WO1999008255A1 - Educational game - Google Patents

Educational game Download PDF

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Publication number
WO1999008255A1
WO1999008255A1 PCT/US1998/016793 US9816793W WO9908255A1 WO 1999008255 A1 WO1999008255 A1 WO 1999008255A1 US 9816793 W US9816793 W US 9816793W WO 9908255 A1 WO9908255 A1 WO 9908255A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
player
educational
category
question
Prior art date
Application number
PCT/US1998/016793
Other languages
French (fr)
Inventor
Gregory Cynaumon
Myrna Culbreath
Stephen Tucker
Original Assignee
A Better Way Of Learning, Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by A Better Way Of Learning, Inc. filed Critical A Better Way Of Learning, Inc.
Priority to AU89051/98A priority Critical patent/AU8905198A/en
Publication of WO1999008255A1 publication Critical patent/WO1999008255A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • A63F9/183Question-and-answer games electric
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B3/00Manually or mechanically operated teaching appliances working with questions and answers
    • G09B3/02Manually or mechanically operated teaching appliances working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B7/00Electrically-operated teaching apparatus or devices working with questions and answers
    • G09B7/02Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student

Definitions

  • the present invention generally relates to educational games. More particularly, the present invention relates to an educational game that includes categorized questions and tasks that are typically included in intelligence tests.
  • Intelligence tests of various types may be given to or taken by persons for a variety of reasons. For example, such tests may detect possible brain damage or defects to areas of the brain by asking persons to perform tasks typically governed by the respective brain areas.
  • Intelligence test results may also be used to determine a person's aptitude for a particular subject, occupation, or the like.
  • United States Patent No. 1,527,126 issued to Dodd on February 17, 1925, discloses an intelligence- testing apparatus that requires a user to manipulate several rotatable pieces to represent a specific answer such as a number.
  • Each rotatable piece includes coded portions that can be aligned in a single column.
  • the coded portions may include, for example, a number of dots.
  • the user attempts to align the portions of each rotatable piece to give a specific answer, e.g., align the coded portions in a column such that the total number of dots equal a predetermined number.
  • Another apparatus for testing intelligence is described in United States Patent No. 3,543.418, issued to Press on December 1, 1970.
  • the intelligence-testing device of the '418 patent includes an array of lights, and it works by illuminating a first set of lights in a first interval and asking a user to complete a visual display in a second interval. Intelligence of the user is then measured by recording the number of selections the user makes prior to obtaining the correct answer.
  • IQ intelligence quotient
  • persons may wish to practice tasks designed to stimulate various portions of the brain. For example, persons may desire to score well on intelligence tests to. e.g., obtain a better job, feel better about their intelligence level, or other reasons, and practicing tasks frequently asked on intelligence tests may help increase scores obtained on such tests. Also, persons who have sustained brain damage may wish to exercise portions of the brain, particularly the damaged portions, by practicing tasks performed by the damaged brain portions. Games that include tasks that require a player to think to derive an answer may provide additional motivation to practice tasks designed to stimulate brain activity. Consequently, games designed to encourage persons to repeat or practice tasks designed to stimulate brain activity directed at various portions of the brain and games that require players to practice tasks typically tested on intelligence tests may be particularly desirable.
  • prior art games generally do not address a variety of tasks to stimulate both '"right brain " and "left brain " thinking. Additionally, the prior art games generally do not provide for pre-game tests which may be given to players to determine their skill or ability for playing the game prior to beginning the game. Also, games known in the art are generally not designed to allow players of varying skill levels, ages or intelligence to play together, wherein each player has a substantially equal chance at winning. Prior art games also generally do not provide for post-game tests to determine a players intelligence level or detect improvement in a player's intelligence. The prior art games also generally do not allow a player to determine the difficulty of a question prior to being asked the question or control the amount of points he or she may be awarded for a correct response. In addition, games presently known in the art are generally not designed to encourage players to practice or repeat tasks from a variety of categories, which categories may be included on intelligence tests, particularly IQ tests.
  • the present invention provides an improved educational game.
  • the present invention provides a game or similar device wherein a player or players are asked to answer questions corresponding to categories, which categories are generally included on intelligence tests such as IQ tests. If a player answers correctly, he or she is awarded a bonus; conversely, if a player answers a question incorrectly, he or she is generally penalized.
  • the game includes a task prompting device such as playing cards, which contains questions, and a mechanism to direct a player ' s action.
  • the mechanism includes an electronic controller with an output that directs a player ' s movement.
  • the game may include various sets of cards, which sets correspond to various skill levels.
  • the cards may also include questions of various levels of difficulty.
  • the players may be given a pre-game test to determine their skill level. The results from the pre-game test may be used to determine the players ' skill levels or appropriate sets of cards associated with the various skill levels, such that all players have a substantially equal chance at winning the game. Additionally, the pre-game test may be designed so that the questions or tasks given to a player during game play are substantially challenging to the player.
  • the players may be given a post-game test after the completion of the game.
  • the post-game test may be used to determine whether the player improved his or her skills in any combination of categories tested.
  • the game may include a board to track players ' movement.
  • the game may be played on a computer or similar device.
  • the questions may be directed to the player using a visual display on a computer screen, audio sounds from speakers, or any combination thereof.
  • the player may respond to a question or task using a computer keyboard, mouse, or the like.
  • the game may be played using a deck of cards and a scoring means.
  • Figure 1 is a plan view of the front surface of a card in accordance with the present invention.
  • Figure 2 is a plan view of the back surface of a card in accordance with the present invention.
  • Figure 3 is a plan view of the back surface of a chance task card in accordance with the present invention.
  • Figure 4 is a plan view of the back surface of an instruction card in accordance with the present invention.
  • Figure 5 is a perspective view of a controller in accordance with the present invention
  • Figure 6 is a perspective view of a controller with card dispensers in accordance with the present invention:
  • Figure 7 is a top plan view of a spinning device in accordance with the present invention
  • Figure 8a is a perspective view showing the top surface of a scoring piece in accordance with the present invention
  • Figure 8b is a perspective view showing the bottom surface of a scoring piece in accordance with the present invention.
  • Figure 9 is a perspective view of a scoring piece that may be used to indicate a category has been locked out in accordance with the present invention.
  • Figure 10 is a top plan view of a game board in accordance with the present invention: and Figure 11 is a perspective view of a token used in accordance with the present invention.
  • the present invention generally relates to an educational game, which may be played by one or more players, that includes questions or tasks corresponding to categories that may be tested when measuring a person's intelligence, categories that correspond to topics that preferably stimulate various areas of the brain, or the like.
  • a game according to the present invention includes a task prompting device, such as question cards 10, which includes tasks for players to perform, and a device to direct player action, such as controller 20.
  • the task prompting device and the device to direct player action may include a variety of forms.
  • task prompting devices may include visual images or audio sounds
  • devices to direct player movement may include random chance mechanisms such as dice or the like.
  • the game is played by having a player or players attempt to answer tasks posed by question cards 10 and awarding points for correct responses to the tasks.
  • Question cards 10 preferably include at least one task for a player to perform.
  • the tasks are classified by which hemisphere of the brain is primarily required or thought to be required to solve the task.
