Learning system set and learning method for learning and training mathematical skills, preferably addition problems, comprising a manually shaken cube box with an openable lid and an internal camera

The integration of digital technology with traditional game cubes provides interactive learning and feedback, addressing the engagement issues in traditional learning methods by enhancing motivation and effectiveness in practicing mathematical skills.

DE102024120791B4Active Publication Date: 2025-11-13A2ZEBRA GMBH
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Patent Information

Application Number
DE102024120791
Authority / Receiving Office
DE · DE
Patent Type
Patents
Current Assignee / Owner
Priority Date
2024-04-29
Filing Date
2024-07-22
Publication Date
2025-11-13
Estimated Expiration
2044-07-22

AI Technical Summary

Technical Problem

Traditional learning methods for mathematical capabilities are often stressful for children and lack engagement, while educational games can enhance learning through entertainment but lack integration of digital technology for effective feedback.

Method used

A learning system set combining analog game cubes with digital technology, using a cube box equipped with a camera, data processing device, and software application to provide interactive learning and feedback on mathematical operations.

Benefits of technology

Enhances learning motivation by integrating digital feedback into traditional game play, allowing children to practice mathematical skills in a fun and engaging manner.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to a learning system set and a learning method that can be carried out with the learning system set for learning and practicing mathematical skills. The learning system set comprises a dice box (3) that can be filled with dice and can interact with a data processing device (4) and a software application installed thereon in order to compare a user-generated dice value with a software-generated dice value after a dice roll. The learning system set and the learning method are particularly suitable for preschool and primary school children to learn and practice mathematical skills in a playful way.
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Description

[0001] The invention relates to a learning system set and a learning method that can be carried out with the learning system set for learning and practicing mathematical skills. It is particularly suitable for preschool and primary school children to learn and practice arithmetic in a playful way.

[0002] Traditional learning methods are sometimes perceived as strenuous by children and are therefore often pursued with limited effort. Playful activities, on the other hand, can be performed by children with surprising persistence, provided that entertainment and fun are the primary focus. It is therefore common practice to enliven the learning and practice of content typically taught in a traditional way in primary or preschool by incorporating playful elements. This concept of combining education and entertainment is known as "edutainment" and is, of course, also applied outside of formal schooling. The goal of edutainment is always to increase learning motivation and to make learning more efficient and successful. Many children find interaction with technical devices, especially computers, mobile devices, or multimedia devices, particularly motivating in this context.Edutainment can also be used to focus attention on specific learning content.

[0003] Mathematical skills are among the learning content considered challenging in traditional learning methods. To some extent, these skills have always been learned through play. For example, dice are a component of many board games, in which children learn numbers and counting by using them. When multiple dice are used, addition problems also need to be solved regularly.

[0004] To integrate elements from classic games, such as rolling dice in a dice game, into a technical environment, a variety of slot machines have been developed, for example, for automated operation in casinos. For instance, dice machines that use classic dice are known to roll the dice automatically and, if necessary, also determine the result. Such dice machines are known from patents such as EP 0 615 775 A2, DE 20 2006 003 804 U1, US 2007 / 0060301 A1, US 2011 / 0111833 A1, and DE 10 2021 118 401 A1. These dice machines are typically designed for entertainment or to support entertainment games.

[0005] US 7,360,762 B2 describes a method and a device for determining the number of dots on a die. After a throw, the dots on one side of the die are captured image-wise within a housing, and the number is determined by a digital image processing control unit based on specific characteristics, the number and position of the dots within a predefined image area. The determined result is then either displayed on a screen or output audibly via speech synthesis.

[0006] US 2011 / 0018194A1 discloses a self-contained dice cup system comprising a container with sensors for receiving and monitoring dice. During the shaking process, the quality of the shaking is monitored based on predefined parameters to prevent manipulation and ensure valid throws. The dice cup system can also include an identification unit that automatically records and transmits the result of the dice rolls.

[0007] DE 20 2006 003 804 U1 describes a computer-controlled dice cup that is rotated by an electric motor to automatically shake the dice inside. The bottom of the cup is transparent, allowing an integrated camera to capture the result of the throw. The captured images are read by the connected computer and processed to determine and use the dice rolls in an ongoing game.

