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Educational Battle Game Method Of Teaching Key Theories And Facts

a battle game and key theory technology, applied in the field of educational games, can solve the problems of difficult mastery and remembering, limited pedagogic value of games, and other limitations, and achieve the effect of high pedagogic value and

Inactive Publication Date: 2006-12-07
PELZEL TIMOTHY JON +1
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0021] It is another object of the present invention to provide a new and improved battle card game method that is both entertaining and has a high pedagogic value and effect.

Problems solved by technology

However, the sheer volume of information crowded into the periodic table makes it challenging to master and remember.
Some might argue that the trend toward making education entertaining is actually compromising the educational process, but most of that criticism is directed at teaching vehicles in which information is delivered to a passive child or student, entertaining educational television being the most common subject of such criticism.
However, the game suffers several limitations and is of very limited pedagogic value.
However, it suffers other limitations as well.
It does not teach the principles behind making molecules and compounds.
In fact, players cannot even make compounds without a specific compound card for the specific compound.
Further, the game does not employ character names with mnemonic import (with few exceptions, memorable variants on the names of the elements are not inherent in the character names).
Thus, the nature of the atomic families and periods cannot be appreciated.
The game does not employ the concept of valence electrons, and therefore it does not teach anything about the aufbau principle and its relation to the periodic table.
Thus, while the game has a certain charm and a commendable purpose, it cannot be said to be a means of teaching the periodic table.

Method used

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  • Educational Battle Game Method Of Teaching Key Theories And Facts
  • Educational Battle Game Method Of Teaching Key Theories And Facts
  • Educational Battle Game Method Of Teaching Key Theories And Facts

Examples

Experimental program
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example 1

OO

[0107] In this example one die and 3 electrocoins are rolled. The die covers the 6 to 10 range value. The die has 6 sides and for this range would read: T−Bone=10 (highest value in the range), T−1=9, T−2=8, T−3=7, T−4=6, T−5=6. The T means top range value with the minus number subtracting from that on a T−#. In this example, T−4 and T−5 have the same value because the bottom of the range is listed as 6 (one cannot go any lower than the bottom value of the listed range). In this example, if a T−3 is rolled, the calculated value is 7.

[0108] The three electrocoins are rolled at the same time as the die, and in this example only the plus + side of the coins are counted. If the electrocoin roll results in two plus (+) and one minus (−) as results, the equation requires that only the plus sides are counted, so the result is a 2 value.

[0109] Thus, in this first example, the final damage number is the 7 from the range die plus the 2 from the electrocoin flips, or Damage=7+2=9.

example 2

[0110] In this example one die and 3 electrocoins are rolled. The die covers the range value of 5 to 9. The die has six sides and for this the range would read: T=9 (for Top, highest value in the range), T−1=8, T−2=7, T−3=6, T−4=5, T−5=5. The T means top range value with the minus number subtracting from that on a T−#. In this example, T−4 and T−5 have the same value because the bottom of the range is listed as 5 (again, one cannot go any lower than the bottom value of the listed range). In this example if the roll of the dice showed a T−4, then the value would be 5. The attack equation requires that both plus (+) and minus (−) be counted on the three electrocoins flipped during or after the die are rolled. If the coins showed two plus (+) and one minus(−) for results, the one minus cancels out one plus, leaving one plus result. The final number is 5 from the range die plus 1 from the electrocoin flips, and so Damage=5+1=6.

[0111] Factions: In the inventive game the element characte...

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Abstract

An educational battle game method for teaching key theories and facts in an academic discipline. Game cards import and display key factual data relating to a body of knowledge and are employed in competitive exchanges involving attacks and defenses by the respective players, with the outcome of such exchanges determined by rules applied to the descriptive and / or numerical information about the factual entities that distinguish one factual entity from another. Chance elements and strategic variables may be introduced by chance devices and / or strategic variable cards to alter the outcome of the exchanges.

Description

CROSS REFERENCES TO RELATED APPLICATIONS [0001] The present application claims the benefit of U.S. Provisional Patent Application Ser. No. 60 / 687,187, filed Jun. 03, 2005 (Jun. 3, 2005).SEQUENCE LISTING [0002] Not applicable. STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT [0003] Not applicable. THE NAMES OR PARTIES TO A JOINT RESEARCH AGREEMENT [0004] Not applicable. INCORPORATION-BY-REFERENCE OF MATERIAL SUBMITTED ON A COMPACT DISC [0005] Not applicable. BACKGROUND OF THE INVENTION [0006] 1. Field of the Invention [0007] The present invention relates generally to games, and more particularly to educational games, and still more particularly to an educational battle game method of teaching the periodic table of the elements. It can be played with physical cards or, alternatively, with the data from the periodic table in various media, combined with game-specific terminology and characters. [0008] 2. Discussion of Related Art Including Information Disclosed under 37 ...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63F3/00
CPCA63F1/00A63F1/04A63F3/00A63F3/04G09B23/26A63F2003/0476G09B1/02G09B19/22A63F3/0457
Inventor PELZEL, TIMOTHY JONLEACH, ANDREW ALAN
Owner PELZEL TIMOTHY JON
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