Interesting fight plane
By designing the card battle keys, pat buttons, learning buttons and blind battle keys of the fun fighter, combined with the card and no-card answering mode, the existing children's educational toys have been solved, and the learning process has been realized diversified interaction and effect improvement.
Patent Information
- Application Number
- CN202420788243.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Utility models(China)
- Current Assignee / Owner
- Filing Date
- 2024-04-16
- Publication Date
- 2024-12-24
- Estimated Expiration
- 2034-04-16
AI Technical Summary
The existing children's educational toys have single functions, insufficient interaction and fun, and it is difficult to establish an organic cooperation between playing and learning, resulting in a boring learning process and poor results.
A fun fighter aircraft was designed, including card battle keys, tap keys, learning keys and blind battle keys. Through card answering and card-free answering modes, combined with voice broadcasting and quick answering functions, it increases competitive awareness and interactivity, and stimulates children's Interest and concentration in learning.
Through diversified operation modes and interactive design, the enthusiasm and interactivity of the learning process are effectively improved, and children's concentration and understanding of language are quickly cultivated, achieving good learning results.
Smart Images

Figure CN222233171U_ABST
Abstract
Description
Technical Field
[0001] The utility model relates to the technical field of children's toys, in particular to an interesting fighting machine. Background Art
[0002] As the country and society attach more importance to the education of children aged 3-8, there are more and more different educational and learning products for the development of children's intelligence on the market. These products include picture recognition machines, picture recognition machines, and audio-visual educational toys. Most of these products can play audio according to simple operations to achieve the purpose of learning and entertainment; however, most of the existing products of this type are mainly completed by children independently, with single functions and relatively boring, making it difficult for children to establish an organic coordination between play and study, and lack of interactivity and fun, which ultimately leads to a boring and poor learning process.
[0003] Therefore, there is an urgent need for an interesting fighting machine with diverse functions that can enhance the enthusiasm and interactivity of the learning process. Utility Model Content
[0004] The purpose of the utility model is to provide an interesting fighting machine, which solves the technical problems of single function, insufficient interactivity and interest in the prior art. The preferred technical solution among the many technical solutions provided by the utility model can produce many technical effects as described below.
[0005] In order to achieve the above purpose, the utility model provides the following technical solutions:
[0006] The utility model provides an interesting fighting machine, including a shell assembly, and also includes:
[0007] A card battle key, the card battle key is arranged on a panel of the housing assembly;
[0008] A card bin, which is arranged at the center of the panel of the housing assembly and is used to obtain card content. The housing assembly starts or ends the first answer voice broadcast of the card content in the card bin through the card battle key;
[0009] A plurality of pat keys are arranged on the panel of the housing assembly, and correspond to the contents of the first answer voice broadcast respectively through the card battle key;
[0010] A learning key, the learning key being arranged on a panel of the housing assembly, and the housing assembly starting or ending learning voice broadcasting of the content of the card in the card compartment through the learning key;
[0011] A blind battle key is arranged on the panel of the shell assembly, and the shell assembly starts or ends the second answer voice broadcast through the blind battle key, and a plurality of the pat keys respectively correspond to the content of the second answer voice broadcast through the blind battle key.
[0012] Preferably, several of the pat keys are respectively set as red pat keys and blue pat keys, and several of the red pat keys and several blue pat keys are respectively symmetrically arranged on both sides of the card bin, and the card battle key corresponds to the content of the first answer voice broadcast or the blind battle key corresponds to the content of the second answer voice broadcast.
[0013] Preferably, a card reader is installed in the housing assembly, and the card reader is arranged corresponding to the label in the card.
[0014] Preferably, it also includes:
[0015] A music key is arranged on a panel of the housing assembly, and the housing assembly starts or ends the music voice broadcast through the music key.
[0016] Preferably, it also includes:
[0017] A repeat key is arranged on a panel of the housing assembly, and the housing assembly repeats the broadcast via the repeat key.
[0018] Preferably, it also includes:
[0019] A speaker is installed in the shell assembly, and the shell assembly broadcasts through the speaker.
[0020] Preferably, it also includes:
[0021] A volume key is arranged on a panel of the housing assembly, and the speaker adjusts the broadcast volume through the volume key.