[0008] US 5,106,103 A discloses a board game in which letters are randomly selected by means of a shaking device. For this purpose, dice or balls, each marked with at least one letter, are moved in a container and, after the shaking is complete, placed in a grid-like arrangement with two columns and several rows.

[0009] DE 37 12 976 A1 describes a ball game device consisting of an upper part, a lower part, and several differently marked balls. The upper part forms a ball mixing chamber, while the lower part contains receiving compartments corresponding to the number of balls. Both housing parts can be connected to each other at their open sides, so that the mixing and dispensing mechanism takes place entirely within the housing.

[0010] DE 1 703 253 U discloses a spherical dice cup with a weighting element. This cup consists of a sphere flattened at the top with a plate-like depression for holding several dice, over which a transparent spherical cap is arranged. A cone- or mushroom-shaped protrusion can be provided in the center of the depression, which forces the dice to turn when the spherical body is swung or tapped.

[0011] US 2,215,261 A describes a game device in the form of a closed dice cup, used with dice of defined dimensions. The casing has upper and lower parts with cylindrical side walls, and a special internal contour with convex surfaces and an internal ring shoulder allows the dice to rotate in a controlled manner when shaken.

[0012] The object of the invention is to provide a learning system set and a learning method that works with dice and that, through a combination of analog technology encompassing dice and digital technology, makes it possible to facilitate the learning and training of mathematical skills.

[0013] This problem is solved by a learning system set for learning and training mathematical skills with the features of claim 1 and by a learning method according to claim 9. Advantageous further developments of the learning system set are listed in claims 2 to 8.

[0014] According to the invention, the learning system set comprises a dice box and one or more dice to be placed in the dice box. The learning system set is designed for rolling dice by manually shaking the dice box – performed by a human user – with the dice(s) placed in the dice compartment.

[0015] The dice(s) each have the shape of a conventional standard die, i.e., they are each formed in the form of a regular hexahedron. Each die therefore has six faces, with a dice pattern depicted on each face. Preferably, the classic dice patterns with one, two, three, four, five, and six dots are arranged on the dice faces – in a known manner. In a particularly preferred, pedagogically advantageous version of the learning system set, the six-dot pattern is replaced by a blank one, as the number "6" is still too challenging for some children. However, the dice patterns can also bear other markings instead of the classic dice patterns, for example, digits, numbers, dots, letters, colors, or geometric shapes. All dice are preferably the same size.According to a particularly preferred embodiment, the dice have dimensions of 16 x 16 mm.

[0016] Within the set of all dice, each dice face can be uniquely assigned to the opposite face of that die. That is, if the dice face of one face of a specific die is known, the dice face of the opposite face of that die can be uniquely determined or assigned. This is always the case with dice showing the classic dice faces and the classic dice face arrangement.

[0017] The dice box comprises a dice cup, which includes a cup body to which a preferably hinged lid is attached for opening and closing the dice cup or dice box. Furthermore, the dice box includes a dice tray that can be inserted into the cup body of the dice cup – preferably removable – and which in turn has a base with a top and a bottom.

[0018] The base of the dice tray has at least one sorting element that divides the tray into several compartments for holding and positioning the dice. Each compartment is dimensioned to hold exactly one die. The number of compartments is always greater than, but preferably equal to, the number of dice in the learning system set.

[0019] The space within the dice box, between the closed lid of the dice cup and the dice tray, forms the so-called dice chamber. During normal use of the dice box – for rolling – the dice are shaken within this chamber. The dice chamber is designed so that the dice are free to move within its entirety while the lid is closed during the rolling process. One or more impact-resistant ridges, partially projecting into the dice chamber, may be attached to the lid to randomize the movement of the dice. After the dice are rolled, they come to rest in the dice tray. With the dice box upright and stationary, the dice faces rest in contact with the top of the tray's base after the dice have been rolled.The dice faces can be read after the dice have been rolled and the lid has been opened by looking at the dice in the dice tray. These dice faces, visible to the user of the learning system set, are referred to as visible dice faces. That is, in the resting state after the dice have been rolled, the dice faces on the individual dice faces in their compartments at the bottom of the dice tray are visually perceptible to the user when the lid is open.

