Educational support card game

The educational support card game facilitates learning about compassion through interactive card play with a point-awarding mechanism, addressing the lack of diverse emotional learning in conventional games.

JP2026113783APending Publication Date: 2026-07-08DENTSU INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
DENTSU INC
Filing Date
2024-12-26
Publication Date
2026-07-08

AI Technical Summary

Technical Problem

Existing educational card games do not allow for learning about diverse forms of compassion while enjoying various feelings.

Method used

An educational support card game comprising first, second, and third cards, where the first and second cards provide information about who and when a person is in trouble, and the third card allows players to write down their actions, with a point-awarding mechanism to recognize compassionate actions.

Benefits of technology

Enables learning about diverse forms of compassion through enjoyable interactions, enhancing communication skills and promoting understanding of empathy.

✦ Generated by Eureka AI based on patent content.

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Abstract

We offer an educational support card game that allows children to learn about diverse forms of compassion while having fun. [Solution] The educational support card game 1 comprises: a first card 2 distributed to a first player and containing first information indicating who is in trouble; a second card 3 distributed to the first player and containing second information indicating when the person is in trouble; and a third card 4 distributed to multiple second players different from the first player, on which each of the multiple second players writes action information indicating what action they would take in that situation when the first player provides the second players with situation information indicating who is in trouble and when, based on the first and second information.
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Description

Technical Field

[0001] The present invention relates to an educational support card game.

Background Art

[0002] Conventionally, various educational support card games have been proposed. For example, an educational card game useful for improving communication skills has been proposed. A conventional card game includes play cards that are a set of cards having a front side and a back side. The play cards include normal cards containing questions for the educational target who draws the card, and special cards containing questions for other educational targets other than the educational target who draws the card. And, on the back side of the special card, a display indicating that it is a special card is included (see, for example, Patent Document 1).

[0003] According to this conventional card game, since the educational target participating in the education using the cards does not know when the turn to answer the questions will come, they can participate in the education using the card game with a sense of tension. In this case, since the back side of the special card includes a display indicating that it is a special card, the educational target can grasp in advance that the next card to be drawn is a special card and can make mental preparations.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] According to the above-described conventional card game, communication skills can be improved. However, a card game that allows learning while enjoying various forms of feelings has not been proposed so far.

[0006] This invention has been made in view of the above-mentioned problems, and aims to provide an educational support card game that allows users to learn about diverse forms of compassion while having fun. [Means for solving the problem]

[0007] The educational support card game of the present invention comprises: a first card distributed to a first player and containing first information indicating who is in trouble; a second card distributed to the first player and containing second information indicating when the person is in trouble; and a third card distributed to a plurality of second players different from the first player, on which each of the plurality of second players writes action information indicating what action they would take in that situation when the first player provides the second players with situation information indicating who is in trouble and when, based on the first and second information.

[0008] In this setup, the first player (playing the role of the person in distress), who is dealt the first and second cards, uses the first information (information indicating who is in distress) and the second information (information indicating when the person is in distress) written on those cards to communicate the situation (situation information) of who is in distress and when to the second player (playing the role of the compassionate person). The second player considers what action they would take in that situation and writes it down as action information on the third card. By sharing and discussing the actions (action information) written on the third card with all players, they can learn about diverse forms of compassion in an enjoyable way.

[0009] Furthermore, in the educational support card game of the present invention, the third card on which the action information is written is provided to the first player by the plurality of second players, and the educational support card game may include a point-giving device for the first player to award points for the actions written on the third card provided by the second players.

[0010] In this setup, the first player, who receives a third card from multiple second players, evaluates each action written on the third card and awards points to the highly-rated actions using a point-awarding device. The second players can learn about diverse forms of consideration while having fun, as points are awarded for the actions they themselves have devised.

[0011] The game device of the present invention is a game device for playing an educational support card game, and the game device comprises: a first card distribution unit that distributes a first card containing first information indicating what kind of person is in trouble to a first player; a second card distribution unit that distributes a second card containing second information indicating when the person is in trouble to the first player; a scene information input unit that, based on the first and second information, inputs scene information indicating what kind of person is in trouble and when; a scene information output unit that outputs the scene information input by the first player to a plurality of second players; a third card distribution unit that, when the scene information is output to the plurality of second players, distributes a third card to each of the plurality of second players on which the second player writes action information indicating what action they would take in that scene; and an action information input unit that the second player inputs action information indicating what action they would take in that scene onto the third card.