  • the tasks may be classified as left brain activities (of or relating to concrete thought processes such as calculation, organization, and logic) and right brain activities (of or relating to thought processes such as generalization, imagination, and creativity).
  • These left brain and right brain tasks may also be grouped into categories according the primary type of thought process the task requires or is thought to require. While the categories of tasks may include any subjects or topics, the categories preferably include topics and subjects which are generally tested on intelligence tests, and more preferably, the categories include questions relating to topics and subjects generally tested on IQ tests.
  • Exemplary left brain tasks which are labeled for convenience, preferably include:
  • a task category that includes tasks or questions asking a player to recreate a geometric shape using plastic tiles of various geometric shapes after the player has been allowed to study the geometric shape for an amount of time. In preferred embodiments of the present invention, the players are allow to study the shape for approximately 30 seconds. This task is preferably designed to exercise visual, sequencing, tactile, and abstract reasoning skills of the player. 2. Eagle Eye. A task category that includes tasks or questions asking a player to answer a series of questions about a picture that the player has been allowed to analyze for a period of time. In a preferred embodiment of the present invention, the time that a player is allowed to analyze the picture is approximately 30 seconds.
  • the picture is withdrawn, and the player is asked questions relating to the picture.
  • the player may be shown a picture of a classroom and after the picture is no longer in sight of the player, the player may be asked what month was on the calendar in the picture.
  • This task is preferably designed to exercise a player's perception, memorization and logic skills.
  • a task category that includes tasks or questions asking a player to memorize and repeat a verbal string or item list that has been read to or shown to the player. For example, a player may be read a string of words such as "dog, cat. and bird", and asked to repeat the same string of words back. This task is preferably designed to exercise a player's listening, focusing and memorization skills.
  • a task category preferably designed to require conceptualization and abstract reasoning to derive a correct answer. Questions or tasks in this category may include showing a player a picture of a block wall, where some of the blocks in the wall are visible and others are hidden. The player is asked how many blocks formed the wall. The correct answer includes both hidden and visible blocks.
  • Digit Masters A task category that includes tasks or questions asking a player to complete a string of numbers or letters in a sequence. For example, a player may be given a series of numbers such as "2, 4, 6, , 10, 12" and asked to provide the missing number. Preferably, this task is designed to exercise a player's listening and reasoning skills.
  • Math Wiz A task category that includes tasks or questions asking a player to count, add. subtract, multiply, divide or perform other arithmetic functions.
  • a task category that includes tasks or questions asking a player to choose geometric shapes or objects that are similar or dissimilar to each other. For example, a question may present several geometric shapes with one of the shapes slightly different from the rest. The player is asked to choose the shape that is different. This task is preferably designed to reinforce observation, logic, differentiation and articulation skills.
  • a task category that includes tasks or questions relating to life science, technology, and other science topics. Desirably, over time, this will increase a player's knowledge of and interest in these fields.
  • Exemplary right brain tasks labeled for convenience, preferably include:
  • a task category preferably designed to exercise the player ' s ability to predict sequences on established patterns. For example, a player may be asked to predict the next item in a sequence. Preferably, this task requires a player to visualize, conceptualize and predict a sequence or pattern.
  • a task category preferably designed to exercise listening skills by requiring the player to listen and repeat back a portion of words which have been read to the player. For example, the player may be asked to report a place, time or event that was included in material read to the player.
  • Word Kings A task category that includes tasks or questions asking a player to group similar items read from a list by another player. For example, a player may be given "turkey, dog, and duck" and asked which word does not belong in this group.
  • the task is designed to exercise a player ' s visualization and categorization skills.
  • a task category preferably designed to exercise a player ' s phonemic skills. This may be done, for example, by asking a question such as "true or false, the word cat contains the long 'a ' sound? " In this case, the player would correctly answer this question with "false. " 5.
  • Complete the Picture A task category designed to have a player memorize and determine, for example, what is missing from a picture. By way of example, a player may be shown a picture of an open box with only three flaps, and asked what is required to complete the picture. This task is preferably designed to exercise the player's abstract conceptualization and visual attentiveness. 6.
  • Vocab Rehab A task category preferably designed to exercise a player ' s vocabulary skills. These skills may be tested through a variety of true-false, multiple choice, and open ended questions. For example, a player may be asked to "name the place where many books are kept. "
  • a task category that preferably requires a player to organize letters into words. For example, a player may be given a string of letters such as "L A P
  • This task is preferably designed to exercise a player ' s perception and organizational skills.
  • a task category that includes tasks or questions generally related to history, geography, science or other topics, wherein such questions are preferably asked in the form of true-false, multiple choice, or open ended questions. This task preferably exercises a player's general knowledge of these topics.
  • Spell Bound A task category that requires a player to read and review a short list of words for a given length of time: after expiration of the given length of time, the player is asked to spell the words.
  • this task is designed to build a player ' s phonemic awareness and improve the player ' s spelling.
  • any number and combination of left brain and right brain categories may be included with the game of the present invention.
  • the game includes all seventeen categories listed above.
  • Card 10 preferably includes a front 30 and a back 40. shown in Figures 1 and 2 respectively.
  • Front 30 preferably includes a category marking 50 to indicate question card 10 category classification and a hemisphere marking 60 to indicate brain side classification.
  • Back 40 of cards 10 preferably includes at least one question 70 corresponding to category marking 50.
  • back 40 includes a plurality of questions 70. and more preferably, the plurality of questions 70 correspond to various skill levels.
  • card 10 may include three questions 70: a level 1. a level 2, and a level 3 question 70.
  • level 1 may be designed to be the easiest skill level, level 2 an intermediate skill level, and level 3 the most difficult skill level.
  • Each question 70 may be designated a skill level by placing a skill level indicator 80 proximate question 70.
  • Cards 10 may also include instructions 90 for the player. Such instructions may include, for example, whether the active player (player whose turn is up) or another player should read question 70, how much time the active player has to answer question 70, and the like.
  • Cards 10 also preferably include answers 100 to questions 70. Answers 100 are typically in smaller font or hidden from the active player such that answers 100 are generally more difficult for the active player to read or see than questions 70.
  • the game according to the present invention is preferably configured to allow players of various skill levels to play against each other, with each player having a substantially equal chance at winning.
  • multiple sets of cards 10, wherein each card set corresponds to an age or skill level may be used in accordance with the present invention.
  • one set of cards 10 may be configured for players in the 5-7 year old age group and another set may be configured for players in the 8-10 year old group, and the like.
  • the card sets may correspond to a skill levels such as beginner, intermediate, advanced, and the like.
  • Each set of cards 10 may include any number of cards 10. However, in preferred embodiments of the present invention, each set preferably includes about five to about twenty and more preferably about twelve cards 10 for each category.
  • the game according to the present invention may also include chance task cards 1 10.
  • Chance task cards 1 10 may include a variety of player instructions 115 such as lose a turn, add a number of points to your score, subtract a number of points from your score, or the like.
  • Instructions 115 for chance task cards 110 are generally included on the back of card 110, while the front of card 110 generally looks substantially similar to question card 10 such that cards 10 and 110 are preferably not distinguishable from each other from their front surfaces.