[0020] The area within the beaker body separated from the cube chamber by the cube shell is called the beaker chamber. The separation between the cube chamber and the beaker chamber is primarily achieved by the base of the cube shell.

[0021] The cube box further comprises a camera, a data transmission unit, an electrical power supply and storage unit, and a microcontroller for controlling the camera and the data transmission unit. The camera is positioned in the cup chamber, facing the bottom of the tray, so that it captures an image of the underside of the tray. For this purpose, the camera is positioned at a defined distance and in a defined orientation relative to the tray bottom. The camera's field of view is preferably in the range of 110° to 170°, and particularly preferably 120°, 140°, or 160°. The data transmission unit, the electrical power supply and storage unit, and the microcontroller are also typically located in the cup chamber.

[0022] According to the invention, the base of the cube tray is translucent, i.e., partially transparent. The remaining parts of the cube tray, for example, the tray walls, can also be translucent. The camera, directed towards the underside of the translucent tray base, is designed to capture the image of the underside of the translucent tray base in the form of image data that includes the faces of the dice in contact with the top of the translucent tray base, as well as their position on the tray base.

[0023] The material of the tray base is chosen with regard to its translucency or light transmission – for example, by selecting a frosted glass-like material – or its surface is designed – for example, by structuring or roughening the tray base surface – so that the camera can capture the dice faces resting on the tray base with sufficient contrast for recognition. Objects located above, i.e., in the space above the tray base, are optically filtered out or blocked by the translucent tray base; that is, they can no longer be sharply detected by the camera.

[0024] The tray base is therefore designed or constructed in such a way that only objects placed directly on it are detected. This can be achieved, for example, by using a matte tray base surface that minimizes unwanted reflections and light scattering.

[0025] The data transmission unit is configured to transmit at least the captured image data of the underside of the translucent tray base wirelessly or via a wired connection to a data processing device, which may be part of the learning system set. The data transmission unit is also typically configured to exchange further data, such as control signals or position data of the cube box, with the data processing device. The communication between the cube box and the data processing device, preferably wireless, takes place, for example, via a wireless local area network (WLAN), Bluetooth, or near-field communication (NFC).

[0026] The learning system set includes, in addition to the described dice box and the dice(s), a data processing device that can be connected wirelessly or via a wired connection to the data transmission unit, and a software application installed on the data processing device. The software application is configured to use image recognition to identify, for each die, the dice face on the bottom of the translucent tray, based on the image data captured by the camera. It then uses this image recognition to determine the dice face opposite the face of the recognized dice face on the respective die as the identification die face for that die. The data processing device is preferably a mobile device, such as a tablet or smartphone, but can also be a conventional computer (PC).The software applications are specifically designed and set up for visualizing the learning process, for image evaluation, for recording learning progress, and for data synchronization with a backend.

[0027] The microcontroller, which is used to control the camera and the data transmission unit, can also be designed to process the image data captured by the camera in preparation for image recognition of the cube images.

[0028] The data processing device and the software application installed on it are further configured to compare a user-generated dice value entered by the user on the data processing device with a dice value generated by the software application and to indicate to the user whether the user-generated dice value matches the software-generated dice value in the form of a feedback signal. The user-generated dice value is generated by the user according to predefined rules based on the visual dice images captured by the user. The software-generated dice value is generated by the software application according to the same rules used by the user, based on the identification dice images. The rule is typically a mathematical operation, such as addition.

[0029] The calculation of the dice value regularly includes, as an intermediate step, the assignment of a value from the dice face to the corresponding dice face. With a standard die, the dice faces are the one-pip, two-pip, three-pip, four-pip, five-pip, and six-pip faces, and the assigned dice face value is the respective number shown, i.e., 1, 2, 3, 4, 5, and 6.

[0030] The data transmission unit sends the image data captured by the camera to the data processing device, where it is further processed by the software application. The software application is specifically designed to deduce the dice image or its value (for example, the number rolled) from the captured image data, which the user sees after opening the lid – i.e., the visible dice image or its value.

