Learn!! Triple Card

The 'Learn!! Triple Card' addresses the monotony of traditional card games by integrating three related elements on each card, enhancing gameplay complexity and educational value, making games more engaging and educational.

JP3249562UActive Publication Date: 2024-12-20染野 纪男
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Patent Information

Application Number
JP2024002864U
Authority / Receiving Office
JP · JP
Patent Type
Utility models
Current Assignee / Owner
Filing Date
2024-08-07
Publication Date
2024-12-20
Estimated Expiration
2034-08-07

AI Technical Summary

Technical Problem

Existing card games like Karuta and playing cards lack educational elements and become monotonous due to their simplicity, leading to a decline in engagement and interest.

Method used

The 'Learn!! Triple Card' integrates three related elements on each card, increasing difficulty and incorporating educational content, allowing for games that combine learning with entertainment.

Benefits of technology

The triple card design enhances gameplay complexity and educational value, making games more engaging and useful by requiring players to find combinations of three elements, thus doubling the fun and educational impact.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Currently, the entertainment cards commonly used, such as karuta and playing cards, are popular among children in the lower grades of elementary school because of their easy content, but they are not popular among upper grades of elementary school and adults because they have few educational elements. We offer "Learning!! Triple Cards" which have a higher level of difficulty and also have educational elements. The card game is not only fun to play, but also suitable as a learning tool for schools, where students are expected to study hard, by combining three elements of related topics to increase the difficulty and interest.
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Description

[Technical field]

[0001] The present invention is applicable to entertainment related to games such as karuta and playing cards used by parents and children, friends, or in karuta tournaments. [Background technology]

[0002] Karuta, which uses two types of cards, one with a picture and one with a word, or cards that combine four types, such as hearts and diamonds, are widely used for entertainment, but both are for entertainment and have little to teach.

[0003] Karuta and playing cards are easy to get into because the content is simple, but because they are only for fun, people often get bored of them once they get used to them. Therefore, it is essential to devise entertainment cards that are more difficult than karuta and playing cards but also have an educational element.

[0004] We provide "Learn!! Triple Cards" that combine three related elements to increase the difficulty level and also have a learning element.

[0005] The triple cards of this invention are entertaining yet difficult, and since you can learn while playing, they can greatly increase the usefulness of card games. For example, in a game similar to Karuta, if you place a reading card with one element on the table and cards with the other two elements, the two cards will be the correct answer. Since any of the three elements can be the reading card, it is possible to further increase the entertainment value and educational value. Also, in card games such as "Concentration", the three elements of learning are intertwined, which has the effect of doubling the fun. [Brief description of the drawings]

[0006] [Figure 1] ~ [Diagram 3] As an example, here is a portion of "Learn!! Triple Card: Prefectural Specialties and Local Foods." DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0007] Triple cards are created by writing three words related to various topics on each card. For example, if you choose "Prefectural specialties and local products" as the topic, write the prefecture name, which is one element, on one card, and write the representative specialty and representative local product on the other two cards. This is applied to all 47 prefectures to create a set of triple cards. EXAMPLES

[0008] Two examples are described below with reference to the attached drawings. When the title of the triple card is set as "Specialties and Famous Products of Prefectures," the name of the prefecture is written on one card as shown in Figure 1, and the specialty representative of the prefecture is written on the second card as shown in Figure 2. Also, the representative specialty of the prefecture is written on the third card as shown in Figure 3. When playing a game using this triple card, one element is read as a card like a karuta, and the other two elements are laid out on the table. The player who finds the second and third elements according to the reader wins. Each player can take two cards, or only one card depending on the rules. In the case of a memory game, the correct answer is a combination of three cards, which makes it more difficult and interesting. It is also possible to play these games using only two elements. In addition, since it has a learning element, it is suitable as a school teaching material. [Explanation of symbols]

[0009] 1. Name of prefecture 2. Representative specialties of each prefecture 3. Representative local products of each prefecture

Claims

[Claim 1] Triple cards are created by setting various themes and combining three related elements.