  • Each set of cards may include any number of chance cards 1 10 and preferably contains about five to about twenty-five chance cards 110.
  • the game may also include instruction cards 120 which provide general tips to help the players learn or acquire skills helpful in answering questions 70.
  • cards 120 may provide guidelines that help players memorize a string of numbers, and the like.
  • cards 120 correspond to each category included with the game such that there is at least one instruction card 120 for each category.
  • the game according to the present invention preferably includes a mechanism to direct or control player action.
  • a mechanism may include a random generator or the like that selects a question category or the like.
  • player action is directed by controller 20.
  • controller 20 preferably directs player action by informing the player which half of the brain will be exercised, instructing players to choose cards from a particular category, instructing players on how to answer questions 70. measuring an amount of time the player has to answer question 70. and the like. Controller 20 may also direct player action by instructing the player to perform a chance task such as loose a turn, add a point to his or her score, subtract a point from his or her score, or the like. Controller 20 is preferably configured to substantially randomly choose a category or chance task prior to providing a player with instructions.
  • Player action may be directed using an audio, visual, or audio-visual output.
  • player action is directed by audio output through speakers (not shown) of controller 20. Sounds for the audio output may be pre-recorded on, for example, magnetic media such as tapes or disks, optical media such as discs, electronic media such as microelectronic circuits, and the like.
  • Controller 20 preferably includes a housing 130, an on/off switch 140, which when activated provides direct current or alternating current power to controller 20; a game switch 150, which may reset controller 20 when activated; a next turn switch 160, which is activated to inform controller 20 that a player's turn has started; a go switch 170, which is activated when a player begins his or her turn; and timer switches 180.
  • Housing 130 is generally configured to protect electronic components of controller 20, such as circuit boards, microelectronic circuits, batteries, and the like. Accordingly, housing 130 may be formed of a variety of solid material, and, preferably, housing 130 is formed from a moldable plastic. Housing 130 is designed to allow access to at least some of the electronic components such as batteries, such that the batteries may be replaced as necessary. In addition, to reduce scratching of surfaces as housing 130 is placed on the surfaces, rubber feet (not shown) may be attached to a bottom portion of housing 130.
  • timing switches 180 may be used to activate a device configured to measure an amount of time that a player has to answer questions 70.
  • the timing device preferably includes a mechanism to measure at least one amount of time (e.g., thirty seconds) and may include a plurality of mechanisms to measure various amounts of time (e.g., fifteen, thirty, and sixty seconds).
  • switch 180 is depressed after a non-active player has finished reading question 70 to the active player.
  • controller 20 preferably provides an audio or visual signal to inform the active player that the time period to answer question 70 has expired.
  • an amount of time a player has to answer questions 70 may be measured by devices which are separate from controller 20 such as a stop watch, a clock, a sand glass, or the like.
  • Housing 130 of controller 20 may also include a card dispenser 190, as shown in Figure 6.
  • Housing 130 may include any number of card dispensers 190; however, in preferred embodiments of the present invention, housing 130 includes two dispensers 190, which may be used to separately hold right brain task cards and left brain task cards 10, 110.
  • housing 130 may include a number of dispensers 190 equal to the number of different categories, such that each set of cards corresponding to a category may be separately stored.
  • player action may be directed using a spinning device 200.
  • Spinning device 200 is preferably designed to allow a player to randomly choose a category, such that each category has a substantially equal probability of being chosen.
  • spinning device 200 preferably includes sections 210, wherein a number of sections 210 is equal to or greater to the number of categories, and each category is preferably represented in at least one section 210 of spinning device 200.
  • Spinning device 200 may also include chance designations, which may include instructions such as lose a turn, lose a point, gain a point or the like.
  • spinning device 200 may include a variety of forms, in preferred embodiments of the present invention, spinning device 200 includes a base 220 and a spinning portion 230 which includes an indicator 240. Player action is directed by causing spinning portion 230 of device 200 to spin and allowing spinning portion 230 to stop such that indicator 240 resides over one section 210 of device 200.
  • spinning device 200 may also include flexible, upright markers that extend from base 220 to delineate the category over which indicator 240 resides.
  • Players may keep track of their score while playing the game using a variety of devices such as paper and writing utensils or scoring tokens 250 shown in Figures 8a and 8b.
  • players may keep track of their score by counting the number of questions 70 the player has answered correctly.
  • a player may hold on to each card containing question 70 that he or she answered correctly, and total his or her score by counting the number of cards the player holds at the end of the game.
  • Scoring pieces 250 are preferably colored or otherwise coded such that one player ' s pieces 250 are distinguishable from another player ' s pieces 250.
  • Scoring pieces 250 preferably include an insignia 260 or color code to indicate the level of question answered for a particular category.
  • scoring pieces 250 may include insignia 260 such as the numbers 1 , 2 and 3 to indicate question 70 levels 1. 2 and 3 respectively.
  • scoring pieces 250 may include multiple insignia 260 on various sides of pieces 250.
  • Scoring pieces 200 may further include a color code, design, object or the like to indicate when the highest level of question 70 for a particular category has been answered (i.e, closed out).
  • scoring pieces 250 may include insignia 260 on its various sides such as a diagram of a lock as shown in Figure 9.
  • the game includes several scoring pieces 250 such that each player has enough scoring pieces 250 to indicate each level of question 70 for each category.
  • players may keep track of their score and which category the active player selected using a board 270 shown in Figure 10.
  • Board 270 preferably includes a plurality of spaces 280 on a playing surface 290.
  • each space 280 corresponds to a particular category of questions or chance tasks, as described above.
  • Each space 280 is preferably distinguishable from other spaces 280 such that the category each space 280 represents is set apart from other spaces 280.
  • space 280 may be color coded, include an image, words, pattern, or shape representing one of the categories to distinguish it from other categories.
  • board 270 may be used to track player movement about a path along playing surface 290.
  • the categories may be represented by several spaces 280 on board 270, and board 270 may include several spaces 280 representing chance tasks.
  • player action may be directed by instructing players to move a number of spaces on surface 290.
  • Players may represent their location on board 270 using a token 300, shown in Figure 1 1.
  • Token 300 may include any device that indicates the player ' s position on board 270.
  • the game includes several tokens 300 of various colors, shapes, patterns, or the like such that each token 300 is distinguishable from the other tokens 300. thus allowing a player ' s positions on board 270 to be distinguishable from another player ' s position.
  • tokens 300 may be formed in the shape of a human brain or a portion thereof.
  • the game according to the present invention may include a representation of a human brain or a portion thereof 310.
  • Representation 310 may be formed of substantially deformable, resilient material; however, representation 310 is preferably made of substantially hard, non-resilient materials such as moldable plastic.
  • Representation 310 may be separate or integral with other components of the game.
  • representation 310 is integral with housing 130 of controller 20.
  • representation 310 preferably includes openings that are configured to receive a portion of switches 140, 150, 160, 170, and 180. such that switches 140, 150, 160, 170. and 180 may be activated by the players.
  • any combination of switches 140, 150, 160. 170, and 180 may be separate from representation 310.
  • representation 310 may be integral with board 270, as shown in Figure 10.
