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Game

a game and game technology, applied in the field of games, can solve the problems of affecting the educational development of both brighter and less gifted students alike, students constantly winning without being challenged and sufficiently stimulated, and the likelihood of achieving the effect of improving

Inactive Publication Date: 2008-11-20
BEL AMAND BRE ENTERPRISES
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

"The present invention provides an apparatus and method for playing a game using question cards with different levels of difficulty. The game includes a playing area with geometrically shaped pathways for the players to move their playing pieces. The players select the pathways to determine the difficulty of the game. The game can be played with individual or groups of players, and the levels of difficulty can be adjusted for different players. The apparatus includes a random number indicator to determine the movement of the playing pieces. The game can be played using dice with numerical die, and the function of the dice determines the number of playing spaces for each player. The invention provides a unique and challenging game experience for players of different ages and levels of education."

Problems solved by technology

Often being largely trivia based, these games commonly suffer from the problem of higher skilled students or players easily accounting for lesser skilled peers.
This can adversely effect the educational development of both brighter and less gifted students alike.
Students constantly winning without being challenged and sufficiently stimulated are unlikely to strive to improve.
On the other hand, students constantly being comfortably beaten may soon loose heart, and struggle to maintain interest.

Method used

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Examples

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Embodiment Construction

[0047]With reference initially to FIG. 1, a game according to one illustrated embodiment of the present invention includes a game board 2 having a playing area 4. The playing area 4 includes a number of continuous intersecting pathways marked on a playing surface 6 of the board 2 that are able to be followed by players playing the game. Each pathway is defined by a series of consecutive playing spaces 8 that are able to be moved between and “landed on” by the representative playing pieces of one or more players playing the game. The spaces 8 are selected from defined sets of the spaces 8, each set corresponding to a selected level of difficulty.

[0048]Each of the spaces 8 may be coloured to indicate the set of spaces 8 to which each space 8 belongs, and hence the level of difficulty of the space 8. On the board 2, for example, the spaces 8 are coloured red, blue, yellow and green to correspond to four respective different levels of difficulty “hardest” (red spaces 10), “hard” (blue s...

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PUM

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Abstract

Apparatus for playing a game includes question cards (36) having questions (37) which are separated into levels of difficulty, a playing area (4) which is separated into geometrically shaped pathways (18, 20, 22, 24, 26) of consecutive playing spaces (8) corresponding to the levels of difficulty of the questions (37), playing pieces (48) for occupying the playing spaces (8) in the pathways (18, 20, 22, 24, 26), and at least one random number indicator (50) for determining movement of the playing pieces (48) around the pathways. The pathways (18, 20, 22, 24, 26) have different numbers and sequences of the playing spaces (8) corresponding to particular levels of difficulty of the questions (37) whereby the pathways determine different levels of difficulty of the game.

Description

FIELD OF THE INVENTION[0001]The present invention relates to a game, and more particularly to a game in which the level of difficulty of the game can be selectively varied by individual players of different abilities so that competition between players may be equalised.BACKGROUND OF THE INVENTION[0002]Skill and intellect based games are commonly used in educational institutions to both develop and educate students in an effort to provide a learning environment that is stimulating, effective and fun. Often being largely trivia based, these games commonly suffer from the problem of higher skilled students or players easily accounting for lesser skilled peers.[0003]This can adversely effect the educational development of both brighter and less gifted students alike. Students constantly winning without being challenged and sufficiently stimulated are unlikely to strive to improve. On the other hand, students constantly being comfortably beaten may soon loose heart, and struggle to maint...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63F3/00A63F9/18A63F9/00A63F11/00
CPCA63F3/00006A63F9/18A63F2003/00009A63F2003/00018A63F2009/188A63F2011/0076
Inventor SHEPHERD, SARA JILLIAN
Owner BEL AMAND BRE ENTERPRISES