[0031] The software application preferably uses an artificial neural network trained using a machine learning method to recognize the dice patterns. With conventional standard dice, the number of dots in the identification die pattern can be most easily determined by subtracting the number of dots on the face of the die resting on the bottom of the bowl, as identified by the camera and software application, from the number "7".

[0032] The learning procedure for acquiring and training mathematical skills, which is carried out by the human user using the described learning system set, which includes the cube box, the dice(s), the data processing device and the software application installed on the data processing device, comprises the following procedural steps.

[0033] First, the user places the dice(s) into the dice tray of the dice box and closes the lid. The user then manually shakes the closed dice box containing the dice. Afterward, the dice box is set down, preferably on a flat surface, and the lid is opened. The user then visually observes the faces of the dice in the tray. These steps constitute the actual rolling process.

[0034] The microcontroller can activate automatic image capture and recognition simply by placing the device on the ground.

[0035] After activation, the camera captures an image of the underside of the translucent bowl base as image data, which is then transmitted from the camera to the data processing device via the data transmission unit. Using the software application installed on the data processing device, the identification dice images of the dice are then determined from the transmitted image data. Based on these identification dice images, the software application generates the software-generated dice value according to a predefined formula.

[0036] The user, based on the optically captured dice images, creates the user-generated dice value according to the specified formation rule, i.e., the same formation rule that is applied in the software application, which is then entered by the user on the data processing device.

[0037] The software application now automatically compares the user-generated dice roll with the software-generated dice roll and outputs a result of this comparison to the user in the form of a feedback signal. If there is a match, i.e., the result is positive, the feedback signal will be, for example, "correct"; if there is no match, i.e., the result is negative, the feedback signal will be, for example, "incorrect".

[0038] When standard dice are used as game dice, the user- and software-generated dice value can be, for example, the sum of the dice face values, i.e., the sum of the numbers shown, the visible dice faces, or the identification dice faces. The feedback signal indicates whether the dice faces were correctly recognized and added correctly. In this way, the recognition and addition of numbers can be learned and practiced in a playful manner.

[0039] The learning system set and method, through the described combination of analog and digital technology, support the playful acquisition of mathematical skills using all the senses. This fosters learning motivation. With the help of the learning system set and method, preschool and primary school children can learn and practice mathematical skills in a playful, hands-on, yet systematic way.

[0040] The cube-shaped tray, particularly its base, is preferably made of a translucent, i.e., partially light-transmitting or semi-transparent, plastic with a texture that blurs objects not directly on the top surface of the tray for the camera positioned beneath it. This also prevents, among other things, the capture of personal images of the user when looking into the cube. Furthermore, pre-filtering the captured image data simplifies image analysis within the software application, particularly the machine learning routines.

[0041] According to the invention, the learning system set comprises a dice box with four dice compartments in the dice tray and preferably four dice. The dice compartments are arranged in four quadrants by dividing the top of the tray base into four separate compartments using the sorting element. This quadrant arrangement of the dice compartments allows for precise assignment and identification of the dice. Since each dice compartment can only hold one die, the software application can assign the respective dice to the corresponding compartments or quadrants based on the captured image data of the underside of the tray base and analyze each die separately with regard to its face. The camera captures high-resolution images of the underside of the translucent (matte) tray base on which the dice are arranged in the four-quadrant dice compartments.The software application divides the captured image into the four quadrants and evaluates it, for example, using machine learning, i.e., a trained artificial neural network. This enables precise and fast recognition of the dice patterns.

[0042] It may also be provided that the bottom of the bowl - particularly when the cube compartments are arranged in a four-quadrant configuration - slopes down towards the sides, i.e. from the center of the cube bowl to the edges, preferably with an inclination of 5° - 10° (relative to the horizontal when the cube cup is vertical).

[0043] In the four-quadrant arrangement of cube compartments according to the invention, the sorting element is a central pin with four ribs or fins. The pin is attached to the bottom of the cube tray in the center; the ribs of the sorting element divide the cube tray into four identical cube compartments, arranged in fourfold rotational symmetry around the pin of the sorting element. The sorting element helps the dice to find their place in their respective compartments.

