Learning system set and learning method

EP4658384A1Pending Publication Date: 2025-12-10A2ZEBRA GMBH
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
EP2025720511
Authority / Receiving Office
EP · EP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-07-22
Filing Date
2025-04-09
Publication Date
2025-12-10

AI Technical Summary

Technical Problem

Traditional learning methods for mathematical skills, especially for preschool and elementary school children, are often perceived as strenuous, leading to low motivation and engagement, while playful activities can enhance stamina and motivation.

Method used

A learning system set combining analogue dice with digital technology, utilizing a dice box, camera, data processing device, and software application to facilitate the learning and training of mathematical skills through interactive gameplay.

Benefits of technology

Enhances motivation and efficiency in learning mathematical skills by integrating tactile and digital elements, allowing children to practice skills in a playful and systematic manner.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure IB2025053727_21082025_PF_FP_ABST
    Figure IB2025053727_21082025_PF_FP_ABST
Patent Text Reader

Abstract

The invention relates to a learning system set and to a learning method, which can be carried out using the learning system set, for developing and training mathematical skills. The learning system set comprises a dicebox which can be filled with dice (3) and which 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 once the dice have been rolled. The learning system set and the learning method are suitable in particular for preschoolers and primary school children in order for them to develop and practice mathematical skills through playing.
Need to check novelty before this filing date? Find Prior Art

Description

[0001] Learning system set and learning procedures

[0002] The invention relates to a learning system set and a learning method for learning and practicing mathematical skills that can be implemented with the learning system set. It is particularly suitable for preschool and elementary school children to learn and practice arithmetic in a playful way.

[0003] Children sometimes perceive traditional forms of learning as strenuous and therefore regularly pursue them with only limited energy. Playful activities, on the other hand, can be pursued with surprising stamina – provided the focus is on entertainment and fun. It is therefore common practice to lighten up the learning and practice of content usually taught in the traditional way in elementary or preschool with playful elements. This concept of combining education and entertainment is known under the keyword "edutainment" and is naturally also used outside of school. The goal of edutainment is always to increase motivation to learn and to make learning more efficient and successful. In this context, many children find interaction with technical devices, especially computers, mobile devices, or multimedia devices, particularly motivational.Edutainment can also be used to focus on specific learning content.

[0004] Mathematical skills are among the learning content considered strenuous in traditional learning methods. These skills have always been learned through play, to a certain extent. For example, dice are a component of many board games in which children learn numbers and counting through the use of dice. If multiple dice are used, addition problems must also be solved regularly.

[0005] In order 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 gaming in casinos. For example, dice machines that operate with classic dice are known, which can automatically roll the dice and, if necessary, also determine the dice result. Such dice machines are known, among others, from EP 0 615 775 A2, DE 20 2006 003 804 U1, US 2007 / 0060301 A1, US 2011 / 0111833 A1, or DE 10 2021 118 401 A1. These dice machines are usually designed for entertainment or to support an entertainment game.

[0006] The object of the invention is to provide a learning system set and a learning method using dice, which make it possible to facilitate the learning and training of mathematical skills through a combination of analogue technology including the dice and digital technology.

[0007] This object is achieved by a learning system set for learning and training mathematical skills having the features of claim 1 and by a learning method according to claim 10. Appropriate further developments of the learning system set are listed in claims 2 to 9.

[0008] 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 chamber.

[0009] The dice(s) each have the shape of a conventional standard dice, i.e. they are each designed in the form of a regular hexahedron. Each dice therefore has six faces, with a dice image depicted on each face. The classic dice images □, □, □, 0, 0 and 0 are preferably arranged on the dice faces in a likewise known manner. In a particularly preferred, pedagogically advantageous embodiment of the learning system set, the dice image 0 is replaced by an empty dice image □, since the number “6” is still too challenging for some children. Instead of the classic dice images, the dice images can also have other markings, for example 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.

