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Game and method for teaching

a teaching game and game technology, applied in the field of learning experience, can solve the problems of illiteracy or inability of some high school graduates to read, and achieve the effect of increasing memorization techniques and reducing illiteracy rates

Inactive Publication Date: 2008-10-16
HATHORN ELIZABETH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

"The present invention is a new card game that combines the power of rhyming words to help children learn to read and understand them. The game is simple and easy to play, with rules that can be easily understood. The cards have indicia on the back that identifies the word and its meaning. The game can be modified to teach various other skills such as identification of shapes, grammar skills, and arithmetic procedures. The game also includes matching pairs of cards that have rhyming words, which helps the pupil easily identify the meaning of the word. The game can be used to teach various school curriculum topics such as social studies and science. The invention also aims to reduce illiteracy rates in America and improve memory techniques for learning and retaining other types of information."

Problems solved by technology

One of the greatest tragedies that threatens American society is illiteracy or an inability of some high school graduates to read.
There exists a crisis in many public schools where students are not taught to read and are passed from grade to grade without learning the necessary skill sets for coping with everyday life in the modern American society.

Method used

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Embodiment Construction

[0016]While the invention has been described with respect to preferred embodiments, it is intended that all matter contained in the above description or shown in the accompanying drawings shall be interpreted as illustrative and not in limiting sense. From the above disclosure of the general principles of the present invention and the preceding detailed description, those skilled in the art will readily comprehend the various modifications to which the present invention is susceptible. Therefore, the scope of the invention should be limited only by the attached claims and equivalents thereof.

[0017]FIG. 1 is a flowchart showing the process steps for playing the learning game. Cards are dealt to players from a deck consisting essentially of rhyming words. Any cards not dealt to players are used to form a pile of cards from which to draw. Players first check their hands to see if they have any matching pairs of cards. If so, they discard the pair. Next, a first player reviews the cards...

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Abstract

A game for teaching reading includes a deck of cards having matching pairs of cards that rhyme with one another. Four cards are dealt to each player to create a hand of cards for each player. The remaining cards are placed in a “draw” pile. Players check for matches and discard them. A first player looks at the cards in his hand and asks a second player if the second players hand consists of one of the cards in the first player's hand. If the second player has the card, she passes it to the first player who makes a pair and discards them into a discard pile. Otherwise, the first player draws an additional card from the “draw” pile of cards. Play continues when the second player asks another player for a card that matches one of the cards in her hand.

Description

[0001]There are no related patent applications.[0002]The present invention did not receive federally funded research and development funds.BACKGROUND OF THE INVENTION [0003]Generally, this invention is a card game and method of teaching pupils how to read and / or spell. More specifically, the present invention concerns a learning experience that includes a game that teaches word associations through verbalization and recognition of word families or sets of rhyming words or groups of words. The sets or groups of words are preferably three and four-letter words. However, it is to be understood that the complexity of the word associations may be increased or decreased to create a game that best suits a particular age group. In this manner, the learning experience is enhanced and converted from a mundane chore to a fun and enjoyable experience for young children as well as others.[0004]One of the greatest tragedies that threatens American society is illiteracy or an inability of some hig...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63F1/00
CPCA63F1/00A63F3/0423
Inventor HATHORN, ELIZABETH
Owner HATHORN ELIZABETH