[0012] Similar to the card game described above, this game device allows the first player (playing the role of the person in distress), who is dealt the first and second cards, to communicate the situation (situation information) of the person in distress to the second player (playing the role of the compassionate person), based on the first information (information indicating who is in distress) and the second information (information indicating when the person is in distress) written on those cards. The second player then considers what action they would take in that situation and writes it down as action information on the third card. By sharing and discussing the actions (action information) written on the third card with all players, they can learn about diverse forms of compassion in an enjoyable way.

[0013] Furthermore, the game device of the present invention may also include a third card output unit that outputs a third card on which the action information is input from the plurality of second players to the first player, and a point awarding unit that allows the first player to award points for the actions written on the third card output by the second players.

[0014] This allows the first player, who has received a third card from multiple second players, to evaluate each action written on the third card and award points to the highly-rated actions using a point-awarding tool. The second players can learn about diverse forms of consideration while having fun, as points are awarded for the actions they themselves have devised.

[0015] The program of the present invention is a program executed by a game device for playing an educational support card game, the program causing the game device to perform the following processes: distributing a first card containing first information indicating what kind of person is in trouble to a first player; distributing a second card containing second information indicating when the person is in trouble to the first player; the first player, having received the first and second cards, inputting scene information indicating what kind of person is in trouble and when, based on the first and second information; outputting the scene information input by the first player to a plurality of second players; distributing a third card to each of the plurality of second players, on which they write action information indicating what action they would take in that scene when the scene information is output to the plurality of second players; and the second player inputting action information indicating what action they would take in that scene onto the third card.

[0016] Similar to the card game described above, this program also involves the first player (playing the role of the person in distress), who is dealt the first and second cards. Based on the first information (information indicating who is in distress) and the second information (information indicating when the person is in distress) written on those cards, the first player communicates the situation (situation information) of who is in distress and when to the second player (playing the role of the compassionate person). The second player considers what action they would take in that situation and writes it down as action information on the third card. By sharing and discussing the actions (action information) written on the third card with all players, they can learn about diverse forms of compassion in an enjoyable way.

[0017] Further, the program of the present invention may cause the game device to execute a process of providing the first player with a third card into which the action information has been input from the plurality of second players, and a process of the first player awarding points to the actions entered on the third card provided from the second player.

[0018] As a result, the first player to whom the third cards are provided from the plurality of second players evaluates each action entered on the plurality of third cards, and awards points to the actions with high evaluations using a point awarding tool. The second player can learn while enjoying various forms of consideration by having points awarded to the actions he / she has thought of.

Advantages of the Invention

[0019] According to the present invention, by playing an educational support card game, it is possible to learn while enjoying various forms of consideration.

Brief Description of the Drawings

[0020] [Figure 1] It is a diagram showing the configuration of an educational support card game in the first embodiment of the present invention. [Figure 2] It is an explanatory diagram for explaining the flow of an educational support card game in the first embodiment of the present invention. [Figure 3] It is an explanatory diagram for explaining the flow of an educational support card game in the first embodiment of the present invention. [Figure 4] It is an explanatory diagram for explaining the flow of an educational support card game in the first embodiment of the present invention. [Figure 5] It is an explanatory diagram for explaining the flow of an educational support card game in the first embodiment of the present invention. [Figure 6] It is an explanatory diagram for explaining the flow of an educational support card game in the first embodiment of the present invention. [Figure 7]It is a block diagram showing the configuration of the game device in the second embodiment of the present invention. [Figure 8] It is a flowchart for explaining the operation of the game device in the second embodiment of the present invention.

Embodiments for Carrying Out the Invention

[0021] Hereinafter, an educational support card game according to an embodiment of the present invention will be described with reference to the drawings. In this embodiment, the case of an educational support card game used in classes for elementary school students and the like is exemplified.

[0022] (First Embodiment) The configuration of the educational support card game according to the first embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a diagram showing the configuration of the educational support card game of this embodiment. As shown in FIG. 1, the educational support card game 1 is a set of game sets including a "Who" card 2 (first card), a "When" card 3 (second card), a "What to Do" card 4 (third card), and a "Thank You" sticker 5 (point giver).