[0010] Of all dice, each dice face can be uniquely assigned to the face on the opposite side of the respective dice. This means that if the face on a specific die is known, the face on the opposite side of that dice can be uniquely determined or assigned. This is always the case with dice with the classic dice faces and the classic dice face arrangement.

[0011] The dice box comprises a dice cup comprising 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 comprises a dice tray that can be inserted into the cup body of the dice cup—preferably a removable one—and which in turn has a tray base with a top and a bottom.

[0012] At least one sorting element is attached to the bottom of the dice tray, dividing the tray into several compartments for holding and positioning the dice. Each compartment is sized to hold or fit exactly one dice. The number of compartments is always greater than, but preferably equal to, the number of dice in the learning system set.

[0013] The space in the dice box inside the dice cup between the closed lid of the dice cup and the dice tray forms the so-called dice chamber, within which the dice are shaken when the dice box is used as intended - for rolling the dice. The dice chamber is designed so that the dice can move freely throughout the entire dice chamber when the lid is closed while the dice are being rolled. One or more impact bars can be attached to the lid, partially extending into the dice chamber to randomize the movement of the dice in the dice chamber. After the dice have been rolled, the dice(s) come to rest in the dice tray. After the dice have been rolled, if the dice box is in its intended upright, stationary position, the dice(s) rest with their dice faces touching the top side of the base of the dice tray.The dice images can be read after the dice have been rolled and the lid has been opened by looking at the dice lying in the dice tray. These dice images, visible to the user of the learning system set on the upper dice faces, are referred to as visual dice images. This means that when the dice are in a resting state after the dice have been rolled, the dice images on the upper dice faces of the dice lying individually in the dice compartments on the bottom of the dice tray are visually perceivable by the user as visual dice images when the lid is open.

[0014] The space within the cup body separated from the cube chamber by the cube tray is called the cup chamber. The separation between the cube chamber and the cup chamber is essentially formed by the base of the cube tray.

[0015] The cube box further comprises a camera, a data transmission unit, an electrical energy supply and storage unit, and a microcontroller for controlling the camera and the data transmission unit. The camera is arranged in the cup chamber, directed toward the cup bottom, so that it can capture an image of the underside of the cup bottom. For this purpose, the camera is positioned at a defined distance and with a defined orientation to the cup bottom. The camera's detection angle is preferably in the range of 110° to 170°, particularly preferably 120°, 140°, or 160°. The data transmission unit, the electrical energy supply and storage unit, and the microcontroller are usually also located in the cup chamber.

[0016] According to the invention, the bottom of the dice tray is translucent, i.e., partially translucent. The remaining parts of the dice tray, for example, the tray walls, can also be translucent. The camera directed toward the underside of the translucent tray bottom is configured to capture the image of the underside of the translucent tray bottom in the form of image data containing the dice images of the dice faces resting in contact with the top side of the translucent tray bottom, as well as their position on the tray bottom.

[0017] The material of the bowl base is chosen in terms of translucency or light transmittance - for example by selecting a material similar to frosted glass - or its surface is designed in such a way - for example by structuring or roughening the surface of the bowl base - that the camera can capture the images of the dice faces resting on the bowl base with sufficient contrast for recognition. Objects located above it, i.e. in the space above the bowl base, are optically filtered out or hidden by the translucent bowl base, i.e. they can no longer be recorded sharply by the camera. The bowl base is therefore designed or constructed in such a way that only objects resting directly on it are recognized. This can be achieved, for example, by using a matte bowl base surface, which minimizes unwanted reflections and light scattering.

[0018] The data transmission unit is configured to wirelessly or wiredly transmit at least the captured image data of the underside of the translucent tray base to a data processing device, which may be part of the learning system set. The data transmission unit is also typically configured to exchange additional data, such as control signals or position data of the cube box, with the data processing device. The preferably wireless communication via the data transmission unit between the cube box and the data transmission device takes place, for example, via a wireless local area network (WLAN), via Bluetooth, or via near-field communication (NFC).