[0022] In the technical solution provided by the utility model, in this application, after pressing the card battle key once, the card answering battle state is entered, and after the card is placed in the card bin and identified, the shell assembly starts the first answer voice broadcast, and both parties rush to answer by snapping the corresponding snap keys, thereby increasing the sense of competition and the interactive effect, as well as improving the agility of behavior. After pressing the card battle key again, the card answering battle state is exited; after pressing the learning key once, the card learning state is entered, and after the card is placed in the card bin and identified, the shell assembly broadcasts the learning content, and after pressing the learning key again, the card learning state is exited. state; after pressing the blind battle key once, it enters the card-free answering battle state, the shell assembly starts the second answering voice broadcast, and both parties answer by snapping the corresponding snap keys. After pressing the blind battle key again, the card-free answering battle state is exited. This process can quickly cultivate children's concentration and understanding of language; through the operation process combining the above-mentioned cards with the competition method, the functions are diverse, which effectively increases the enthusiasm and interactivity of the learning process, can further stimulate children's interest in learning, quickly cultivate children's concentration and understanding of language, and ultimately achieve good learning results. BRIEF DESCRIPTION OF THE DRAWINGS
[0023] In order to more clearly illustrate the embodiments of the utility model or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the utility model. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.
[0024] Figure 1 It is a schematic diagram of the overall structure of the utility model.
[0025] In the figure, 1-shell assembly; 2-card compartment; 3-volume button; 4-music button; 5-learning button; 6-card battle button; 7-blind battle button; 8-repeat button; 9-red clapping button; 10-card reader; 11-speaker; 12-blue clapping button. DETAILED DESCRIPTION
[0026] In order to make the purpose, technical solution and advantages of the utility model clearer, the technical solution of the utility model will be described in detail below. Obviously, the described embodiments are only part of the embodiments of the utility model, not all of the embodiments. Based on the embodiments of the utility model, all other implementation methods obtained by ordinary technicians in this field without creative work belong to the scope of protection of the utility model.
[0027] refer to Figure 1 The specific embodiment of the utility model provides an interesting fighting machine, including a housing assembly 1, and also includes:
[0028] A card battle key 6, which is arranged on a panel of the housing assembly 1;
[0029] The card bin 2 is arranged at the center of the panel of the housing assembly 1 and is used to obtain the card content. The housing assembly 1 starts or ends the first answer voice broadcast of the card content in the card bin 2 through the card battle key 6;
[0030] A plurality of pat keys are arranged on the panel of the housing assembly 1, and correspond to the contents of the first answer voice broadcast respectively through the card battle key 6;
[0031] A learning key 5, which is arranged on the panel of the housing assembly 1, and the housing assembly 1 starts or ends the learning voice broadcast of the card content in the card compartment 2 through the learning key 5;
[0032] Blind fight key 7, the blind fight key 7 is arranged on the panel of the shell assembly 1, the shell assembly 1 starts or ends the second answer voice broadcast through the blind fight key 7, and a plurality of pat keys correspond to the content of the second answer voice broadcast through the blind fight key 7.
[0033] Existing educational and learning products include picture recognition machines, picture recognition machines, and audio-visual educational toys. Most of these products can play audio according to simple operations to achieve the purpose of learning and entertainment. However, most of the existing products of this type are mainly completed by children independently. Their functions are single and relatively boring. It is difficult for children to establish an organic coordination between playing and learning. The interactivity and fun are insufficient, which ultimately leads to the whole learning process being boring and ineffective. In this application, after pressing the card battle key 6 once, the card answering battle state is entered. After the card is placed in the card compartment 2 and identified, the shell assembly 1 starts the first answer voice broadcast. Both parties rush to answer by snapping the corresponding snap keys, which increases the sense of competition and interactive effects, as well as improves behavioral agility. After pressing the card battle key 6 again, the card answering battle state is exited. After pressing the learning key 5 once, the card learning state is entered. After the card is placed in the card compartment 2 and identified, the shell assembly 1 broadcasts the learning content. After pressing the learning key 5 again, the card learning state is exited. After pressing the blind battle key 7, the game enters the card-free answering battle state, and the shell assembly 1 starts the second answer voice broadcast. Both parties answer by snapping the corresponding snap keys. After pressing the blind battle key 7 again, the game exits the card-free answering battle state. This process can quickly cultivate children's concentration and understanding of language. The operation process combining the above-mentioned cards with the competition method has various functions, which effectively increases the enthusiasm and interactivity of the learning process, can further stimulate children's interest in learning, quickly cultivate children's concentration and understanding of language, and ultimately achieve good learning results.
