MULTI-SENSOR MULTIPLICATION TABLE GAME
Patent Information
- Application Number
- TR202600685U
- Authority / Receiving Office
- TR · TR
- Patent Type
- Utility models
- Current Assignee / Owner
- Filing Date
- 2026-01-18
- Publication Date
- 2026-09-21
- Estimated Expiration
- 2036-01-18
Abstract
Description
1 TARIFF MULTI-SENSOR MULTIPLICATION TABLE GAME Technical area 5 The invention is used in educational institutions at the kindergarten, primary and secondary school levels to promote science and in art centers, out-of-school learning environments, mathematics workshops, and can be used in similar educational settings, for teaching multiplication operations. Developed for this purpose, it incorporates visual, tactile, and auditory learning elements. It involves a card-based game system. 10 State of the Art In mathematics education, especially in teaching multiplication operations. including card-based educational games, board games, and various instructional materials. It has been used for a long time. In such applications, multiplication operations are usually performed as 15. through written cards, chart images, or rote repetition methods It is taught. In most current educational game and card systems, the learning process... It is primarily conducted through a single sensory channel. Figure 20 In these materials, multiplication operations are mostly performed using only numerical expressions or limited numbers. Presented through drawings; card or surface structures that provide tactile interaction. It is not used systematically. Auditory elements, on the other hand, are absent in most applications. either not involved at all or in a way that does not support the learning process It remains limited to unstructured, restricted audio feedback. 25 Furthermore, existing systems incorporate visual, tactile, and auditory learning elements simultaneously. within the game system, it could not be brought together in a planned and holistic structure. This situation is observed to affect users with different learning styles. 30 This makes it more difficult. The learning process often relies on a passive memorization approach. 2 It is based on the user's active and multifaceted interaction with mathematical operations. Its establishment remains limited. Current solutions also include auditory elements that guide the user towards physical interaction with the card. allows manually triggering feedback or different sensory 5 It does not offer a technical structure that uses the stimuli together. Therefore, impact Based on the sensory learning approach in teaching these processes, using visual and tactile elements. and a new educational game system that combines auditory and auditory elements within the same system It is needed. Purpose of the Invention The invention is based on sensory learning, particularly used in mathematics education. It relates to educational game systems. The invention is aimed at teaching multiplication operations. It has been developed to combine visual, tactile, and auditory learning elements. It relates to an activity box containing educational content. 15 With this invention, the foundation of the mathematics curriculum will be laid starting from kindergarten. It is intended to support its philosophy and general goals. The retention of information through materials designed to engage students' senses is 20. The aim is to deepen their mathematical knowledge by providing this service. The sensory learning activity is at the heart of the discovery and task cards. The auditory difference in the auditory approach is due to its focus on skill, unlike the tactile approach. tactile differences on the card, repetition and modeling with visual differences on the visual card, many 25 The aim is to develop mathematical process skills. The perseverance required because of the lasting learning in the discovery and problem-solving process. The aim is to instill positive attitudes that will encourage effort. 3 The invention engages the user's visual, tactile, and auditory senses together and interactively. an educational game system based on sensory learning that enables the use of the game in this way that is intended. Another aim of the invention is to eliminate the need for rote memorization of mathematical operations. not through the cards themselves, but through visual narratives on the cards, different surfaces and textures by enabling learning through structures and auditory feedback. The goal is to make the process more effective and sustainable. Furthermore, the aim of this invention is to combine visual, tactile, and auditory multiplication cards in the same game. 10 bringing together the elements within the system in a planned and holistic structure. by enabling users with different learning styles to perform mathematical operations The goal is to enable active interaction. Another objective is to provide 15 multiplication cards with audio multiplication cards that the user can use. Thanks to the auditory feedback mechanism that can be triggered manually, mathematical operations with a sound, note, melody or rhythmic stimulus The goal is to create a technical structure that makes this connection possible. This invention also enables 20 applications in educational settings and instructional game applications. usable, mass-producible, card-based, and sensory learning approach The aim is to develop an educational game system based on this principle. Explanation of the Figures Figure 1 - The subject of the invention: Multisensory multiplication table game box 25 It is the appearance. Figure 2 - The invention is a multi-sensory multiplication table game in the form of cards. Figure 3 - Trigger area and sound of the multi-sensory multiplication table game, the subject of the invention. 