[0019] In addition to the described dice box and the dice(s), the learning system set can further comprise the data processing device that can be connected wirelessly or wired to the data transmission unit, as well as a software application installed on the data processing device. The software application is configured to use image recognition to recognize the dice image of the dice face resting on the bottom of the tray for each of the dice from the image data of the underside of the translucent tray base captured by the camera, and to determine the dice image of the dice face opposite the dice face of the recognized dice image on the respective dice as the identification dice image for the respective dice. The data processing device is preferably a mobile device, for example a tablet or smartphone, but can also be a conventional computer (PC).The software application is designed and configured specifically for visualizing the learning process, for image analysis, for recording learning progress, and for data synchronization with a backend.

[0020] 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.

[0021] The data processing device and the software application installed thereon can further be configured to compare a user-generated dice value entered by the user on the data processing device and a dice value software-generated by the software application, and to indicate to the user the agreement or disagreement between the user-generated dice value and 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 generation rules based on the visual dice images visually captured by the user. The software-generated dice value is generated accordingly by the software application based on the identification dice images, using the same generation rules used by the user. The generation rule is usually a mathematical operation, for example, addition.

[0022] The formation of the dice value regularly includes, as an intermediate step, the assignment of a dice face value to the dice face. On a standard dice, the dice faces are □, □, □, > , 0 and 0 and the assigned dice face value is the respective number, i.e. 1 , 2, 3, 4, 5 and 6. The image data captured by the camera is sent to the data processing device via the data transmission unit and further processed in the data processing device using the software application. The software application is particularly designed to use the captured image data to deduce the dice face or dice face value (e.g. the number of eyes) that the user sees after opening the lid, i.e. the visible dice face or its dice face value.

[0023] The software application preferably includes an artificial neural network trained using a machine learning process to recognize the dice images. For conventional standard dice, the number of dots on the identification dice image can be most easily determined by subtracting the number of dots on the dice face resting on the bottom of the tray, identified via the camera and software application, from "7."

[0024] The learning process for learning and training mathematical skills, which is carried out by the human user by means of the described learning system set, which includes the dice box, the dice(s), the data processing device and the software application installed on the data processing device, comprises the process steps listed below.

[0025] First, the user places the dice or dice into the dice tray of the dice box and closes the lid of the dice box. The user then manually shakes the closed dice box containing the dice in the dice chamber. The dice box is then placed down, preferably on a flat surface, and the lid of the dice box is opened. The user now visually perceives the visible dice images of the dice in the dice tray. These steps represent, in the narrower sense, the process of rolling the dice.

[0026] Simply placing the dice in the tray can activate the microcontroller's automatic image capture and recognition. Once activated, the camera captures the image of the underside of the translucent tray base in the form of 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 are then determined from the transmitted image data. Based on the identification dice images, the software application calculates the software-generated dice value according to a predefined rule.

[0027] The user creates the user-generated dice value based on the dice images he has visually captured according to the specified formation rule, i.e. the same formation rule that is used in the software application, which is then entered by the user on the data processing device.

[0028] The software application then automatically compares the user-generated dice value with the software-generated dice value and provides the user with a matching result in the form of a feedback signal. If there is a match, i.e., the match result is positive, the feedback signal is output, for example, "correct." If, however, there is no match, i.e., the match result is negative, the feedback signal is output, for example, "false."

[0029] If standard dice are used as game dice, the user- and software-generated dice value can, for example, be the sum of the dice face values, i.e., the sum of the dot numbers, the visual dice faces, or the identification dice faces. The feedback signal indicates whether the dice faces were correctly recognized and correctly added. In this way, the recognition and addition of numbers can be learned and practiced in a playful way.

[0030] The learning system set and the learning method support the playful acquisition of mathematical skills using all the senses through the described combination of analog and digital technology. This promotes motivation to learn. With the help of the learning system set and the learning method, children of preschool and elementary school age can learn and practice mathematical skills in a playful, tactile, yet systematic way.