[0034] To further optimize the solution, a plurality of pat keys are respectively set as red pat keys 9 and blue pat keys 12, and a plurality of red pat keys 9 and a plurality of blue pat keys 12 are respectively symmetrically arranged on both sides of the card compartment 2, and correspond to the content of the first answer voice broadcast through the card battle key 6 or correspond to the content of the second answer voice broadcast through the blind battle key 7.
[0035] The red clapping key 9 and the blue clapping key 12 can be set to three groups respectively, namely red one key, red two keys, red three keys and blue one key, blue two keys, blue three keys; when entering the card answering battle state or the cardless answering battle state, clapping keys of different colors are pressed on the top, and different clapping keys correspond to different answers. Whether the selected answer is correct is understood through the broadcast in the shell assembly 1.
[0036] According to a further optimization scheme, a card reader 10 is installed in the housing assembly 1, and the card reader 10 is arranged corresponding to the label in the card.
[0037] Further optimization plans also include:
[0038] The music key 4 is arranged on the panel of the housing assembly 1 , and the housing assembly 1 starts or ends the music voice broadcast through the music key 4 .
[0039] The music key 4 is used to enter or exit the music playing state.
[0040] Further optimization plans also include:
[0041] Repeat key 8, which is arranged on the panel of the housing assembly 1, and the housing assembly 1 repeats the most recently reported content through the repeat key 8.
[0042] Repeat key 8 is used to play the most recent announcement, i.e. the last voice segment.
[0043] Further optimization plans also include:
[0044] The speaker is installed in the housing assembly 1, and the housing assembly 1 broadcasts through the speaker.
[0045] Further optimization plans also include:
[0046] Volume button 3 is arranged on the panel of the housing assembly 1 , and the speaker adjusts the broadcast volume through volume button 3 .
[0047] Volume button 3 is used to adjust the volume of the speaker broadcast sound, the adjustment range is 60-90dB, and it is adjusted by continuously pressing the corresponding edge of volume button 3.
[0048] Further optimization plans also include:
[0049] The controller and the switch, the controller and the switch, the volume button 3, the music button 4, the learning button 5, the card battle button 6, the blind battle button 7, the repeat button 8, the red pat button 9, the card reader 10, the speaker 11, and the blue pat button 12 are electrically connected.
[0050] After pressing any of the volume button 3, music button 4, learning button 5, card battle button 6, blind battle button 7, repeat button 8, and red pat button 9, the controller will be used to enter the corresponding state of volume adjustment, learning, contest answering, repeated broadcasting, and answer selection.
[0051] The card categories in this application include but are not limited to Chinese character cards, ancient poetry cards, idiom cards, math cards, English cards, shape cards, color cards, geography cards, Chinese studies cards, science cards, two-part allegorical saying cards, riddle cards, game cards, and brain teaser cards.
[0052] Instructions for use of this application are as follows:
[0053] Step 1: When you turn on the machine, a voice message will appear: "Hello, I've been waiting for you for ten thousand years. You finally show up. Let's get started now!" The machine is in standby mode.
[0054] Step 2: Select function. At this time, you can select the learning key 5 to learn cards, the card battle key 6 to play a card double match, or the blind battle key 7 to play a no-card double match.
[0055] Step 3: Study and fight according to the selected functional status.
[0056] Step 4: Turn off the device. Tip: Always turn off the device when not in use. Remove the battery if not in use for a long period of time.
[0057] The main operations of this application are as follows:
[0058] 1. Press the learning button 5
[0059] 1. Press the learning button 5 once to enter the card learning state, and a voice message will appear: "Hello, little learning expert, welcome. Let's start learning now. Please put the card in the card compartment."
[0060] 2. In the card learning state, press the learning key 5 once to exit the card learning state, and a voice message "You have exited the card learning state, welcome to come back next time" will appear.
[0061] 3. The user puts the card into the card compartment 2, and the card reader 10 automatically recognizes the card and plays the set card recognition voice.
[0062] 4. If there is no operation for 90 seconds, the machine will exit the card learning state and enter the sleep state. In the sleep state, you can wake up the machine by pressing any button, and the awakened machine will be turned on by default.