[0044] The cube box can include further components, preferably arranged within the cup chamber, such as a position sensor and / or a playback unit for generating optical, acoustic, and / or haptic feedback signals that are output at the cube box. Optical feedback signals can be generated, for example, by means of integrated light sources, such as LEDs; a loudspeaker can be integrated into the cube box for outputting acoustic feedback signals; haptic feedback signals can be generated by means of a vibration unit, for example, a vibration motor. The playback unit serves as feedback on the success of the learning process as an alternative to a display on the data processing device.

[0045] The orientation sensor, in conjunction with the microcontroller and / or the data transmission unit, can be configured to activate the dice box upon movement, define the start and end of a dice rolling process, and / or stream orientation data to the data processing device. For example, the orientation sensor connected to the microcontroller can be configured to acquire time-resolved orientation data from the dice box. The microcontroller is then configured to use this time-resolved orientation data to determine the start and end of a dice rolling process and, after completion of the dice rolling process, to activate image capture by the camera and data transmission of the image data by the data transmission unit.

[0046] The learning system can further include a wireless charging unit that is coupled to the integrated electrical power supply and storage unit in the dice box for charging it. Preferably, for the simplest possible operation, the dice box has neither a connection socket nor a switch. For wireless charging, a metal ring, for example, can be integrated into the dice cup as part of the wireless charging unit. The other part of the charging unit consists of a charging pad, for example with integrated magnets, onto which the dice box is placed for charging. By fully integrating all electronic components within the dice box, the product design becomes simpler, and the dice box is easily protected from dust and splashes of water.

[0047] The invention is explained in more detail below with reference to exemplary embodiments and the schematic drawings, wherein identical or similar features are provided with the same reference numerals; to this end, the following are shown. Fig. 1: The opened cube box in perspective view, Fig. 2: the closed cube box in perspective view, Fig. 3: the disassembled cube box in side view, Fig. 4: the opened cube box in perspective view, Fig. 5: The open cube box without the cup cover in perspective view, Fig. 6: the dice box with dice in longitudinal section, Fig. 7: the cube shell in perspective view, Fig. 8: The dice tray, filled with four dice, in top view, Fig. 9: the lid of the cube box in a perspective interior view, Fig. 10: a perspective view of the dice, and Fig. 11: The learning system and its functionality in perspective view.

[0048] The cube box according to the design Fig. 1 comprises the dice cup 1, in whose body 1.1 the dice tray 2 is inserted. The dome-shaped lid 1.2 of the dice cup 1 is hinged to the body 1.1 for opening and closing. The body 1.1 is encased in the cup cover 9 for protection and easier handling. Fig. The dice cup 1 stands on a flat, horizontally oriented surface. The cup body 1.1 has an essentially rotationally symmetrical barrel shape with a circular cross-sectional geometry. The axis of rotation of the cup body 1.1 is in Fig. 1. Vertically aligned.

[0049] The cube tray 2 has a translucent tray base 2.1 on which four identical cube compartments 5 are formed symmetrically around the axis of rotation of the cup body 1.1, or around the central sorting element 2.2 located at this position. That is, the cube compartments 5 are arranged with fourfold rotational symmetry around the pin of the central sorting element 2.2 (four-quadrant arrangement). The sorting element 2.2 has a corresponding fourfold rotationally symmetrical design with the central, vertically oriented pin and four sorting ribs extending outwards from it. The tray base 2.1 slopes slightly downwards from the central position towards the sides (in the exemplary embodiment according to...). Fig. 1 at an angle of 7° to the horizontal).

[0050] The Fig. 2. The cube box is given according to the training. Fig. 1 with the lid closed, 1.2 again.