  • the players Prior to beginning the game players may be given a pre-game test to determine their ability to answer questions 70 on cards 10 or to obtain a reference score, which may be compared to a post-game test score described below.
  • the pre-game test may be scored by the players and the scores may be used to designate a level for each player prior to beginning the game, wherein the designated level is preferably designed such that questions 70 in the corresponding level are challenging for that player.
  • the players select cards 10. 100 from sets corresponding to the appropriate skill level determined by the pre-game test.
  • the players may play with one set of cards 10 and rather than players choosing a card set, each player answers question 70 corresponding to his or her level determined by the pre-game test. According to this aspect of the invention, if the player answers question 70 correctly, the category is locked out.
  • the game may be played according to a variety of rules or procedures.
  • the game operation begins by choosing an order for the players to take their turn. The order may be determined by the players themselves, using controller 20. using an alternative chance means such as dice, or the like.
  • play begins by any player activating game switch 150 to reset the game.
  • the active player then activates go switch 170, which causes controller 20 to select a category. Controller 20 will then inform the player of the appropriate category.
  • the player may also receive instruction for questions 70 relating to the selected category when pushing go switch 170. If the player desires to have the instructions repeated, he or she may depress go switch 170 again.
  • controller 20 selects a category and recites instructions, if any, a non-active player selects card 10, 100 from the appropriate category. If card 10 includes more than one question 70 skill level, the active player may select the level of question 70 he or she will attempt to answer. If the player answers question 70 correctly, he or she may be awarded points based on the level of difficulty. For example, if a player answers a level 2 question correctly, he or she may be awarded two points, and if a player answers a level 3 question, he or she may be awarded 3 points, and so on. According to preferred embodiments of the present invention, skill levels for a category or the entire category may be locked out when any player correctly answers question 70.
  • controller 20 selects a category that has been closed out, the active player must select another category (e.g., by activating next turn switch 160). According to alternate rules, a player may lose a turn when controller 10 selects a closed-out category during his or her turn.
  • chance task card 110 may require the active player to add a point to his or her score or take another turn.
  • the active player may immediately take another turn. Conversely, if the active player fails to answer question 70 correctly, a non-active player may be given an opportunity to answer question 70 and score points if answered correctly, or the game may proceed to the next player.
  • Play preferably continues for a predetermined amount of time, until at least one player reaches a predetermined score, until one question 70 from each category has been answered correctly, until the players decide to stop, or until some event, agreed upon by the players or written in the game rules, occurs. The player with the most points at the end of the game is the winner.
  • This post-game test may include a standard intelligence test or questions similar to those asked on intelligence tests.
  • scoring piece 250 When board 270 is used in accordance with the present invention a player may place scoring piece 250 on the appropriate space 280 when the player correctly answers question 70. Scoring pieces 250 preferably indicate the level of question 70 answered correctly.
  • the game may be played as a card game with player action directed by, for example, shuffling cards 10 and having players choose cards in a substantially random manner.
  • the game may be played by having a player choose one card 10 from a category and answer question 70 on card 10.
  • the player may also choose the level of question 70 to be asked as described above.
  • Players may keep score for themselves, such as. for example, on a pad of paper or the like, wherein points are scored by correctly answering question 70.
  • the game may be played on a computer or the like.
  • the task prompting device and the device to direct player action may include audio signals (e.g., from speakers attached to the computer), visual signals (e.g. from a screen attached to the computer), or a combination thereof from the computer.
  • software may be written for the computer, such that the computer submits questions 70, in the form of cards visible on a computer screen or the like, to the players and prompts them to respond using a computer keyboard, a computer mouse, or the like.
  • the computer software may include a function to direct player movement such as a random generator that selects a question category.
  • the game would be played according to the methods set forth above in connection with the card and board games, with the exception that players respond to questions using computer components.

Abstract

An educational game and methods for playing the game are provided. The game includes a number of questions relating to various categories that may be tested on intelligence tests. Players are awarded points or bonuses according to the number of questions and difficulty of the correctly answered.

Description

EDUCATIONAL GAME
Cross-Reference to Related Applications: This application claims the benefit of U.S. Provisional Application No. 60/055,602, filed August 12, 1997.
FIELD OF THE INVENTION The present invention generally relates to educational games. More particularly, the present invention relates to an educational game that includes categorized questions and tasks that are typically included in intelligence tests.
BACKGROUND OF THE INVENTION
Intelligence tests of various types may be given to or taken by persons for a variety of reasons. For example, such tests may detect possible brain damage or defects to areas of the brain by asking persons to perform tasks typically governed by the respective brain areas.
Intelligence test results may also be used to determine a person's aptitude for a particular subject, occupation, or the like.
Several apparatus and methods for measuring intelligence are known. For example. United States Patent No. 1,527,126, issued to Dodd on February 17, 1925, discloses an intelligence- testing apparatus that requires a user to manipulate several rotatable pieces to represent a specific answer such as a number. Each rotatable piece includes coded portions that can be aligned in a single column. The coded portions may include, for example, a number of dots. In operation, the user attempts to align the portions of each rotatable piece to give a specific answer, e.g., align the coded portions in a column such that the total number of dots equal a predetermined number. Another apparatus for testing intelligence is described in United States Patent No. 3,543.418, issued to Press on December 1, 1970. The intelligence-testing device of the '418 patent includes an array of lights, and it works by illuminating a first set of lights in a first interval and asking a user to complete a visual display in a second interval. Intelligence of the user is then measured by recording the number of selections the user makes prior to obtaining the correct answer.
A particularly popular and accepted test for measuring intelligence is the intelligence quotient (IQ) test, which is designed to measure intellectual development defined as the ratio of a person's mental age to that person's chronological age multiplied by 100. The IQ test is typically designed to test a person's knowledge or skill relating to a variety of categories.
For a variety of reasons, persons may wish to practice tasks designed to stimulate various portions of the brain. For example, persons may desire to score well on intelligence tests to. e.g., obtain a better job, feel better about their intelligence level, or other reasons, and practicing tasks frequently asked on intelligence tests may help increase scores obtained on such tests. Also, persons who have sustained brain damage may wish to exercise portions of the brain, particularly the damaged portions, by practicing tasks performed by the damaged brain portions. Games that include tasks that require a player to think to derive an answer may provide additional motivation to practice tasks designed to stimulate brain activity. Consequently, games designed to encourage persons to repeat or practice tasks designed to stimulate brain activity directed at various portions of the brain and games that require players to practice tasks typically tested on intelligence tests may be particularly desirable.
