Ishango Card Game

The Ishango Card Game addresses the boredom and lack of engagement in traditional math education by offering interactive, socially engaging challenges via QR-coded cards, enhancing learning through diverse game modes and card types.

FR3160594A1Inactive Publication Date: 2025-10-03KAMTCHUENG CHRISTIAN
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Patent Information

Application Number
FR2024003111
Authority / Receiving Office
FR · FR
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-27
Publication Date
2025-10-03
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Traditional methods of teaching mathematics, such as textbooks and internet-based self-assessment, often lead to boredom and lack of engagement, failing to foster a desire to learn or encourage social interaction.

Method used

A connected card game, the Ishango Card Game, that uses QR codes to provide mathematical challenges and encourages social interaction through various game modes, including team play, with question cards categorized by type and editable options to enhance learning experience.

Benefits of technology

Enhances mathematical skills and interest through fun and interactive gameplay, promoting engagement and social exchange among players.

✦ Generated by Eureka AI based on patent content.

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Abstract

Card game for fun learning of mathematics The invention concerns a connected card game allowing moments of fun exchanges and learning. The game is connected via QR codes linking to explanatory videos of mathematical concepts. It is composed of 4 types of cards; on the divisibility of the secret number, on the sums of digits of the secret number, on the tens and units of the secret number, various questions on the secret numbers. The game allows for moments of fun learning and improvement Figure for the abstract: Fig. 3
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Description

Title of the invention: Ishango Card Game

[0001] The present invention relates to a connected card game for the purpose of learning mathematics while having fun. The game works on mental calculation, memory, divisibility criteria as well as basic operations.

[0002] Mathematics is traditionally taught through textbooks with lessons and exercises, which often leads to boredom for the learner but also to this feeling of forced work.

[0003] Today there are methods via the internet which allow the learner to self-assess and increase his knowledge, these unfortunately although modern do not encourage exchange or even the desire to learn mathematics.

[0004] The Ishango card game allows you to create fun, friendly moments of exchange while improving your skills, knowledge and interest in mathematics. The goal of the game is to find your secret number. The game can be played with up to 6 players or in teams. After drawing question cards, the player can refine and find the secret number. The game is connected via QR codes on the cards which are reminders of mathematical rules associated with the question card. The card game is made up of question cards divided into 4 categories: • Green cards: are questions about the tens and units of the secret number • Red cards: are questions about the sum of the digits of the secret number • Orange cards: are questions about the divisibility of the secret number • Blue and purple cards: are varied and more flexible questions including a joker. Some cards are editable to write the secret numbers (6), others to eliminate the number possibilities (6).

[0005] There are several team or individual modes, and different game rules, including a non-exhaustive list: • Battle • Semi-open battle • Open battle • Reversed Battle • Team Captain • Armed team

[0006] The attached drawings illustrate the invention:

[0007] [Fig.l] represents the final version of the invention. It is composed of 69 cards including 54 question cards; 15 green, 10 red, 17 purple and blue, 16 orange.

[0008] [Fig.2] represents the first version of the invention. It is composed of 54 cards including 46 question cards; 10 green, 10 red, 11 purple and blue, 15 orange.

[0009] [Fig.3] represents the first version of the invention, composed of 54 cards and a felt-tip pen for the editable cards.

Claims

Claims

1. Ishango card game is a fun and connected game that aims to learn and improve mathematics. It is characterized by question cards that allow different players to find their secret number. The game includes 4 types of cards; on divisibility, on the sum of digits, on units and tens, on various questions

2. Claim 1 is applicable to different game modes and game rules relating to a desire to discover a secret number.