[0031] The cube shell, particularly the shell base, is preferably made of a translucent, i.e., partially translucent or semi-transparent, plastic with a texture to blur objects not directly resting on the top of the shell base for the camera located beneath the shell base. This also prevents, among other things, personal images of the user from being taken while looking into the cube box. Furthermore, pre-filtering the captured image data simplifies image analysis within the software application, i.e., in particular, machine learning routines.

[0032] According to one embodiment, the learning system set has a dice box with four dice compartments in the dice tray and preferably four dice. The dice compartments are arranged in four quadrants, with the top of the tray base being divided into four separate dice compartments by the sorting element. The quadrant arrangement of the dice compartments enables precise assignment and recognition of the dice. Since each dice compartment can only hold one dice, the software application can assign the respective dice to the dice compartments or quadrants based on the captured image data of the underside of the tray base and analyze each dice separately with regard to the dice image. The camera takes 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 four quadrants and evaluates them using, for example, a machine learning method—i.e., a trained artificial neural network. This enables precise and fast recognition of the cube images.

[0033] It can also be provided that the tray base - particularly when the dice compartments are designed in a four-quadrant arrangement - slopes towards the sides, i.e. from the center of the dice tray to the edges, preferably at an incline of 5° - 10° (relative to the horizontal when the dice cup is vertical). With a four-quadrant arrangement of dice compartments, the sorting element can be, for example, a central pin with four ribs or fins. The pin is attached to the tray base in the center of the dice tray; the ribs of the sorting element divide the dice tray into four identical dice compartments, which are arranged in fourfold rotational symmetry around the pin of the sorting element. The sorting element helps the dice find their place in the respective dice compartment.

[0034] The cube box can contain additional components, which are preferably arranged within the cup chamber, for example, a position sensor and / or a playback unit for generating optical, acoustic, and / or haptic feedback signals that are output to the cube box. Optical feedback signals can be generated, for example, using integrated lighting devices, such as light-emitting diodes; a loudspeaker can be built into the cube box to output acoustic feedback signals; haptic feedback signals can be generated using a vibration unit, such as a vibration motor. The playback unit serves to provide feedback on the success of the learning process as an alternative to the display on the data processing device.

[0035] The position sensor can be configured—in conjunction with and in cooperation with the microcontroller and / or the data transmission unit—to switch the cube box on through movement, to define the start and end of a cube rolling process, and / or to stream position data to the data processing device. The position sensor connected to the microcontroller can, for example, be configured 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 rolling process based on the time-resolved position data acquired by the position sensor and, after the cube rolling process has ended, to activate image capture by the camera and data transmission of the image data by the data transmission unit. The learning system can further comprise a wireless charging unit coupled to the electrical energy supply and storage unit integrated in the cube box for charging the same.For maximum ease of use, the cube box preferably has neither a power socket nor a switch. For wireless charging, a metal ring can be integrated into the cube cup as part of the wireless charging unit. The other part of the charging unit is a charging pad, for example, with integrated magnets, on which the cube box is placed for charging. By fully integrating all electronic components within the cube box, the product design becomes simpler, and the cube box is easily protected from dust and splash water.

[0036] The invention is explained in more detail below using exemplary embodiments and with reference to the schematic drawings, wherein identical or similar features are provided with the same reference numerals; in this connection

[0037] Fig. 1 : the opened cube box in perspective view,

[0038] Fig. 2: the closed cube box in perspective view,

[0039] Fig. 3: the disassembled cube box in side view,

[0040] Fig. 4: the opened cube box in perspective view,

[0041] Fig. 5: the opened dice box without cup cover in perspective view, Fig. 6: the dice box with dice in longitudinal section, Fig. 7: the dice bowl in perspective view,

[0042] Fig. 8: the dice tray, filled with four dice, in top view, Fig. 9: the lid of the dice box in perspective inside view, Fig. 10: a version of the dice in perspective view, and Fig. 11: the learning system and its functionality in perspective view.