Educational games for increasing a person's aptitude or intelligence for a particular subject exist in the art. For example. United States Patent No. 3,104.106. issued to Kenney et al. on September 17. 1963, discloses an arithmetic teaching aide game for teaching fractional arithmetic. The game generally works by having players move around a number of spaces on a board (dictated by the roll of dice) and having a player take the action designated by the board. Such action may include solving a math problem involving fractions or receiving a bonus or penalty. For each correct response to the designated action, the player is given a bonus which is paid from a central stockpile. Failing to answer a question correctly typically results in a loss of the bonus. Educational games in the prior art are inadequate in several regards. For example, such prior art games generally do not address a variety of tasks to stimulate both '"right brain" and "left brain" thinking. Additionally, the prior art games generally do not provide for pre-game tests which may be given to players to determine their skill or ability for playing the game prior to beginning the game. Also, games known in the art are generally not designed to allow players of varying skill levels, ages or intelligence to play together, wherein each player has a substantially equal chance at winning. Prior art games also generally do not provide for post-game tests to determine a players intelligence level or detect improvement in a player's intelligence. The prior art games also generally do not allow a player to determine the difficulty of a question prior to being asked the question or control the amount of points he or she may be awarded for a correct response. In addition, games presently known in the art are generally not designed to encourage players to practice or repeat tasks from a variety of categories, which categories may be included on intelligence tests, particularly IQ tests.
For the reasons stated above, new and improved apparatus and methods for educational games are desired.
SUMMARY OF THE INVENTION The present invention provides an improved educational game.
The present invention provides a game or similar device wherein a player or players are asked to answer questions corresponding to categories, which categories are generally included on intelligence tests such as IQ tests. If a player answers correctly, he or she is awarded a bonus; conversely, if a player answers a question incorrectly, he or she is generally penalized.
In accordance with a preferred embodiment of the present invention, the game includes a task prompting device such as playing cards, which contains questions, and a mechanism to direct a player's action. In preferred embodiments of the present invention, the mechanism includes an electronic controller with an output that directs a player's movement.
In accordance with another preferred embodiment of the present invention, the game may include various sets of cards, which sets correspond to various skill levels. The cards may also include questions of various levels of difficulty. In accordance with another preferred embodiment of the present invention, the players may be given a pre-game test to determine their skill level. The results from the pre-game test may be used to determine the players' skill levels or appropriate sets of cards associated with the various skill levels, such that all players have a substantially equal chance at winning the game. Additionally, the pre-game test may be designed so that the questions or tasks given to a player during game play are substantially challenging to the player.
In accordance with another preferred embodiment of the present invention, the players may be given a post-game test after the completion of the game. The post-game test may be used to determine whether the player improved his or her skills in any combination of categories tested.
In accordance with a further preferred embodiment of the present invention, the game may include a board to track players' movement.
In accordance with another preferred embodiment of the present invention, the game may be played on a computer or similar device. In this embodiment, the questions may be directed to the player using a visual display on a computer screen, audio sounds from speakers, or any combination thereof. The player may respond to a question or task using a computer keyboard, mouse, or the like.
In accordance with another preferred embodiment of the present invention, the game may be played using a deck of cards and a scoring means. BRIEF DESCRIPTION OF THE DRAWINGS A more complete understanding of the present invention may be derived by referring to the detailed description and claims when considered in connection with the Figures, where like reference numbers refer to similar elements throughout the Figures, and: Figure 1 is a plan view of the front surface of a card in accordance with the present invention;
Figure 2 is a plan view of the back surface of a card in accordance with the present invention;
Figure 3 is a plan view of the back surface of a chance task card in accordance with the present invention;
Figure 4 is a plan view of the back surface of an instruction card in accordance with the present invention;
Figure 5 is a perspective view of a controller in accordance with the present invention: Figure 6 is a perspective view of a controller with card dispensers in accordance with the present invention:
Figure 7 is a top plan view of a spinning device in accordance with the present invention; Figure 8a is a perspective view showing the top surface of a scoring piece in accordance with the present invention;
Figure 8b is a perspective view showing the bottom surface of a scoring piece in accordance with the present invention;
Figure 9 is a perspective view of a scoring piece that may be used to indicate a category has been locked out in accordance with the present invention;
Figure 10 is a top plan view of a game board in accordance with the present invention: and Figure 11 is a perspective view of a token used in accordance with the present invention.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
The present invention generally relates to an educational game, which may be played by one or more players, that includes questions or tasks corresponding to categories that may be tested when measuring a person's intelligence, categories that correspond to topics that preferably stimulate various areas of the brain, or the like. With momentary reference to Figures 1-2 and 5-6, a game according to the present invention includes a task prompting device, such as question cards 10, which includes tasks for players to perform, and a device to direct player action, such as controller 20. As will be appreciated by those skilled in the art, the task prompting device and the device to direct player action may include a variety of forms. For example, task prompting devices may include visual images or audio sounds, and devices to direct player movement may include random chance mechanisms such as dice or the like. Generally, the game is played by having a player or players attempt to answer tasks posed by question cards 10 and awarding points for correct responses to the tasks.
Question cards 10 preferably include at least one task for a player to perform. In preferred embodiments of the present invention, the tasks are classified by which hemisphere of the brain is primarily required or thought to be required to solve the task. In particular, the tasks may be classified as left brain activities (of or relating to concrete thought processes such as calculation, organization, and logic) and right brain activities (of or relating to thought processes such as generalization, imagination, and creativity). These left brain and right brain tasks may also be grouped into categories according the primary type of thought process the task requires or is thought to require. While the categories of tasks may include any subjects or topics, the categories preferably include topics and subjects which are generally tested on intelligence tests, and more preferably, the categories include questions relating to topics and subjects generally tested on IQ tests. Exemplary left brain tasks, which are labeled for convenience, preferably include:
1. Smarty Shapes. A task category that includes tasks or questions asking a player to recreate a geometric shape using plastic tiles of various geometric shapes after the player has been allowed to study the geometric shape for an amount of time. In preferred embodiments of the present invention, the players are allow to study the shape for approximately 30 seconds. This task is preferably designed to exercise visual, sequencing, tactile, and abstract reasoning skills of the player. 2. Eagle Eye. A task category that includes tasks or questions asking a player to answer a series of questions about a picture that the player has been allowed to analyze for a period of time. In a preferred embodiment of the present invention, the time that a player is allowed to analyze the picture is approximately 30 seconds.
After the time period expires, the picture is withdrawn, and the player is asked questions relating to the picture. For example, the player may be shown a picture of a classroom and after the picture is no longer in sight of the player, the player may be asked what month was on the calendar in the picture. This task is preferably designed to exercise a player's perception, memorization and logic skills.
3. Memory to the Max. A task category that includes tasks or questions asking a player to memorize and repeat a verbal string or item list that has been read to or shown to the player. For example, a player may be read a string of words such as "dog, cat. and bird", and asked to repeat the same string of words back. This task is preferably designed to exercise a player's listening, focusing and memorization skills.
4. Block Busters. A task category preferably designed to require conceptualization and abstract reasoning to derive a correct answer. Questions or tasks in this category may include showing a player a picture of a block wall, where some of the blocks in the wall are visible and others are hidden. The player is asked how many blocks formed the wall. The correct answer includes both hidden and visible blocks.
5. Digit Masters. A task category that includes tasks or questions asking a player to complete a string of numbers or letters in a sequence. For example, a player may be given a series of numbers such as "2, 4, 6, , 10, 12" and asked to provide the missing number. Preferably, this task is designed to exercise a player's listening and reasoning skills.
6. Math Wiz. A task category that includes tasks or questions asking a player to count, add. subtract, multiply, divide or perform other arithmetic functions.