30 This is the module view. 4 Figure 4 - The subject of the invention: a multisensory multiplication table game using a pen, dice, and time. It is a distinctive appearance. Explanation of references in figures 5 1. Game box 2. Visual multiplication cards 3. Tactile impact cards 4. Auditory multiplication cards 5. Dice 10 6. Pen 7. Time indicator / display unit 8. Manual interaction / trigger area 9. Sound module Description of the invention The invention is a multi-sensory multiplication table game; it includes all game components. rectangular game box (1) containing multiplication operations, presented through graphical or illustrative means, visually appealing and supporting visual perception. Impact cards (2), which have different surfaces, textures or embossed structures on them and 20 Tactiles enable the perception of impact operations through the sense of touch. Multiplication cards (3), which have multiplication operations on them and are determined by the user Auditory distortion, which enables the production of auditory output through manual interaction. cards (4), dice used to determine the flow of the game or to provide randomness (5), the player can mark the action, score or game progress 25 The pen used for (6) the game time, number of rounds, score status or game time indicator / indicator unit (7) used to determine progress, auditory The impact cards (4) are located on which the user presses, touches or This manual allows the sound module to be activated through a similar physical interaction. Interaction / trigger area (8) and auditory impact cards (4) integrated or external 30 devices that can interact with each other include: speaker, micro audio output, electronic circuit, QR / NFC. from a triggered sound system or similar audio output providing sound module (9) It consists of. The game system includes visual impact cards (2), tactile impact cards (3) and auditory It contains three separate groups of cards, multiplication cards (4). This card 5 groups in separate card compartments inside the game box (1) They are positioned so that each group of cards targets a different sensory learning channel. It is structured to provide support. Visual multiplication cards (2) are diagrammatic, graphical or drawing-based multiplication operations. It consists of cards that present mathematical operations through explanations and visual aids. It is designed to be perceived through the senses. Tactile impact cards (3), different textures and embossments on the card surface or thanks to surface structures, the user experiences the impact as a tactile impact 15 The cards (3) allow him to perceive them through his sense of touch. Tactile multiplication cards (3) allow the user to have physical contact with mathematical operations. It is structured in a way that will enable it to be established. Auditory impact cards (4) are manually interacted with by the user. These are cards that enable the production of auditory output. The user bumps the card to generate audio output. While reading the operation, it interacts with the card and the sound module (9) It activates the system through the user's pressing, touching, or similar physical interaction. on the audio impact cards (4) that enable the sound module (9) to be activated There is a manual interaction / trigger area (8). 25 Auditory impact cards (4) contain at least one sound module (9) or an external sound It can be structured to interact with the module (9). The sound module (9) is a speaker, microphone. audio output, electronic circuit, QR / NFC triggered audio system or similar. It can consist of units that provide auditory output. Thanks to this structure, mathematical 30 The process is perceived by associating it with a musical note, melody, or rhythmic sound. 6 The game system also includes at least one element that helps determine the flow or progression of the game. a die (5), at least one pen that allows the user to make markings (6) and game duration, number of rounds, score status or game progress It includes a time indicator or display unit (7) used to determine the time. All these components are neatly and accessibly arranged inside the game box (1). positioned to provide users with visual, tactile and auditory experiences during gameplay. a holistic educational game system that enables the use of all senses together It constitutes. How the invention can be applied to industry. The subject of the invention is a multi-sensory multiplication table game; for kindergarten, primary school and secondary school. in educational institutions at this level, science and art centers, and out-of-school in learning environments, mathematics workshops and similar educational areas 15 by users to improve mathematical knowledge and skills It can be used individually or as a team. Cards are made from durable materials such as cardboard, plastic, composite, or similar materials, and can be printed. familiar manufacturing processes such as embossing, surface treatment, or electronic component integration. can be produced using these methods. 20 The game box will house the game case, card slots, and other game components. from cardboard, plastic, wood or similar materials, molded, cut or assembled. It can be manufactured using various methods. The card slots, pen channel, and inside the box... Other areas, in sizes suitable for mass production and with standard production techniques 25 can be created. Auxiliary game components such as dice, a pencil, and a timer or display unit, as well as through standard products available on the market, and with a gaming system. It can also be custom-made to be compatible. 30
Claims
7 REQUESTS 1. The invention was developed for teaching multiplication operations, Cards that combine visual, tactile, and auditory learning elements. It is a multi-sensory multiplication table game based on a multi-sensory table, and its feature is; game box 5 (1), visual multiplication cards (2), tactile multiplication cards (3), auditory Multiplication cards (4), dice (5), pen (6), time indicator / display unit (7), includes manual interaction / trigger area (8) and sound module (9) It is characterized by...
2. The multi-sensory multiplication table game mentioned in Claim 1 has the following characteristic: 10 multiplication operations with diagrammatic, graphical or pictorial representations visual impact cards that support visual perception (2) It is characterized by its inclusion.
3. The multi-sensory multiplication table game mentioned in Claim 1 has the following characteristics: having different surface, texture or embossed structures on it and impact 15 tactile processes that allow perception through the sense of touch It is characterized by containing multiplication cards (3).
4. The multi-sensory multiplication table game mentioned in Claim 1 has the following characteristics: a multiplication operation on it, manually entered by the user Auditory multiplication 20, which enables the production of auditory output through interaction. It is characterized by containing cards (4).
5. The multi-sensory multiplication table game mentioned in Claim 1 has the following characteristics: Auditory impact cards (4) on which the user presses, Activate the sound module (9) by touch or similar physical interaction 25 by including a manual interaction / trigger area (8) that enables it to do so. It is characterized by...
6. The multi-sensory multiplication table game mentioned in Claim 1 has the following characteristics: Interacting with auditory impact cards (4) either integrated or externally Input capabilities: speaker, micro audio output, electronic circuit, QR / NFC 30 8 triggered sound system or similar audio output providing sound module (9) is characterized by its inclusion.