[0043] The dice box according to the embodiment shown in Fig. 1 comprises the dice cup 1, into whose cup body 1.1 the dice tray 2 is inserted. The dome-shaped lid 1.2 of the dice cup 1 is attached to the cup body 1.1 so that it can be opened and closed. The cup body 1.1 is covered with the cup cover 9 for protection and easier handling. In Fig. 1, the dice cup 1 stands on a flat, horizontally aligned 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 aligned vertically in Fig. 1.

[0044] 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 arranged at this position, i.e., 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 rotational symmetrical design with the central, vertically aligned pin and four sorting ribs extending from it and sloping outwards. The tray base 2.1 slopes slightly from the central position to the sides (in the embodiment according to Fig. 1 at an angle of 7° to the horizontal).

[0045] Fig. 2 shows the cube box according to the design of Fig. 1 with the lid 1 .2 closed.

[0046] The illustration of the disassembled dice box according to Fig. 3 shows the separate cup cover 9 (top), the lid 1.2 detached from the cup body 1.1 (center), and the cup body 1.1 (bottom). The elements located inside the cup body 1.1 are shown with dashed lines. The dice tray 2 inserted into the cup body 1.1 closes the underlying, internal space of the dice cup 1; this internal, closed space of the dice cup 1 is the cup chamber 7. Located in the cup chamber 7 is the camera 8, which is directed towards the underside of the translucent, i.e., partially light-permeable, tray base 2.1 for image capture. The material of the bowl bottom 2.1 is selected or its surface is designed such that the camera 8 can capture the dice images of the dice sides of the game dice 3 resting on the bowl bottom 2.1 with sufficient contrast for their recognition.Objects located above the support plane of the dice 3 on the tray base 2.1 are optically filtered out by the tray base 2.1, i.e., they can no longer be clearly captured by the camera 8. Fig. 4 and Fig. 5 depict—similar to Fig. 1—the dice box in the open state, with Fig. 4 showing the dice box with the cup cover 9 and Fig. 5 showing the dice box without the same.

[0047] Fig. 6 is a longitudinal sectional view of the dice box with two visible dice 3 located in the dice tray 2. The dice 3 are located in the dice chamber 6, i.e., the spatial area within the dice box defined by the dice tray 2 and the closed lid 1.2. When the dice box is shaken, the dice 3 move within the dice chamber 6. Fig. 6 illustrates the arrangement of the camera 8 within the cup chamber 7; the field of view of the camera 8 is directed onto the tray base 2.1 of the dice tray 2. In Fig. 6, the bevel of the tray base 2.1—from the center to the edges—is also clearly visible.

[0048] Fig. 7 illustrates the formation of the four dice compartments 5 within the dice tray 2 by the sorting element 2.2 attached to the tray bottom 2.1.

[0049] Fig. 8 shows the dice tray 2 filled with four dice 3; the dice faces on the top, visible in Fig. 8, are the visible dice faces of the dice.

[0050] The lid 1.2 shown in Fig. 9 has four impact ribs 1.2.1 that support the uneven movement or uneven fall of the dice 3 when the dice box is shaken. When the dice box is shaken, the dice 3 collide with the impact ribs 1.2.1 and are thereby deflected. This reduces the probability that the dice 3 will fall into the same or a similar position again into the dice compartments 5 with only slight or even shaking of the dice box, i.e., the dice movement is randomized.

[0051] The version of the dice 3 shown in Fig. 10 has the conventional arrangement of the dice faces of a standard dice, ie, the dice face 0 (number of pips “5”) is opposite the dice face > (number of pips “2”) and the dice face 0 (number of pips “3”) is opposite the dice face 0 (number of pips “4”). However, instead of the dice face EI (number of pips “6”), the dice 3 according to Fig. 7 has an empty dice face with the dice face □, whereby the empty dice face is opposite the dice face > (number of pips “1”). The dice face □ is assigned the number “0”.