[0023] The "Who" card 2 is a card distributed to a person in trouble (a player who plays the role of a person in trouble. The first player). Information indicating who is in trouble (first information) is described on the "Who" card 2. For example, when the educational support card game 1 is used for educational support of "caregiving", information such as "a person who cannot hear", "a person who has difficulty remembering", "a person with poor eyesight who can only see things nearby", "a person who has been injured and cannot use the dominant hand", "a person with a broken leg using a cane", "a person in a wheelchair", "a person with a painful body who cannot move quickly", "a person with a sore knee who cannot stretch", "a person who cannot make a sound", "a person who is afraid of crowds", etc. is described on the "Who" card 2.

[0024] What Kind of Time Card 3 is a card distributed to the person in need (the first player). What Kind of Time Card 3 contains information (second information) indicating when the person is in need. For example, if Educational Support Card Game 1 is used for educational support in "caregiving," What Kind of Time Card 3 may contain information such as "When trying to cross the street at a traffic light," "When trying to board a train," "When looking around for something," "When walking down a narrow street," "When shopping at a supermarket," "When trying to eat out," "When trying to use a vending machine," "When trying to use the stairs," "When standing in front of a train station on a windy day," and "When standing in front of a train station on a rainy day."

[0025] Furthermore, Educational Support Card Game 1 can also be used for educational support other than caregiving. When Educational Support Card Game 1 is used for educational support related to "everyday compassion," the People Card 2 includes information such as, for example, "a person who is pregnant," "a person pushing a stroller," "a person who cannot move their neck due to pain," "a person who is depressed after being scolded," "a person who is depressed after being scolded," "a person who cannot stand due to stomach pain," "a person who cannot speak due to a sore throat," "a person who is tired after recovering from a cold," "a person who is using a cane because of leg and back problems," "a person with a headache due to lack of sleep," and "a person who cannot open one eye due to injury."

[0026] Furthermore, when Educational Support Card Game 1 is used to support education on "everyday consideration," the "When" card 3 includes information such as "when crossing the street at a traffic light," "when getting on a train," "when looking around for something," "when walking down a narrow street," "when walking down the street with luggage in both hands," "when walking on a train platform," "when trying to carry something heavy," "when trying to use the stairs," "when walking home on a windy day," and "when walking home on a rainy day."

[0027] What to do card 4 is a card dealt to the compassionate person (the player who plays the role of the compassionate person). Based on the first and second pieces of information, the person in need provides the compassionate person with information (situation information) indicating who is in need and when. What to do card 4 is a card on which the compassionate person fills in information (action information) indicating what action they would take in that situation. What to do card 4, with action information filled in, is then provided to the person in need by multiple compassionate people.

[0028] Thank you sticker 5 is a sticker (point awarding device) used by a person in need to award points for actions taken by a person in need, based on actions recorded on a "What to do" card 4 provided by a person in need. Note that the point awarding device is not necessarily limited to stickers. It may also be a coin or a card.

[0029] The flow of Educational Support Card Game 1, which is structured as described above, will be explained with reference to the diagram.

[0030] When playing the first embodiment of the educational support card game 1, first, one person is designated as the person in need and multiple people as the people who show consideration. The person in need draws one "What Kind of Person" card and one "What Kind of Situation" card, and then creates and presents a problematic topic (situation) (see Figure 2).

[0031] The compassionate person thinks about what kind of action would make the person in need happiest and writes it down on Action Card 4 (see Figure 3). Once the action has been written down, the compassionate person turns Action Card 4 face down and gives it to the person in need (see Figure 4).

[0032] The person in need reads aloud the "What to do" card 4 they received from the caring person (see Figure 5). The person in need chooses the most caring action (the action they consider to be the most caring) and sends a "Thank you" sticker 5 to the caring person who wrote down the chosen act of kindness (see Figure 6).

[0033] Finally, all players share who wrote which card. They discuss why they thought their own act of kindness was good, and what they liked about other players' acts of kindness. This process is repeated until the player with the most "Thank You" stickers (5) is determined.

[0034] In this first embodiment of the educational support card game 1, the person in need (a player playing the role of a person in trouble) is dealt a Person card 2 and a Time card 3. Based on the first piece of information (information indicating who is in trouble) and the second piece of information (information indicating when the person is in trouble) written on these cards, the person in need (a player playing the role of a compassionate person) communicates the situation (situation information) of who is in trouble and when to the compassionate person. The compassionate person considers what they would do in that situation and writes it down as action information on a What to Do card 4. By sharing and discussing the actions (action information) written on What to Do card 4 with all players, they can learn about diverse forms of compassion while having fun.