[0051] The representation of the disassembled cube box according to Fig. Figure 3 shows the separate cup cover 9 (top), the lid 1.2 (center) detached from the cup body 1.1, and the cup body 1.1 (bottom). The elements inside the cup body 1.1 are shown with dashed lines. The dice tray 2 inserted into the cup body 1.1 closes the inner space of the dice cup 1 below; this enclosed inner space of the dice cup 1 is the cup chamber 7. The camera 8 is located in the cup chamber 7 and is directed towards the underside of the translucent, i.e., partially light-transmitting, tray base 2.1 for image capture. The material of the tray base 2.1 is chosen, or its surface is designed, such that the camera 8 can capture the dice faces of the dice 3 resting on the tray base 2.1 with sufficient contrast for identification. Above the support level of the dice 3 on the bottom of the tray 2.Objects located in the tray are optically filtered out by the tray bottom 2.1, i.e., they can no longer be sharply detected by the camera 8.

[0052] The Fig. 4 and the Fig. 5 digits - similar to the Fig. 1 - the cube box in its open state, showing the Fig. 4 shows the cube box with the cup cover 9 and the Fig. 5 the cube box without the same.

[0053] The Fig. Figure 6 is a longitudinal section of the cube box with two visible dice 3 located in the cube tray 2. The dice 3 are located in the cube chamber 6, i.e., the space within the cube box defined by the cube tray 2 and the closed lid 1,2. When the cube box is shaken, the dice 3 move within the cube chamber 6. Fig. Figure 6 illustrates the arrangement of the camera 8 within the beaker chamber 7; the field of view of the camera 8 is directed towards the bottom 2.1 of the cube-shaped bowl 2. Fig. In addition, the beveling of the bowl base 2.1 - from the center to the edges - is clearly visible in Figure 6.

[0054] The Fig. Figure 7 illustrates the formation of the four cube compartments 5 within the cube tray 2 by the sorting element 2.2 attached to the tray base 2.1.

[0055] Fig. Figure 8 shows the dice tray 2 filled with four dice 3; the dice faces of the top one, in Fig. The 8 visible dice faces are the visible dice faces of the game dice.

[0056] The in Fig. The lid 1.2 shown in Figure 9 has four impact bars 1.2.1 which, when the dice box is shaken, promote the uneven movement or fall of the dice 3. When the dice box is shaken, the dice 3 collide with the impact bars 1.2.1 and are thereby deflected. This reduces the probability that the dice 3 will fall back into the dice compartments 5 in the same or a similar position when the dice box is shaken only slightly or evenly; that is, the movement of the dice is randomized.

[0057] The in Fig. The version of die 3 shown in Figure 10 has the conventional arrangement of the dice faces of a standard die, i.e., the five-pip face (number "5") is opposite the two-pip face (number "2"), and the three-pip face (number "3") is opposite the four-pip face (number "4"). Instead of the six-pip face (number "6"), die 3 has... Fig. However, 7 is an empty cube face showing the cube without any pips, with the empty cube face being opposite the cube face showing one pip (number "1"). The cube face without pips is assigned the number "0".

[0058] The Fig. Figure 11 shows the learning system set, which includes the dice box, one of the dice 3, and the data processing device 4 (here a tablet). The dice 3 is placed in the dice tray 2 in one of the (unlabeled) dice compartments 5. The camera 8 captures an image of the underside of the tray base 2.1 as image data. The captured image data of the tray base 2.1 is transmitted wirelessly to the data processing device 4. Using the software application installed on the data processing device 4, the image data of the underside of the tray base 2.1 is analyzed, i.e., the dice pattern of the dice 3 visible on the underside of the tray base 2.1 is determined. Furthermore, the software application then determines the opposite dice pattern on the dice 3 based on the captured image data of the tray base 2.1.This means that the cube image that is visible to the user 10 when looking into cube shell 2 is now stored as the identification cube image in the software application and is available for user interactions within the software application.

[0059] These interactions when using the learning system set with the user 10 are illustrated by the simplified functional representation in Fig.Figure 11 illustrates this. After shaking the dice box, the identification dice image of the dice 3 is determined – according to the procedure described above – by capturing the underside of the base 2.1 of the dice tray 2, subsequently transmitting the image data wirelessly to the data processing device 4 (preferably via Bluetooth Low Energy), and then evaluating the image data using the software application installed on the data processing device 4. In this case, the visible dice image with five dots is captured; that is, image data containing the dice image with two dots is captured on the underside of the base 2.1 of the dice tray 2. In the software application, the dice image with two dots extracted from the image data is converted back into the identification dice image with five dots corresponding to the visible dice image; that is, the visible dice image is now known in the software application in the form of the identification dice image, or its number of dots, "5".User 10, who sees the image of the dice 3 lying in the dice tray 2, can select between the number options "0", "1", "2", "3", "4" or "5" on the data processing device 4, i.e., press the corresponding button. The software application then compares the number selected by user 10 with the number of dots determined by the image capture of the identification dice image and outputs a feedback signal to user 10 indicating whether the selection was correct or incorrect.