[0052] Fig. 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 lies in the dice tray 2 in one of the dice compartments 5 (not shown here). The camera 8 photographically captures the image of the underside of the tray base 2.1 in the form of image data. The captured image data of the tray base 2.1 are wirelessly sent to the data processing device 4. The software application installed on the data processing device 4 analyzes the image data of the underside of the tray base 2.1, i.e., the dice image of the dice 3 visible on the underside of the tray base 2.1 is determined. Furthermore, the software application now calculates the dice image opposite the dice 3 based on the captured image data of the

[0053] Tray bottom 2.1. As a result, the visible cube image on top for user 10 when looking into the cube tray 2 is now stored in the software application as an identification cube image and is available for user interactions within the software application.

[0054] These interactions when using the learning system set with the user 10 are illustrated by the simplified functional representation in Fig. 11. After shaking the dice box, the identification dice image of the game dice 3 is determined - according to the procedure described above - by detecting the underside of the tray base 2.1 of the dice tray 2, subsequent wireless transmission of the image data to the data processing device 4 (preferably via Bluetooth Low Energy) and the subsequent evaluation of the image data by means of the software application installed on the data processing device 4. In the present case, the visual dice image EI, ie, on the underside of the tray base 2.1 of the

[0055] Image data containing the dice image > is captured in dice tray 2. In the software application, the dice image > extracted from the image data is again determined into the identification dice image I corresponding to the visible dice image, i.e., the visible dice image in the form of the identification dice image or its number of dots "5" is now known in the software application. The user 10, who sees the visible dice image of the game die 3 lying in dice tray 2, can select between the number of dots "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 of dots selected by the user 10 with the number of dots of the identification dice image determined by the image capture and gives the user 10 a feedback signal indicating whether the selection was correct or incorrect.

[0056] Typically, the learning system set is used with four dice (3), where the dice value is the sum of the dots on all four dice (3). 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 (10) 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 way.

[0057] For further details, reference is made to the German patent application with application number 10 2024 112 020.7, the content of which is hereby incorporated into this patent application.

[0058] List of reference symbols

[0059] 1 dice cup

[0060] 1.1 Cup body 1.2 Lid

[0061] 1.2.1 Impact bar

[0062] 2 dice trays

[0063] 2.1 Tray bottom

[0064] 2.2 Sorting element 3 dice

[0065] 4 Data processing device

[0066] 5 dice compartment

[0067] 6 dice chamber

[0068] 7 Cup chamber 8 Camera

[0069] 9 Cup cover

[0070] 10 users

Claims

Patent claims 1. A learning system set for learning and training mathematical skills, comprising a dice box and one or more dice (3) to be placed in the dice box, each in the form of a regular hexahedron, each dice having six faces, each of the dice faces having a predetermined dice image, and wherein in the totality of all dice (3) each dice image can be uniquely assigned to the dice image on the opposite dice face of the respective dice (3), wherein - the dice box comprises a dice cup (1) having a cup body (1.1) and a closable and openable lid (1.2) attached to the cup body (1.1), as well as a dice tray (2) insertable into the cup body (1.1), wherein the dice tray (2) has a tray base (2.1) with a top side and a bottom side, - the cube box further comprises a camera (8), a data transmission unit, an electrical energy supply and storage unit and a microcontroller for controlling the camera (8) and the data transmission unit, - the space area of ​​the cup body (1.1) located 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 or dice (3) rest with their dice surfaces contacting the upper side of the tray base (2.1) of the dice tray (2) when the dice box is in its intended upright, stationary position, and - the space area separated from the cube chamber (6) by the cube shell (2) within the cup body (1.1) defines a cup chamber (7) in which the camera (8) is arranged such that it is directed towards the underside of the shell base (2.1) for capturing images thereof, characterized in that - at least one sorting element (2.2) is attached to the bottom (2.1) of the dice tray (2), which divides the dice tray (2) into several dice compartments (5) for receiving and positioning the dice (3), each dice compartment (5) being dimensioned such that exactly one of the dice (3) can be received therein, - the learning system set is designed for rolling dice by manually shaking the dice box with the dice(s) (3) inserted 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 of the dice with the lid (1.2) closed, and in the rest state after rolling the dice, the dice images on the upper dice faces of the dice (3) lying individually in the dice compartments (5) on the tray base (2.1) of the dice tray (2) can be optically detected by a user (10) as visible dice images with the lid (1.2) open, - the tray bottom (2.1) of the dice tray (2) is translucent, wherein the camera (8) directed towards the underside of the tray bottom (2.1) is designed to capture the image of the underside of the translucent tray bottom (2.1) in the form of image data containing the dice images of the dice surfaces of the game dice (3) resting in contact with the upper side of the translucent tray bottom (2.1) as well as their position on the tray bottom (2.1), and - the data transmission unit is configured to transmit at least the captured image data of the underside of the translucent shell base (2.1) wirelessly or by wire to a data processing device (4).

