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a card game and learning technology, applied in the field of card games, can solve the problems of high cost of books and high cost of computer based tools, and achieve the effect of low cos
Inactive Publication Date: 2005-04-28
DILLHOFF RICHARD
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[0010] In embodiments, this invention addresses several aspects of learning in a simple and direct manner while being of low cost. The invention is a card game, which provides a means of delivering basic information for learning in a fun setting while offering the excitement of competition. The game uses a deck of fifty-two cards composed of four suits, clubs, diamonds, hearts, and spades. Clubs and spades are black suits; diamonds and hearts are red suits. Each suit having face values on the cards of 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, and Ace. This arrangement still permits traditional games such as poker and rummy to be played in addition to this invention. Additionally, on the face of each card are one or more facts of information. For example, for a young child age brac
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Computer based tools are typically more expensive than books an
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[0045] The present invention is a card playing game of fifty-two cards of four suits. FIG. 1 is an illustration of one side of one of the fifty two cards and shows an exemplary name of a game. On the other side of the cards are the suits of clubs, diamonds, hearts and spades. FIG. 2 shows an example of clubs 100. Each suit has thirteen ranks with face values of 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King, and Ace.
[0046]FIGS. 3A, 3B, 3C, and 3D show representative examples of the six sides of a card deck box suitable for packaging the present invention.
[0047] A particular deck is typically targeted to a particular subject area such as math, language, geography, science, literature, history or mythology, however mixing subjects is feasible. Any subject area can be scaled to age brackets and a unique deck created for that bracket and given subject area. For example (the following are examples of a very wide range of possible information facts, which should not be a limiting factor ...
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Abstract
A card game for learning entails competitive play between players. As the game proceeds, the winner of a match must recite out loud the facts of learning on the playing cards. The game repetitively exposes the players to facts in a given subject area such as math, history, science, geography, literature, etc. The learning experience may be geared to different age brackets by tailoring the subject facts to different age brackets. Audible and visual cues help players to associate information for memory retention. The game may be played electronically.
Description
CROSS REFERENCE TO RELATED APPLICATIONS [0001] This application is a continuation-in-part of U.S. patent application Ser. No. 10 / 368,350, filed Feb. 20, 2003 which claims priority to the following provisional applications: application No. 60 / 386,550 filed Jun. 5, 2002, application No. 60 / 372,350 filed Apr. 12, 2002, application No. 60 / 357,861 filed Feb. 21, 2002, application No. 60 / 393,910 filed Jul. 1, 2002, application No. 60 / 393,913 filed Jul. 1, 2002, application No. 60 / 410,043 filed Sep. 12, 2002 and application No. 60 / 393,912 filed Jul. 1, 2002. This application also claims benefit of provisional applications: application No. 60 / 501,380 filed Sep. 9, 2003, application No. 60 / 507,893 filed Oct. 1, 2003, application No. 60 / 515,529 filed Oct. 29, 2003, application 60 / 501,392 filed Sep. 9, 2003 and application No. 60 / 519,749 filed Nov. 13, 2003, all of these applications are incorporated by reference herein in their entirety.DESCRIPTION BACKGROUND OF THE INVENTION [0002] 1. Field ...
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