[0035] Furthermore, in this embodiment, a person in need who has received multiple "What to do" cards 4 from multiple caring individuals evaluates each action written on the multiple "What to do" cards 4 and awards points to the actions with the highest ratings using a point-awarding device. The caring individuals can learn about diverse forms of compassion while enjoying the process, as points are awarded for the actions they have devised.

[0036] (Second Embodiment) Next, a game device according to a second embodiment of the present invention will be described. Here, the focus will be on the differences between the game device of the second embodiment and the card game of the first embodiment. Unless otherwise specified, the configuration and operation of this embodiment are the same as those of the first embodiment.

[0037] Figure 7 is a block diagram showing the configuration of the game device in this embodiment. This game device is for playing an educational support card game. As shown in Figure 7, the game device 10 includes an input unit 11 into which information and data for playing the educational support card game are input, an output unit 12 into which information and data for playing the educational support card game are output, a storage unit 13 into which information and data for playing the educational support card game are stored, and a control unit 14 into which various controls for playing the educational support card game are performed. The storage unit 13 stores a program for playing the educational support card game.

[0038] The control unit 14 includes a first card distribution unit 15 that distributes "Who is this person?" cards 2 to people in need, and a second card distribution unit 16 that distributes "What is the situation?" cards 3 to people in need. The input unit 11 receives situation information (information indicating the situation in which a person is in need and when) that a person in need who has received "Who is this person?" cards 2 and "What is the situation?" cards 3 has considered based on the first and second pieces of information. The situation information may be input as text information or as audio information. The output unit 12 outputs the situation information input by the person in need to a compassionate person. The situation information may be output as text information or as audio information.

[0039] The control unit 14 includes a third card distribution unit 17 that distributes the "What to do" cards 4 to each of the multiple compassionate individuals. The input unit 11 has a function to input action information (information indicating what action the compassionate individual would take in that situation) into the "What to do" cards 4. The action information may be input as text information or as voice information.

[0040] The control unit 14 includes a third card providing unit 18 that provides action information cards 4 to the person in need from multiple caring people, and a point awarding unit 19 that awards points (thank you stickers 5) to the person in need for the actions written on the action cards 4 provided by the caring people.

[0041] The operation of the game device 10, configured as described above, will be explained using Figure 8.

[0042] When playing the educational support card game using the game device 10 of the second embodiment, first, one person is designated as the person in need and multiple people are designated as the people who show compassion. The game device 10 distributes the "Who Are You" card 2 to the person in need (S1) and also distributes the "What Are You Doing" card 3 to the person in need (S2). Based on the "Who Are You" card 2 and the "What Are You Doing" card 3, the person in need thinks of a difficult topic (situation) and inputs it into the game device 10 (S3). The difficult topic (situation) with the inputted situation (situation information) is output to the people who show compassion (S4).

[0043] In the game device 10, the process of distributing the "What to do" cards 4 to the compassionate people is performed (S5). The compassionate people think about what kind of compassion (action) would make the person in need happiest and input it into the game device 10 (S6). The "What to do" cards 4 with the inputted action (action information) are then provided by the compassionate people to the person in need (S7).

[0044] When the person in need reads aloud the contents of the "What to do" card 4 received from the compassionate person, the read-aloud audio information (contents of "What to do" card 4) is input into the game device 10 and output from the game device 10 to the compassionate person (S8). The person in need chooses the most compassionate action (the action they consider to be the most compassionate) and sends a "Thank you" sticker 5 to the compassionate person who wrote down the chosen act of compassion (S9). In step S8, the input "What to do" card 4 is stored in the memory unit 13 and may be output to multiple compassionate people after being provided to the person in need by the compassionate person. The starting point for the output in step S8 may be an action by the person in need (for example, an action by pressing a button such as "Send"), or it may be automatically output to the compassionate people after a certain period of time has elapsed since it was provided to the person in need.

[0045] Finally, all players share who wrote which card. They discuss why they thought their own act of kindness was good, and what they liked about other players' acts of kindness. This process is repeated until the player with the most "Thank You" stickers (5) is determined.