[0063] 2. Press the card battle key 6
[0064] 1. Press the card battle button 6 once to enter the card answering battle state. A voice message will appear: "Hello, dear red and blue answering masters, welcome to join the two-person quick answer competition. Each game of the competition consists of 20 cards. You will get 1 point for each correct answer and points for the other party if you answer incorrectly. Now it’s time to start, so seize the opportunity! Please put in the first card."
[0065] 2. In the card answering battle state, press the card battle key 6 once to exit the card answering battle state, and a voice message will appear saying "You have exited the two-person quick answer battle. Welcome to challenge again next time."
[0066] 3. The user puts the card into the card compartment 2, and the machine automatically recognizes the card. When answering the question, tap any red tap key 9 or blue tap key 12. When the tap key is the set correct answer key, a judgment voice will appear. When the tap key is not the set correct answer key, another judgment voice will appear. When one party answers correctly, the question gets one point, and the other party gets no points. When one party answers incorrectly, the question gets no points, and the other party gets one point. The points are accumulated.
[0067] 4. When all 20 cards in each round are completed, the machine will play a voice saying "This round of competition is over, the red team scored XX points, the blue team scored XX points, X wins", followed by a victory sound effect.
[0068] 5. During the two-player battle, if there is no operation for 180 seconds, the machine will exit the card answering battle state and enter the sleep state. In the sleep state, you can wake up the machine by pressing any button, and the awakened machine will be turned on by default.
[0069] 3. Press the blind combat key 7
[0070] 1. Press the blind battle key 7 once to enter the no-card quiz battle state. A voice message will appear: "Hello, dear red and blue quiz masters, welcome to join the two-person quiz competition. There are three types of competition questions. The red key 1 (or blue key 1) is a math calculation question, the red key 2 (or blue key 2) is a title relationship question, and the red key 3 (or blue key 3) is a logical thinking question. Please press the key to select the question type first."
[0071] ① When you press the red button (or the blue button), a voice message will appear: "Very good, you chose math questions. Each round has 20 questions. You get 1 point for each correct answer and you get points for an incorrect answer. Now let's begin, so seize the opportunity!" Then the machine starts to automatically and randomly ask questions.
[0072] ② When you press the red second button (or the blue second button), a voice message will appear: "Very good, you chose the title relationship question. Each round has 20 questions. You get 1 point for each correct answer and you get points for an incorrect answer. Now let's begin, so seize the opportunity!" Then the machine starts to automatically and randomly ask questions.
[0073] ③ When you press the three red buttons (or the three blue buttons), a voice message will appear: "Very good, you chose logical thinking questions. Each round has 20 questions. You get 1 point for each correct answer and you get points for each wrong answer. Now it’s time to start, so seize the opportunity!" Then the machine starts to automatically ask questions randomly.
[0074] 2. In the no-card quiz battle state, press the blind battle key 7 to exit the no-card quiz battle state, and a voice message will appear saying "You have exited the two-person quiz battle. Welcome to challenge again next time."
[0075] 3. When answering a question, that is, after the voice prompt ends, tap the red 1 button (or blue 1 button) or the red 2 button (or blue 2 button) or the red 3 button (or blue 3 button). When the tap key is the set correct answer key, a judgment voice will appear. When the tap key is not the set correct answer key, another judgment voice will appear. If one party answers correctly, the question will get one point, and the other party will not get any points. If one party answers incorrectly, the question will not get any points, and the other party will get one point. The scores are accumulated.
[0076] 4. When all 20 questions in each round are completed, the machine will play a voice saying "This round of competition is over, the red team scored XX points, the blue team scored XX points, X wins", followed by a victory sound effect.
[0077] 5. During the two-player battle, if no one answers six questions in a row, the machine will exit the no-card battle state and enter the sleep state. In the sleep state, you can wake up the machine by pressing any button, and the awakened machine will be turned on by default.
[0078] Overall, this application has six major features for children aged 3-8 years old:
[0079] 1. Original battle design: The product creates a two-player battle and quick-answer learning mode that can both stimulate learning interest and promote subject skills. This mode can quickly improve children's behavioral agility and is extremely interesting.
[0080] 2. Automatic identification design: The product adopts camera image decoding and recognition technology, which is superior to the mobile scanning technology and light spot recognition technology used by peers. It can identify cards more accurately and rarely misreads.
[0081] 3. Card-free battle design: The product can be used for two-player battles without cards, breaking the limitation of the inseparable machine and card of similar card products, and can quickly cultivate children's concentration and understanding of language.
