MULTIPLICATION FIELD
Patent Information
- Application Number
- TR202303274U
- Authority / Receiving Office
- TR · TR
- Patent Type
- Utility models
- Current Assignee / Owner
- Filing Date
- 2023-03-26
- Publication Date
- 2026-09-21
- Estimated Expiration
- 2033-03-26
Smart Images

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Abstract
Description
TARIFF MULTIPLICATION FIELD Technical Area 5 Elementary school students' mathematical skills Learning the multiplication table is an important factor for understanding. These can be boring and tiring. The invention incorporates an electronic circuit system, and the process takes 2 years. By gamifying the process in a way that allows students to develop their personalities, 10 making learning the multiplication table less boring and tiring. a physical play space that supports their intelligence and social development It is a system. Previous Technique 15 applications were made to the Turkish Patent and Trademark Office on 19.12.2014. Application number 2014 / 15455, document number 2014-GE-87182 Ruda describes a multiplication table game. This game involves each- It does not contain any electronic circuit system. Game duration- It appears that the genie is not present between the students. (Province-) 20 of the student group in question have not fully developed fine motor skills. This makes it difficult to pass the ropes through the relevant places in this game. It has a causative agent. 1 Purposes of the Invention Our invention eliminates all of the aforementioned drawbacks. a practical electronic circuit system developed to remove it It is a physical game mechanism that has a base. Accordingly, find- This topic, especially for elementary school students, is about learning the multiplication table. learning through play, interacting with their peers in this process. being in a situation they had never encountered before By offering different strategies, they enable them to develop different situational strategies. The goal is to provide support. Image Descriptions 10 Figure 1 General View of the Product Field. Figure 2. General View of the Lighting System. Figure 3 Appearance of Red and Blue Scales Explanation of References 15 1: Red Buttons 2: Blue Buttons 3: Field Area 4: Lighting (Diode) 5: Red Flakes 20 6: Blue Scales 2 Detailed Description of the Invention The invention involves a game mechanism where player 1 has cards numbered 2 through 9. 8 numbered red buttons (1) and 2nd game- It contains 8 blue buttons (2) belonging to the cuya. Also white In the colored field part (3) the relevant numbers from 4 to 81 are written. In the 8×8 matrix arrangement, there are square regions and Each of these square regions will be illuminated with diodes(4) It is designed in clay. 32 red pieces (5) belonging to player 1, 2. The player has 32 blue tokens (6). Play the game. Regarding the rules, there can be a maximum of 1 red button and 10 in the game. The game continues with one blue button remaining active. Active The product of the numbers written on the buttons is written there. The square area in the field section will burn. The area that will burn... The square area is the one aligned with the pressed red button. This is the area. When it's their turn, players have an open 15 They can turn off that button and continue the game. For example... Player 1 presses the red button number 6, then Player 2 presses button number 4. If you press the blue button numbered 6, the red button numbered 6 will align. The square area numbered 24 is lit. 2nd player He burned one of his blue stamps, 24 nu-20 The deer is placed in the square area. When the game continues, it's the turn of the next player. The ball passes to player 1, and that player presses the number 6 ball that he previously pressed. He closes the button by pressing the red button again. Then, ter- Cihen presses the red button numbered 3. Thus, button number 3... The red button illuminates the square area numbered 12, which is aligned with it. 25 Player 1 set fire to square number 12. The player drops one of the red tokens belonging to the fly. That's how the game is played. It continues according to the players' preferences. Players, each one they burn 3 They place their own colored chips into the square area. The square areas where they place the stamps become their own. The players' objective is to move left-to-right, top-to-bottom, or diagonally. It is a simple act of arranging five of one's own tokens in a row. The first player to complete the operation wins the game. The invention is for children to multiply. to make learning the PIM table easier and more gamified It is a "Multiplication Field" and its feature is that it is compatible with electronic circuit systems. mounted matrix array, with lighting feature di- to the diodes, to the buttons for turning the diodes on and off, and to the burnt-out diodes. It has tokens that can be placed in the sections where it is located. 10 Industrial Application of the Invention 15 The discovery titled "Multiplication Field," which was discussed in detail above... This can be produced or used in any branch of industry. and it is feasible. 4
Claims
REQUESTS The invention makes it easier for children to learn the multiplication table. It is a "Multiplication Field" for learning and gamification, and its feature is... matrix array mounted on an electronic circuit system, light- These are diodes with a high-voltage capability; to light up the diodes, use this-10. placed in the sections where the tones and the burning diodes are located. It is the ability to have stamps for this purpose. 20