[0046] The game device 10 of this second embodiment also produces the same effects and advantages as the first embodiment.

[0047] In other words, in this embodiment, the person in distress (a player playing the role of a person in distress) who is dealt the "Who is in distress" card 2 and the "When is in distress" card 3, communicates the situation (situation information) of who is in distress and when, based on the first information (information indicating who is in distress) and the second information (information indicating when is in distress) written on those cards, to the compassionate person (a player playing the role of a compassionate person). The compassionate person considers what action they would take in that situation and writes it down as action information on the "What to do" card 4. By sharing and discussing the actions (action information) written on the "What to do" card 4 with all the players, they can learn about diverse forms of compassion while having fun.

[0048] Furthermore, in this embodiment, a person in need who has received multiple "What to do" cards 4 from multiple caring individuals evaluates each action written on the multiple "What to do" cards 4 and awards points to the actions with the highest ratings using a point-awarding device. The caring individuals can learn about diverse forms of compassion while enjoying the process, as points are awarded for the actions they have devised.

[0049] Although embodiments of the present invention have been described above by example, the scope of the present invention is not limited to these, and modifications and alterations can be made within the scope described in the claims depending on the purpose. [Industrial applicability]

[0050] As described above, the educational support card game according to the present invention has the effect of allowing children to learn about various forms of compassion while having fun, and is useful for use in classes for elementary school students and other similar settings. [Explanation of Symbols]

[0051] 1. Educational support card game 2. What kind of person card (first card) 3. What kind of card (second card) 4. What to do card (3rd card) 5. Thank you sticker (point awarding tool) 10 game devices 11 Input section 12 Output section 13 Storage section 14 Control Unit 15. First Card Distribution Section 16. Second Card Distribution Section 17. Third Card Distribution Department 18. Third Card Provider 19. Point Award Section

Claims

1. The first player receives the first card, which contains the first piece of information indicating who is in trouble, A second card is distributed to the first player, and it contains second information indicating when the player is having trouble, A third card is distributed to multiple second players, each of whom is different from the first player, and when the first player provides the second players with scenario information that shows what kind of person is in trouble and under what circumstances, based on the first and second information, each of the multiple second players fills in action information indicating what action they would take in that scenario. An educational support card game that includes [features / equipment].

2. The third card on which the aforementioned action information is written is provided to the first player by the plurality of second players. The aforementioned educational support card game is The educational support card game according to claim 1, further comprising a point-granting device for the first player to award points for actions recorded on the third card provided by the second player.

3. A game device for playing an educational support card game, The aforementioned game device, The first card distribution unit distributes the first card, which contains the first piece of information indicating who is in trouble, to the first player, A second card distribution unit distributes a second card containing second information indicating when the player is in trouble to the first player, The first player, who has been dealt the first card and the second card, inputs scene information based on the first and second information, indicating a situation in which a person is in trouble and under what circumstances. A scene information output unit that outputs the scene information input by the first player to the plurality of second players, A third card distribution unit distributes to each of the multiple second players a third card on which action information indicating what action they would take in that situation is written when the scene information is output to the multiple second players. The second player inputs action information into the third card, indicating what action he would take in that situation. A game device equipped with the following features.

4. A third card providing unit that provides the third card on which the aforementioned action information is entered to the first player from the plurality of second players, A point-granting unit in which the first player awards points for the actions written on the third card provided by the second player, The game device according to claim 3, comprising:

5. A program that runs on a game device for playing an educational support card game, The program is provided to the game device. The process involves distributing a first card, which contains first information indicating who is in trouble, to the first player, The process involves distributing a second card to the first player, which contains second information indicating when the player is in trouble. The process involves the first player, who has been dealt the first card and the second card, inputting scene information that describes what kind of person is in trouble and when, based on the first and second information. The process involves outputting the scene information input by the first player to the plurality of second players, When the scene information is output to the aforementioned multiple second players, a third card is distributed to each of the aforementioned multiple second players, on which action information indicating what action they would take in that scene is written; The process involves the second player inputting action information into the third card, indicating what action they would take in that situation. A program that executes something.

6. The program is provided to the game device. The process of providing the third card on which the aforementioned action information is entered to the first player from the plurality of second players, The process involves the first player awarding points for the actions recorded on the third card provided by the second player, The program according to claim 5, which causes the execution of the program.