[0060] The learning system is typically used with four dice, where the dice value is the sum of the numbers shown on all four dice. The software application compares the software-generated dice value (i.e., the software-generated sum) with the user-generated dice value (i.e., the user-generated sum). The user receives feedback indicating whether they have correctly identified and added the dice images. In this way, addition can be learned and practiced in a playful manner.

[0061] For further details, reference is made to the German patent application with application number 10 2024 112 020.7, the contents of which are hereby incorporated into this patent application. Reference symbol list 1 dice cup 1.1 Cup body 1.2 Lid 1.2.1 Impact bridge 2 cube bowls 2.1 Tray base 2.2 Sorting element 3 dice 4 Data processing device 5 cube compartments 6 cube chamber 7 cup chamber 8 Camera 9 cup covers 10 users

Claims

[1] Learning system set for learning and training mathematical skills, comprising a cube box and one or more dice (3) in the form of a regular hexahedron, each with six faces, to be placed in the cube box, wherein each face has a predetermined image, and wherein in the totality of all dice (3) each image can be uniquely assigned to the image on the opposite face of the respective dice (3), wherein - the dice box comprises a dice cup (1) having a cup body (1.1) and a lockable and openable lid (1.2) attached to the cup body (1.1), and a dice tray (2) that can be inserted into the cup body (1.1), wherein the dice tray (2) has a tray base (2.1) with a top and a bottom, - the cube box further comprises a camera (8), a data transmission unit, an electrical power supply and storage unit and a microcontroller for controlling the camera (8) and the data transmission unit, - the space within the body of the cup (1.1) between the lid (1.2) and the dice tray (2) when the lid (1.2) is closed defines a dice chamber (6) in which the dice(s) (3) rest with their faces in contact on the top of the tray base (2.1) of the dice tray (2) when the dice box is in its intended, stationary position, and - the space within the beaker body (1.1) separated from the cube chamber (6) by the cube shell (2) defines a beaker chamber (7) in which the camera (8) is arranged so that it is directed towards the underside of the shell base (2.1) to capture the image thereof, characterized by , that - at least one sorting element (2.2) is attached to the base (2.1) of the cube tray (2), which divides the cube tray (2) into several cube compartments (5) for receiving and positioning the game dice (3), each cube compartment (5) being dimensioned such that exactly one of the game dice (3) can be received in it, - the learning system set for rolling dice by manually shaking the dice box with the dice (3) placed in the dice chamber (6), wherein the dice chamber (6) is designed such that the dice (3) are freely movable throughout the dice chamber (6) during the rolling process with the lid (1.2) closed, and in the resting state after rolling, the dice faces on the top faces of the dice (3) lying individually in the dice compartments (5) on the base (2.1) of the dice tray (2) are visually perceptible to a user (10) as visible dice images when the lid (1.2) is open. - the base (2.1) of the cube tray (2) is translucent, wherein the camera (8) directed towards the underside of the base (2.1) is configured to capture the image of the underside of the translucent base (2.1) in the form of image data, which includes the cube images of the cube faces of the dice (3) contacting the top of the translucent base (2.1) and their position on the base (2.1), - the data transmission unit is set up to transmit at least the captured image data of the underside of the translucent shell base (2.1) wirelessly or via a wired connection to a data processing device (4), - the data processing device (4) which can be connected wirelessly or via a wired connection to the data transmission unit, and a software application installed on the data processing device (4), wherein the software application is configured to use image recognition to identify, from the image data of the underside of the translucent tray base (2.1) captured by the camera (8), the dice face of the dice face resting on the tray base (2.1) for each of the dice (3), and to determine the dice face of the dice face opposite the dice face of the recognized dice face on the respective dice (3) as the identification dice face of the respective dice (3), - the data processing device (4) and the software application installed on it are configured to compare a user-generated dice value entered on the data processing device (4) by the user (10), which is generated by the user (10) based on the visual dice images captured by the user (10) according to predefined formation rules, and a software-generated dice value, which is generated based on