2. Learning system set according to claim 1, characterized in that it further comprises the data processing device (4) which can be connected to the data transmission unit wirelessly or by wire, and a software application installed on the data processing device (4), wherein the software application is set up to recognize the dice image of the dice surface resting on the bowl bottom (2.1) for each of the dice (3) from the image data of the image of the underside of the translucent bowl bottom (2.1) captured by the camera (8) by means of image recognition, and to determine the dice image of the dice surface which is opposite the dice surface of the recognized dice image on the respective dice (3) as the identification dice image of the respective dice (3).

3. Learning system according to claim 2, characterized in that the data processing device (4) and the software application installed thereon are set up to process a user-generated dice value entered on the data processing device (4) by the user (10), which is determined by the user (10) based on the by the user (10) optically detected visual dice images according to predetermined formation rules, and a software-generated dice value, which is formed on the basis of the identification dice images according to the formation rules predetermined for forming 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.

4. Learning system according to one of claims 1 to 3, characterized in that the sorting element (2.2) comprises a pin and four ribs extending from the pin, each perpendicular to one another, wherein the pin is attached to the tray base (2.1) in the middle of the dice tray (2), and the ribs of the sorting element (2.2) divide the dice tray (2) into four identical dice compartments which are arranged in fourfold rotational symmetry around the pin of the sorting element (2.2), and wherein the tray base (2.1) slopes down from the middle of the dice tray (2) to the edges of the tray base (2.1) at an inclination in the range of 5° - 10°.

5. Learning system according to one of claims 1 to 4, characterized in that one or more impact bars (1.2.1) projecting partially into the dice chamber (6) are attached to the lid (1.2) of the dice cup (1) for randomizing the dice movement in the dice chamber (6).

6. Learning system according to one of claims 1 to 5, characterized in that the cube box has a position sensor connected to the microcontroller, which is set up for the time-resolved recording of position data of the cube box, wherein the microcontroller is set up to determine the start and end of a dice rolling process based on the time-resolved position data recorded by the position sensor and to activate the image recording by the camera (8) and the data transmission of the image data by the data transmission unit after the dice rolling process has ended.

7. Learning system according to one of claims 1 to 6, characterized in that the cube box has a playback unit connected to the microcontroller for Generation and output of optical, acoustic and / or haptic feedback signals.

8. Learning system according to one of claims 1 to 7, characterized in that the learning system comprises a wireless charging unit which is coupled to the electrical energy supply and storage unit integrated in the cube box for charging the same.

9. Learning system according to one of claims 1 to 8, characterized in that all the dice (3) are each standard dice, each of the dice (3) having the dice images 0, □, □, □, > and □ on its six dice faces, and wherein the dice face with the dice image 0 is opposite the dice face with the dice image >, the dice face with the dice image 0 is opposite the dice face with the dice image 0 and the dice face with the dice image > is opposite the dice face with the dice image □.

10. A learning method for learning and training mathematical skills, characterized in that the learning method is carried out by a human user (10) by means of the learning system set according to claim 3, wherein the learning method 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 with the dice (3) in the dice chamber (6) by the user (10); - Setting down the cube box and opening the lid (1 .2) of the cube box by the user (10); - 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 predetermined Formation rule based on the identification dice images using 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). - 4 pages of drawings follow -