that would exceed the pieces point value. The object of the game is for a player to land their piece, on its last move, on top of the shape where the opponent has one of their pieces on. Then the player removes the opponent's piece from the board and takes the point value for that piece and adds it to their total. For example, if player A moves one of their pieces on his last move on top of a shape where the opponent's piece with a value of 25 sits then the opponent's piece is moved from the board and player A gets 25 points. Each player takes turns moving their pieces across the game board. The moves are timed up to 45 seconds per move. As the players advance in skill level the time for each move is shortened.
[0052] While the foregoing written description of the invention enables one of ordinary skill to make and use what is considered presently to be the best mode thereof, those of ordinary skill will understand and appreciate the existence of variations, combinations, and equivalents of the specific embodiment, method, and examples herein. The invention should therefore not be limited by the above-described embodiment, method, and examples, but by all embodiments and methods within the scope and spirit of the invention as claimed.