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Matching game for learning enhancement

a learning enhancement and matching game technology, applied in the field of matching games for learning enhancement, can solve the problems of increasing cost and increasing tile sets, and achieve the effect of increasing the cos

Inactive Publication Date: 2011-02-10
DVORAK ROBERT V +1
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Such games having increasingly larger tile sets may be accompanied by increased cost.

Method used

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  • Matching game for learning enhancement
  • Matching game for learning enhancement
  • Matching game for learning enhancement

Examples

Experimental program
Comparison scheme
Effect test

example 1

EXAMPLE 1

[0025]In one example, the game set 10 uses a set of eighteen (18) variables (values) in each of two correlative datasets. While this would in its normal environment most likely be, for instance, eighteen words in each of English and Spanish languages, for the purposes of this example these variables shall be assumed to be eighteen letters of the alphabet in each of upper case and lower case, and the correlation component of the game to require that a lower case letter is matched to the corresponding upper case letter and vice versa.

[0026]The surface 17 of each end 35, 33 of piece 11 is imprinted with indicia from an input value set j (upper case): A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R. The surface 22 of each end 37, 36 of piece 13 is imprinted with indicia from an input value set k (lower case): a, b, c, d, e, f, g, h, i, j, k, I, m, n, o, p, q, r. Each of these data sets is organized into three subsets. The j subsets are formed by a simple partition of the ...

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Abstract

A matching-based competitive game is used to reinforce the association, correlation, translation, or equation of values. The values are indicia on the face of the tiles, where each tile has at least two different indicia. These values may be cross-language vocabulary words, geographic entities, arithmetic valuations, or chemical symbols, as examples. The classic game of dominoes provides a single tile for every combination of two values in the value set, including the identity element. Because the mathematical increase in combinations, and thus the size of the tile set, becomes prohibitively large for a reasonably-sized value set, the tile set is reduced, resulting in a group of smaller tile sets, having essentially the same statistical matching capability of a normal domino set. The winner(s) of the game are defined as the first player(s) who complete a predetermined number of matches of the indicia values on their tiles.

Description

1. FIELD OF THE INVENTION[0001]The present invention relates generally to games in which the players choose pieces with n indicia thereon, for which an object of the games is to make a string of the pieces for which indicia of adjacent ends match. The game ends when the string of one of the players has a predetermined number. More specifically, the present invention relates to games in which the players choose a manageable subset of pieces with n indicia thereon, for which an object of the games is to make a string of the pieces, for which indicia of adjacent ends match.2. BACKGROUND[0002]The classic domino set entails a total of seven (7) values or indicia, which, in exhaustive combination with one another (including the identity tile in which both halves of the tile have the same value) produces a 28-piece tile set. The mathematics of such combinations yields progressively larger tile sets for each additional value, so that, e.g., a zero-to-nine domino set has 55 tiles, and a zero...

Claims

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Application Information

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IPC IPC(8): A63F3/00
CPCA63F9/20A63F3/04
Inventor DVORAK, ROBERT V.DVORAK, BERNADETTE D.
Owner DVORAK ROBERT V
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