the identification dice images according to the formation rules specified for the generation of the user-generated dice value, and to indicate to the user (10) the agreement or non-agreement of the user-generated dice value with the software-generated dice value in the form of a feedback signal, and - the sorting element (2.2) comprises a pin and four ribs extending from the pin, each perpendicular to the others, the pin being attached to the bottom of the cube shell (2.1) in the center of the cube shell (2), and the ribs of the sorting element (2.2) dividing the cube shell (2) into four identical cube compartments arranged in fourfold rotational symmetry around the pin of the sorting element (2.2). [2] Learning system according to claim 1, characterized by , that the bottom of the bowl (2.1) slopes down from the center of the cube bowl (2) to the edges of the bottom of the bowl (2.1) at an inclination of 5° - 10°. [3] Learning system according to claim 1 or 2, characterized by , that on the lid (1.2) of the dice cup (1) one or more impact bars (1.2.1) projecting partially into the dice chamber (6) are attached for randomizing the movement of the dice in the dice chamber (6). [4] Learning system according to one of claims 1 to 3, characterized by, that the cube box has a position sensor connected to the microcontroller for time-resolved acquisition of position data of the cube box, wherein the microcontroller is configured to determine the start and end of a cube operation based on the time-resolved position data acquired by the position sensor and, after completion of the cube operation, to activate the image acquisition by the camera (8) and the data transmission of the image data by the data transmission unit. [5] Learning system according to one of claims 1 to 4, characterized by that the cube box has a playback unit connected to the microcontroller for generating and outputting optical, acoustic and / or haptic feedback signals. [6] Learning system according to one of claims 1 to 5, characterized bythat the learning system includes a wireless charging unit which is coupled to the electrical power supply and storage unit integrated into the cube box for charging the same. [7] Learning system according to one of claims 1 to 6, characterized by , that all dice (3) are standard dice, each of the dice (3) having on its six dice faces the classic dice pictures with one eye, with two eyes, with three eyes, with four eyes, with five eyes and with six eyes. [8] Learning system according to one of claims 1 to 6, characterized by, that all dice (3) are each in the form of standard dice, each of the dice (3) having on its six faces the classic dice faces with five eyes, with four eyes, with three eyes, with two eyes, with one eye and a dice face without eyes, and wherein the face with the dice face with five eyes is opposite the face with the dice face with two eyes, the face with the dice face with four eyes is opposite the face with the dice face with three eyes and the face with the dice face with one eye is opposite the face with the dice face without eyes. [9] Learning methods for learning and training mathematical skills, characterized by , that the learning procedure is carried out by a human user (10) using the learning system set according to claim 1, wherein the learning procedure comprises the following steps: - Inserting the dice (3) or dice (3) into the dice tray (2) of the dice box and closing the lid (1.2) of the dice box by the user (10); - manual shaking of the closed dice box containing the dice (3) in the dice chamber (6) by the user (10); - The user (10) sets down the cube box and opens the lid (1.2) of the cube box; - Automatic capture of the image of the underside of the translucent bowl base (2.1) by means of the camera (8) in the form of image data, automatic data transmission of the image data by the data transmission unit from the camera (8) to the data processing device (4), automatic determination of the identification dice images of the dice (3) from the transmitted image data by means of the software application installed on the data processing device (4) and formation of the software-generated dice value according to a predefined formation rule based on the identification dice images by means of the software application; - Optical capture of the visual dice images by the user (10), formation of the user-generated dice value according to the specified formation rule based on the visual dice images and input of the user-generated dice value on the data processing device (4); - Automatic comparison of the user-generated dice value and the software-generated dice value by the software application installed on the data processing device (4) and output of a match result of this comparison in the form of a feedback signal to the user (10).

Citation Information

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