[0082] 4. Innovative question type design: The product-related question cards mainly focus on multi-discipline, multi-dimensionality and multi-perspective to carry out innovative question design to enhance children's learning interest and logical thinking ability and achieve the best learning effect.
[0083] 5. Quick-answer function design: The biggest highlight of the product is the quick-answer function, which creates a tense and interesting learning environment. It not only livens up the learning atmosphere, but also promotes the awareness of cooperation and competition, and deepens the understanding and memory of knowledge.
[0084] 6. Scenario creation design: The product pays special attention to the reconstruction of learning scenarios, and specially adds the choice of background music to make intense learning become easy and interesting, which is very effective in relieving stress during the learning process.
[0085] It should be noted that the terms "center", "longitudinal", "lateral", "length", "width", "thickness", "up", "down", "front", "back", "left", "right", "vertical", "horizontal", "top", "bottom", "inside", "outside", "clockwise", "counterclockwise", etc. used herein to indicate the orientation or position relationship is based on the orientation or position relationship shown in the drawings, and is only for the convenience of describing the present application and simplifying the description, and does not indicate or imply that the device or element referred to must have a specific orientation, be constructed and operate in a specific orientation, and therefore cannot be understood as a limitation on the present application. In addition, the terms "first", "second", "third", etc. are used for descriptive purposes only and cannot be understood as indicating or implying relative importance.
[0086] In the description of this article, it is also necessary to explain that, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium. For ordinary technicians in this field, the specific meanings of the above terms in this application can be understood according to the specific circumstances.
[0087] The above is only a specific implementation of the utility model, but the protection scope of the utility model is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed by the utility model, which should be included in the protection scope of the utility model. Therefore, the protection scope of the utility model should be based on the protection scope of the claims.
Claims
1. A fun fighting machine, comprising a housing assembly (1), characterized in that: Also includes: A card battle key (6), the card battle key (6) being arranged on a panel of the housing assembly (1); A card bin (2), the card bin (2) being arranged at the center of the panel of the housing assembly (1) and used for obtaining card content, the housing assembly (1) starting or ending a first answer voice broadcast of the card content in the card bin (2) through the card battle key (6); A plurality of pat keys are arranged on the panel of the housing assembly (1) and correspond to the contents of the first question answering voice broadcast respectively through the card battle key (6); A learning key (5), the learning key (5) being arranged on a panel of the housing assembly (1), and the housing assembly (1) starting or ending learning voice broadcast of the content of the card in the card compartment (2) through the learning key (5); A blind battle key (7), wherein the blind battle key (7) is arranged on a panel of the housing assembly (1), and the housing assembly (1) starts or ends the second question answering voice broadcast through the blind battle key (7), and a plurality of the pat keys respectively correspond to the content of the second question answering voice broadcast through the blind battle key (7).
2. The fun fighting machine according to claim 1, characterized in that: The plurality of clapping keys are respectively configured as red clapping keys (9) and blue clapping keys (12); the plurality of red clapping keys (9) and the plurality of blue clapping keys (12) are respectively symmetrically arranged on both sides of the card compartment (2); and the card battle key (6) corresponds to the content of the first answer voice broadcast or the blind battle key (7) corresponds to the content of the second answer voice broadcast.
3. The fun fighting machine according to claim 1, characterized in that: A card reader (10) is installed in the housing assembly (1), and the card reader (10) is arranged corresponding to the label in the card.
4. The fun fighting machine according to claim 1, characterized in that: Also includes: A music key (4), wherein the music key (4) is arranged on a panel of the housing assembly (1), and the housing assembly (1) starts or ends a music voice broadcast through the music key (4).
5. The fun fighting machine according to claim 1, characterized in that: Also includes: A repeat key (8), wherein the repeat key (8) is arranged on a panel of the housing assembly (1), and the housing assembly (1) repeats the broadcast via the repeat key (8).
6. The fun fighting machine according to claim 1, characterized in that: Also includes: A speaker is installed in the housing assembly (1), and the housing assembly (1) broadcasts through the speaker.
7. The fun fighting machine according to claim 6, characterized in that: Also includes: A volume key (3), wherein the volume key (3) is arranged on a panel of the housing assembly (1), and the speaker adjusts the broadcast volume via the volume key (3).