7. What's Different? A task category that includes tasks or questions asking a player to choose geometric shapes or objects that are similar or dissimilar to each other. For example, a question may present several geometric shapes with one of the shapes slightly different from the rest. The player is asked to choose the shape that is different. This task is preferably designed to reinforce observation, logic, differentiation and articulation skills.
8. Strange Science. A task category that includes tasks or questions relating to life science, technology, and other science topics. Desirably, over time, this will increase a player's knowledge of and interest in these fields. Exemplary right brain tasks, labeled for convenience, preferably include:
1. What's Next. A task category preferably designed to exercise the player's ability to predict sequences on established patterns. For example, a player may be asked to predict the next item in a sequence. Preferably, this task requires a player to visualize, conceptualize and predict a sequence or pattern.
2. Total Brain Listening. A task category preferably designed to exercise listening skills by requiring the player to listen and repeat back a portion of words which have been read to the player. For example, the player may be asked to report a place, time or event that was included in material read to the player.
3. Word Kings. A task category that includes tasks or questions asking a player to group similar items read from a list by another player. For example, a player may be given "turkey, dog, and duck" and asked which word does not belong in this group. Preferably, the task is designed to exercise a player's visualization and categorization skills.
4. Phonetic Fanatic. A task category preferably designed to exercise a player's phonemic skills. This may be done, for example, by asking a question such as "true or false, the word cat contains the long 'a' sound?" In this case, the player would correctly answer this question with "false." 5. Complete the Picture. A task category designed to have a player memorize and determine, for example, what is missing from a picture. By way of example, a player may be shown a picture of an open box with only three flaps, and asked what is required to complete the picture. This task is preferably designed to exercise the player's abstract conceptualization and visual attentiveness. 6. Vocab Rehab. A task category preferably designed to exercise a player's vocabulary skills. These skills may be tested through a variety of true-false, multiple choice, and open ended questions. For example, a player may be asked to "name the place where many books are kept."
7. See 'N Seek. A task category that preferably requires a player to organize letters into words. For example, a player may be given a string of letters such as "L A P
I N K K L Y" and asked what word for a color is hidden in this string of letters. This task is preferably designed to exercise a player's perception and organizational skills.
8. Fun Facts. A task category that includes tasks or questions generally related to history, geography, science or other topics, wherein such questions are preferably asked in the form of true-false, multiple choice, or open ended questions. This task preferably exercises a player's general knowledge of these topics.
9. Spell Bound. A task category that requires a player to read and review a short list of words for a given length of time: after expiration of the given length of time, the player is asked to spell the words. Preferably, this task is designed to build a player's phonemic awareness and improve the player's spelling.
Any number and combination of left brain and right brain categories may be included with the game of the present invention. However, in preferred embodiments of the present invention, the game includes all seventeen categories listed above.
Referring now to Figures 1 and 2, an exemplary question card 10 is shown. Card 10 preferably includes a front 30 and a back 40. shown in Figures 1 and 2 respectively. Front 30 preferably includes a category marking 50 to indicate question card 10 category classification and a hemisphere marking 60 to indicate brain side classification.
Back 40 of cards 10 preferably includes at least one question 70 corresponding to category marking 50. In preferred embodiments of the present invention, back 40 includes a plurality of questions 70. and more preferably, the plurality of questions 70 correspond to various skill levels. For example, card 10 may include three questions 70: a level 1. a level 2, and a level 3 question 70. In this embodiment, level 1 may be designed to be the easiest skill level, level 2 an intermediate skill level, and level 3 the most difficult skill level. Each question 70 may be designated a skill level by placing a skill level indicator 80 proximate question 70.
Cards 10 may also include instructions 90 for the player. Such instructions may include, for example, whether the active player (player whose turn is up) or another player should read question 70, how much time the active player has to answer question 70, and the like.
Cards 10 also preferably include answers 100 to questions 70. Answers 100 are typically in smaller font or hidden from the active player such that answers 100 are generally more difficult for the active player to read or see than questions 70.
The game according to the present invention is preferably configured to allow players of various skill levels to play against each other, with each player having a substantially equal chance at winning. To facilitate players having a substantially equal chance at winning, multiple sets of cards 10, wherein each card set corresponds to an age or skill level, may be used in accordance with the present invention. For example, one set of cards 10 may be configured for players in the 5-7 year old age group and another set may be configured for players in the 8-10 year old group, and the like. Alternatively, the card sets may correspond to a skill levels such as beginner, intermediate, advanced, and the like.
Each set of cards 10 may include any number of cards 10. However, in preferred embodiments of the present invention, each set preferably includes about five to about twenty and more preferably about twelve cards 10 for each category.
Referring now to Figure 3, the game according to the present invention may also include chance task cards 1 10. Chance task cards 1 10 may include a variety of player instructions 115 such as lose a turn, add a number of points to your score, subtract a number of points from your score, or the like. Instructions 115 for chance task cards 110 are generally included on the back of card 110, while the front of card 110 generally looks substantially similar to question card 10 such that cards 10 and 110 are preferably not distinguishable from each other from their front surfaces. Each set of cards may include any number of chance cards 1 10 and preferably contains about five to about twenty-five chance cards 110. Referring now to Figure 4, the game may also include instruction cards 120 which provide general tips to help the players learn or acquire skills helpful in answering questions 70. For example, cards 120 may provide guidelines that help players memorize a string of numbers, and the like. Preferably, cards 120 correspond to each category included with the game such that there is at least one instruction card 120 for each category. As noted above, the game according to the present invention preferably includes a mechanism to direct or control player action. Such a mechanism may include a random generator or the like that selects a question category or the like. In a preferred embodiment of the present invention, player action is directed by controller 20.
Referring now to Figures 5 and 6, controller 20 preferably directs player action by informing the player which half of the brain will be exercised, instructing players to choose cards from a particular category, instructing players on how to answer questions 70. measuring an amount of time the player has to answer question 70. and the like. Controller 20 may also direct player action by instructing the player to perform a chance task such as loose a turn, add a point to his or her score, subtract a point from his or her score, or the like. Controller 20 is preferably configured to substantially randomly choose a category or chance task prior to providing a player with instructions.
Player action may be directed using an audio, visual, or audio-visual output. In particularly preferred embodiments of the present invention, player action is directed by audio output through speakers (not shown) of controller 20. Sounds for the audio output may be pre-recorded on, for example, magnetic media such as tapes or disks, optical media such as discs, electronic media such as microelectronic circuits, and the like.
Controller 20 preferably includes a housing 130, an on/off switch 140, which when activated provides direct current or alternating current power to controller 20; a game switch 150, which may reset controller 20 when activated; a next turn switch 160, which is activated to inform controller 20 that a player's turn has started; a go switch 170, which is activated when a player begins his or her turn; and timer switches 180.
Housing 130 is generally configured to protect electronic components of controller 20, such as circuit boards, microelectronic circuits, batteries, and the like. Accordingly, housing 130 may be formed of a variety of solid material, and, preferably, housing 130 is formed from a moldable plastic. Housing 130 is designed to allow access to at least some of the electronic components such as batteries, such that the batteries may be replaced as necessary. In addition, to reduce scratching of surfaces as housing 130 is placed on the surfaces, rubber feet (not shown) may be attached to a bottom portion of housing 130.
