Visual gamification of emotion recognition board game teaching aids

TWM687404UActive Publication Date: 2026-09-11CHAMPIONS EDUCATION ASSOC
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Patent Information

Application Number
TW115204156
Authority / Receiving Office
TW · TW
Patent Type
Utility models
Current Assignee / Owner
Filing Date
2026-05-08
Publication Date
2026-09-11
Estimated Expiration
2036-05-07

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Abstract

A visually gamified emotion recognition board game teaching tool includes multiple cards, each card being a rectangular piece with specific length and width, and having a first side and a second side facing opposite directions. The first side of each card includes an emotion recognition pattern area, used to display pattern information designed according to a specific emotional context. The second side of each card includes an emotion vocabulary field, used to indicate the emotion name corresponding to the emotion recognition pattern area. By combining the pattern and the emotion vocabulary, players can receive immediate feedback on their emotion recognition, training their reaction ability and cognitive association, enabling them to more deeply understand and master the emotion vocabulary.
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Claims

1. A visually gamified emotion recognition board game teaching aid, comprising: A plurality of cards, each card being a rectangular piece with a specific length and width, having a first side and a second side facing opposite directions; wherein, the first side of each card includes an emotion recognition pattern area for displaying pattern information designed according to a specific emotional context; the second side of each card includes an emotion vocabulary field area for indicating the emotion name corresponding to the emotion recognition pattern area.

2. The visually gamified emotion recognition board game teaching aid as described in claim 1, wherein, Each player lays out multiple cards with the first face up. Each player takes turns choosing one card and, within a specified time, says the corresponding emotion word based on the image information. The player then flips over the card and judges the correctness of the answer based on the emotion name indicated in the emotion word field on the second face. If the answer is correct, the player can keep the card.

3. The visually gamified emotion recognition board game teaching aid as described in claim 2, wherein, When a player answers incorrectly, the card is returned to its original position and can only be flipped over again after at least two players have taken their turns.

4. The visually gamified emotion recognition board game teaching aid as described in claim 2, wherein, The specified time is five seconds.

5. The visually gamified emotion recognition board game teaching aid as described in claim 2, wherein, The game round ends when no cards are available for players to draw, and the player with the most cards wins.

6. The visually gamified emotion recognition board game teaching aid as described in claim 1, wherein, Each card's second side also includes a number field to indicate the card's number and to define the correspondence between the number of players and the number of cards used.

7. The visually gamified emotion recognition board game teaching aid as described in claim 6, wherein, Based on the number of players, a deck of cards is formed by selecting the corresponding number of cards from the designated numbered slots, and each player is dealt a specific number of cards as their starting hand. One of the players, acting as the interpreter, selects a card from their hand and performs a non-verbal interpretation based on the emotion name in the emotion vocabulary slot on the second side of the card and / or the image information on the first side, without making any sound prompts. The other players then try to answer the emotion name in the emotion vocabulary slot on the second side of the card based on the interpretation. If a player answers correctly, that player receives the card, and the interpreter and the player who answered correctly receive corresponding card replenishment rewards based on the order of correct answers, in order to maintain hand balance and achieve interactive incentives.

8. The visually gamified emotion recognition board game teaching aid as described in claim 7, wherein, If the same player answers correctly within three or fewer attempts for the same card, the player who performed the play receives a draw card, and the player who answered correctly also receives a draw card as a reward.

9. The visually gamified emotion recognition board game teaching aid as described in claim 8, wherein, If the same player answers correctly on the fourth or subsequent attempts for the same card, the player acting as the interpreter draws a card.

10. The visually gamified emotion recognition board game teaching aid as described in claim 8, wherein, The card obtained for answering correctly can only be played again in the next round, which is counted from the player who played it in the current round.

11. The visually gamified emotion recognition board game teaching aid as described in claim 7, wherein, If multiple players answer at the same time, the player next in line as the performer has the right to answer first.

12. The visually gamified emotion recognition board game teaching aid as described in claim 7, wherein, As the performer, the player may choose to discard one card and draw one card at any time during the performance phase, and end the current turn.

13. The visually gamified emotion recognition board game teaching aid as described in claim 12, wherein, The game ends when the deck is depleted. Discarding cards is considered a penalty and is deducted from the total number of cards at the end of the game. The player's score is the number of cards minus the number of discarded cards. The player with the highest score wins.

14. The visually gamified emotion recognition board game teaching aid as described in claim 1, wherein, The second side of the card includes an action task area and an emotion annotation area. The action task area is located below the emotion vocabulary area and includes a task icon area, a task name area, and a task description area. The emotion annotation area is located below the action task area.

15. The visually gamified emotion recognition board game teaching aid as described in claim 14, wherein, Based on the number of players, multiple cards are shuffled into a deck, and each participant is dealt a specific number of cards as their starting hand. Each player selects one card from their hand, reveals information based on the task illustration area on the second side of the card, and performs actions according to the instructions in the task description area.

16. The visually gamified emotion recognition board game teaching aid as described in claim 15, wherein, When the task icon area indicates that it is a public task, the player must read aloud the contents indicated in the task name area and task description area of ​​the card.

17. The visually gamified emotion recognition board game teaching aid as described in claim 15, wherein, When the task icon area is marked as an invitation task, the player only reads the content specifically marked in the task description area.

18. The visually gamified emotion recognition board game teaching aid as described in claim 15, wherein, When the task icon area indicates that a task has been triggered, the player will not read any of the task description area aloud, but will directly perform the actions required by the task description area.

19. The visually gamified emotion recognition board game teaching aid as described in claim 15, wherein, After the action is completed, a judgment phase begins. Players flip over the card and confirm the success of the judgment according to one of the success conditions indicated in the task description area. If the judgment is successful, the player receives the card as a score point and receives a card draw reward. If the judgment fails, the card is discarded and no card draw is given.

20. The visually gamified emotion recognition board game teaching aid as described in claim 19, wherein, If a dispute arises among the players during this determination phase, all participants will vote on the matter, and the majority vote will prevail.