Some or all of questions 70 on cards 10 may require the player to answer questions 70 within a specified amount of time. If such is the case, timing switches 180. may be used to activate a device configured to measure an amount of time that a player has to answer questions 70. The timing device preferably includes a mechanism to measure at least one amount of time (e.g., thirty seconds) and may include a plurality of mechanisms to measure various amounts of time (e.g., fifteen, thirty, and sixty seconds). In preferred embodiments of the present invention, switch 180 is depressed after a non-active player has finished reading question 70 to the active player. At the end of the measured time period, controller 20 preferably provides an audio or visual signal to inform the active player that the time period to answer question 70 has expired. In alternate embodiments of the present invention, an amount of time a player has to answer questions 70 may be measured by devices which are separate from controller 20 such as a stop watch, a clock, a sand glass, or the like.
Housing 130 of controller 20 may also include a card dispenser 190, as shown in Figure 6. Housing 130 may include any number of card dispensers 190; however, in preferred embodiments of the present invention, housing 130 includes two dispensers 190, which may be used to separately hold right brain task cards and left brain task cards 10, 110. Alternatively, housing 130 may include a number of dispensers 190 equal to the number of different categories, such that each set of cards corresponding to a category may be separately stored.
Referring now to Figure 7, in an alternate embodiment of the present invention, player action may be directed using a spinning device 200. Spinning device 200 is preferably designed to allow a player to randomly choose a category, such that each category has a substantially equal probability of being chosen. According to preferred embodiments of the present invention, spinning device 200 preferably includes sections 210, wherein a number of sections 210 is equal to or greater to the number of categories, and each category is preferably represented in at least one section 210 of spinning device 200. Spinning device 200 may also include chance designations, which may include instructions such as lose a turn, lose a point, gain a point or the like. While spinning device 200 may include a variety of forms, in preferred embodiments of the present invention, spinning device 200 includes a base 220 and a spinning portion 230 which includes an indicator 240. Player action is directed by causing spinning portion 230 of device 200 to spin and allowing spinning portion 230 to stop such that indicator 240 resides over one section 210 of device 200. Although not shown in Figure 7, spinning device 200 may also include flexible, upright markers that extend from base 220 to delineate the category over which indicator 240 resides.
Players may keep track of their score while playing the game using a variety of devices such as paper and writing utensils or scoring tokens 250 shown in Figures 8a and 8b. Alternatively, players may keep track of their score by counting the number of questions 70 the player has answered correctly. In particular, a player may hold on to each card containing question 70 that he or she answered correctly, and total his or her score by counting the number of cards the player holds at the end of the game.
Scoring pieces 250 are preferably colored or otherwise coded such that one player's pieces 250 are distinguishable from another player's pieces 250. Scoring pieces 250 preferably include an insignia 260 or color code to indicate the level of question answered for a particular category. For example, scoring pieces 250 may include insignia 260 such as the numbers 1 , 2 and 3 to indicate question 70 levels 1. 2 and 3 respectively. Also, as shown in Figures 8a and 8b. scoring pieces 250 may include multiple insignia 260 on various sides of pieces 250. Scoring pieces 200 may further include a color code, design, object or the like to indicate when the highest level of question 70 for a particular category has been answered (i.e, closed out). In such a case, scoring pieces 250 may include insignia 260 on its various sides such as a diagram of a lock as shown in Figure 9. The game, according to preferred embodiments of the present invention, includes several scoring pieces 250 such that each player has enough scoring pieces 250 to indicate each level of question 70 for each category. In an alternate embodiment of the present invention, players may keep track of their score and which category the active player selected using a board 270 shown in Figure 10. Board 270 preferably includes a plurality of spaces 280 on a playing surface 290. In a preferred embodiment of the present invention, each space 280 corresponds to a particular category of questions or chance tasks, as described above. Each space 280 is preferably distinguishable from other spaces 280 such that the category each space 280 represents is set apart from other spaces 280. For example, space 280 may be color coded, include an image, words, pattern, or shape representing one of the categories to distinguish it from other categories. In yet a further embodiment of the present invention, board 270 may be used to track player movement about a path along playing surface 290. In this embodiment, the categories may be represented by several spaces 280 on board 270, and board 270 may include several spaces 280 representing chance tasks. According to preferred aspects of this embodiment, player action may be directed by instructing players to move a number of spaces on surface 290. Players may represent their location on board 270 using a token 300, shown in Figure 1 1.
Token 300 may include any device that indicates the player's position on board 270. Preferably, the game includes several tokens 300 of various colors, shapes, patterns, or the like such that each token 300 is distinguishable from the other tokens 300. thus allowing a player's positions on board 270 to be distinguishable from another player's position. Although not shown in Figure 1 1, in preferred embodiments of the present invention, tokens 300 may be formed in the shape of a human brain or a portion thereof.
Referring now to Figures 5, 6, and 10, the game according to the present invention may include a representation of a human brain or a portion thereof 310. Representation 310 may be formed of substantially deformable, resilient material; however, representation 310 is preferably made of substantially hard, non-resilient materials such as moldable plastic.
Representation 310 may be separate or integral with other components of the game. In preferred embodiments of the present invention, representation 310 is integral with housing 130 of controller 20. In addition, representation 310 preferably includes openings that are configured to receive a portion of switches 140, 150, 160, 170, and 180. such that switches 140, 150, 160, 170. and 180 may be activated by the players. However, according to alternate aspects of this embodiment, any combination of switches 140, 150, 160. 170, and 180 may be separate from representation 310. In an alternate embodiment of the present invention, representation 310 may be integral with board 270, as shown in Figure 10.
Prior to beginning the game players may be given a pre-game test to determine their ability to answer questions 70 on cards 10 or to obtain a reference score, which may be compared to a post-game test score described below. The pre-game test may be scored by the players and the scores may be used to designate a level for each player prior to beginning the game, wherein the designated level is preferably designed such that questions 70 in the corresponding level are challenging for that player. During play, the players select cards 10. 100 from sets corresponding to the appropriate skill level determined by the pre-game test. Alternatively, the players may play with one set of cards 10 and rather than players choosing a card set, each player answers question 70 corresponding to his or her level determined by the pre-game test. According to this aspect of the invention, if the player answers question 70 correctly, the category is locked out.
In operation, the game may be played according to a variety of rules or procedures. Preferably, if more than one player is playing, the game operation begins by choosing an order for the players to take their turn. The order may be determined by the players themselves, using controller 20. using an alternative chance means such as dice, or the like. After the player order is chosen and switch 140 is engaged, play begins by any player activating game switch 150 to reset the game. The active player then activates go switch 170, which causes controller 20 to select a category. Controller 20 will then inform the player of the appropriate category. The player may also receive instruction for questions 70 relating to the selected category when pushing go switch 170. If the player desires to have the instructions repeated, he or she may depress go switch 170 again.
After controller 20 selects a category and recites instructions, if any, a non-active player selects card 10, 100 from the appropriate category. If card 10 includes more than one question 70 skill level, the active player may select the level of question 70 he or she will attempt to answer. If the player answers question 70 correctly, he or she may be awarded points based on the level of difficulty. For example, if a player answers a level 2 question correctly, he or she may be awarded two points, and if a player answers a level 3 question, he or she may be awarded 3 points, and so on. According to preferred embodiments of the present invention, skill levels for a category or the entire category may be locked out when any player correctly answers question 70. In other words, if a player correctly answers question 70 on card 10, other players may be required to answer questions 70 at a level higher than that level correctly answered by another player to score points, and if the highest level of question for a category has been correctly answered, players can no longer score points for correctly answering questions 70 in that category. Consequently, if controller 20 selects a category that has been closed out, the active player must select another category (e.g., by activating next turn switch 160). According to alternate rules, a player may lose a turn when controller 10 selects a closed-out category during his or her turn.
If the non-active player draws chance task card 1 10, the active player must follow instructions 115. For example, chance task card 110 may require the active player to add a point to his or her score or take another turn.
According to a preferred set of rules, if the active player answers question 70 correctly, he or she may immediately take another turn. Conversely, if the active player fails to answer question 70 correctly, a non-active player may be given an opportunity to answer question 70 and score points if answered correctly, or the game may proceed to the next player.
Play preferably continues for a predetermined amount of time, until at least one player reaches a predetermined score, until one question 70 from each category has been answered correctly, until the players decide to stop, or until some event, agreed upon by the players or written in the game rules, occurs. The player with the most points at the end of the game is the winner.
After the completion of the game, the player may be given a post-game test to determine their skill level. This post-game test may include a standard intelligence test or questions similar to those asked on intelligence tests.
When board 270 is used in accordance with the present invention a player may place scoring piece 250 on the appropriate space 280 when the player correctly answers question 70. Scoring pieces 250 preferably indicate the level of question 70 answered correctly.
In an alternate embodiment of the present invention, the game may be played as a card game with player action directed by, for example, shuffling cards 10 and having players choose cards in a substantially random manner. According to a preferred aspect of this embodiment, the game may be played by having a player choose one card 10 from a category and answer question 70 on card 10. The player may also choose the level of question 70 to be asked as described above. Players may keep score for themselves, such as. for example, on a pad of paper or the like, wherein points are scored by correctly answering question 70.
In yet a further embodiment of the present invention, the game may be played on a computer or the like. According to preferred aspects of this embodiment, the task prompting device and the device to direct player action may include audio signals (e.g., from speakers attached to the computer), visual signals (e.g. from a screen attached to the computer), or a combination thereof from the computer. Specifically, software may be written for the computer, such that the computer submits questions 70, in the form of cards visible on a computer screen or the like, to the players and prompts them to respond using a computer keyboard, a computer mouse, or the like. Similarly, the computer software may include a function to direct player movement such as a random generator that selects a question category. According to preferred aspects of this embodiment, the game would be played according to the methods set forth above in connection with the card and board games, with the exception that players respond to questions using computer components.
Although the present invention is set forth herein in the context of the appended drawing Figures, it should be appreciated that the invention is not limited to the specific form shown. Various other modifications, variations, and enhancements in the design and arrangement of the game as set forth herein may be made without departing from the spirit and scope of the present invention as set forth in the appended claims.

Claims

CLAIMSWe claim:
1. An educational game designed to stimulate both right brain and left brain activity by asking players to complete tasks in a plurality of categories, the educational game comprising: at least one task prompting device for each category, wherein said at least one prompting device includes at least one question; and a device for directing player action by substantially randomly selecting one of the plurality of categories.
2. The educational game of claim 1, wherein said at least one task prompting devices comprises cards.
3. The educational game of claim 1 wherein said device for directing player action includes a controller configured to produce audio signals to inform a player which category to select.
4. The educational game of claim 1. wherein said at least one task prompting device includes chance tasks.
5. The educational game of claim 1, wherein said device for directing player action is configured to produce audio signals indicating a player should perform a chance task.
6. The educational game of claim 1, wherein said device for directing player action includes a timing device to measure an amount of time a player has to answer said at least one question.
7. The educational game of claim 1. wherein said at least one task prompting device includes a skill level indicator proximate said at least one question.
8. The educational game of claim 1, wherein said task prompting device includes a mark to represent whether said category corresponds to right or left brain activity.
9. The educational game of claim 1, wherein said task prompting device includes a mark to represent the category.
10 The educational game of claim 1 , wherein said device for directing player action includes a microelectronic circuit.
11. The educational game of claim 1 wherein said device for directing player action includes a spinner.
12. The educational game of claim 1 wherein said device for directing player movement comprises: a reset switch to reset said device for directing player action; a category switch configured to cause said device for directing player action to select a category; at least one timer switch configured to start a timing mechanism when activated; and a housing configured to receive said reset, category, and timer switches.
13. A method for encouraging mental activity associated with specific areas of the brain, the method comprising: providing a number of questions, wherein each of said number of questions corresponds to a category of tasks presented on intelligence tests; providing a chance mechanism, wherein said chance mechanism substantially randomly selects a category; causing said chance mechanism to select a category; selecting a task prompting device from said selected category; answering a question from said selected task prompting device; and receiving points for correctly answering said question.
14. The method for playing an educational game of claim 13. wherein said chance mechanism includes chance tasks.
15. The method for playing an educational game of claim 13, wherein said task prompting device includes chance tasks.
16. The method for playing an educational game of claim 13. the method further comprising: providing a timing mechanism; and measuring an amount of time a player has to answer said question.
17. The method for playing an educational game of claim 13, the method further comprising administering a pre-game test prior to beginning the game.
18. The method for playing an educational game of claim 13, the method further comprising selecting a set of task prompting devices.
19. The method for playing an educational game of claim 13, the method further comprising administering a post-game test.
20. The method for playing an educational game of claim 13, the method further comprising selecting a question level.
21. An educational board game configured to present players with tasks from various categories, the game comprising: a board including a plurality of spaces, wherein a number of said plurality of spaces corresponds to the categories; a plurality of cards, wherein said plurality of cards corresponds to the categories; a chance mechanism to select one of the categories; and a token to represent a player's position on said board.
22. The educational game of claim 21, wherein said plurality of cards include a plurality of questions of various difficulty levels.
23. The educational board game of claim 21, wherein said plurality of cards include chance tasks.
24. The educational board game of claim 22, the game further comprising scoring pieces to represent said question level.
25. The educational board game of claim 21. the game further comprising a timing mechanism to measure an amount of time a player has to answer a question.
26. An educational card game configured to encourage players to practice tasks similar to tasks asked on intelligence tests, the card game comprising: a plurality of cards with questions relating to a plurality of categories typically tested on intelligence tests; and a means for keeping score.
27. A method of playing an educational card game, the method comprising: providing cards wherein said cards include questions from a number of categories, which categories may be tested on intelligence tests; selecting one of said cards; asking a player said at least one of said questions; and awarding points for questions correctly answered.
28. The method of playing an educational card game of claim 27, wherein said number of catesories is seventeen.
PCT/US1998/016793 1997-08-12 1998-08-12 Educational game WO1999008255A1 (en)

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US60/055,602 1997-08-12

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