Device for stimulating cognitive skills and kit comprising said device

WO2025141112A8PCT designated stage expired Publication Date: 2025-10-23UNIV DE LA REPUBLICA
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Patent Information

Application Number
PCT/EP2024/088497
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-12-28
Filing Date
2024-12-26
Publication Date
2025-10-23

AI Technical Summary

Technical Problem

There is a need for educational devices that effectively stimulate cognitive skills in children through engaging and interactive activities, promoting learning and collaboration, while providing unique feedback mechanisms without the need for external supervision.

Method used

A device utilizing RFID technology with sound and light actuators, a microprocessor, and data storage, which processes RFID tag signals to provide feedback and manage game dynamics, fostering collaboration and teamwork among users.

Benefits of technology

The device enhances cognitive development by encouraging teamwork and logical reasoning through multi-sensory feedback, simplifying design, and enabling autonomous gameplay in educational and recreational settings.

✦ Generated by Eureka AI based on patent content.

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Abstract

A device for stimulating cognitive skills comprising a housing; at least two radio frequency identification (RFID) readers located within the housing; at least one sound actuator located within the housing; data storage means located within the housing; and a microprocessor located within the housing and being in data communication with the RFID readers, the at least one sound actuator and the data storage means, wherein the microprocessor is configured to receive inputs or signals from RFID readers; process each signal received from the RFID readers by comparing it with a database stored in the microprocessor, in order to identify the signal and obtain information from said signal; store the information in the data storage means; and emit an evaluation signal as feedback through the at least one sound actuator, once a certain amount of information has been stored. A kit comprising said device.
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Description

DEVICE FOR STIMULATING COGNITIVE SKILLS AND KIT COMPRISING SAIDDEVICEFIELD OF THE INVENTION

[0001] The present invention is generally related to the field of educational technology. More specifically, the invention is related to a device and kit comprising said device, wherein said device and kit allow cognitive challenges to children, thus stimulating and improving learning processes.BACKGROUND OF THE INVENTION

[0002] Educational technology is a field that focuses on the design, development and application of technological tools to improve teaching and learning processes. This area seeks to integrate technology effectively in the educational environment, taking advantage of its benefits to enrich the learning experience. This is particularly relevant at the initial levels of education (i.e., for children), since the technological nature of the available tools may be stimulating for children, thus promoting a more enthusiastic response to the proposed activities and achieving a greater assimilation of the intended teachings.

[0003] Patent application CN105457267A discloses a kid jigsaw puzzle machine based on RFID technology. The machine comprises a plurality of data reading units for reading the position of each puzzle piece and determining whether it has been placed correctly.

[0004] Utility model CN209895526U discloses a children cognition education system based on RFID, which detects RFID tags placed on different objects to be later identified by the system, which then emits a previously recorded sound message related to the corresponding object.

[0005] Utility model CN213987861U discloses an intelligent learning machine based on RFID technology. The machine comprises a plurality of RFID readers with card slots of different shapes, and a plurality of learning cards shaped such that each learning card can be inserted in the corresponding card slot.

[0006] However, there is a constant need for the development of additional devices applying educational technology for promoting and stimulating learning processes in children.SUMMARY OF THE INVENTION

[0007] The present invention is based on the use of RFID technology in a device for promoting learning in children, due to the inherent attractiveness this technology has for children. The device of the present inventions allows for the stimulation of cognitive skills through engaging and interactive activities that combine multi-sensory feedback with social interaction. It fosters collaboration and teamwork among users by encouraging them to analyze and solve challenges together. Additionally, the device provides a unique feedback mechanism using sound and light, which simplifies its design while maintaining its effectiveness in guiding users.

[0008] Accordingly, it is a first aspect of the present invention to provide a device for stimulating cognitive skills comprising: a housing; at least two radio frequency identification (RFID) readers located within the housing; at least one sound actuator located within the housing; data storage means located within the housing; and a microprocessor located within the housing and being in data communication with the RFID readers, the at least one sound actuator and the data storage means, wherein the microprocessor is configured to:(i) receive inputs or signals from RFID readers,(ii) process each signal received from the RFID readers by comparing said signal with a database stored in the microprocessor, in order to identify the signal and obtain information from said signal,(iii) store the information in the data storage means, and(iv) emit an evaluation signal as feedback through the at least one sound actuator, once a certain amount of information has been stored.

[0009] In an embodiment of the device of the present invention, each one of the at least one sound actuator is a sound source, preferably, a speaker.

[0010] In an embodiment of the device of the present invention, said device further comprises at least one light actuator. Preferably, each light actuator of the at least one light actuator comprises a plurality of LEDs which may be turned on and off independently by the microprocessor.

[0011] In an embodiment of the device of the present invention, the microprocessor is further configured to: (v) emit light feedback through the at least one light actuator.

[0012] It is a second aspect of the invention to provide a kit comprising: the device according to the first aspect; anda first set of electronic cards, wherein each electronic card of said first set of electronic cards comprises a RFID tag comprising a unique alphanumeric identifier.

[0013] In an embodiment of the kit of the present invention, the kit further comprises a second set of electronic cards, wherein each electronic card of said second set of electronic cards comprises a RFID tag comprising a unique alphanumeric identifier.BRIEF DESCRIPTION OF THE DRAWINGS

[0014] FIG. 1 A shows a perspective view of the device of the present invention.

[0015] FIG. IB shows a top view of the device of Figure 1A.

[0016] FIG. 1C shows the device of Figure 1 A with part of its housing partially removed to show the components located inside the housing.

[0017] FIG. ID shows components of the device of Figure 1A.

[0018] FIG. 2 shows exemplary electronic cards having a cognitive challenge at the top and two possible responses at the bottom thereof.

[0019] FIG. 3 shows a flowchart illustrating the process relative to a round evaluation.DETAILED DESCRIPTION OF THE INVENTION

[0020] The device and kit of the present invention will be described in detail below with reference to Figures 1A to 3.

[0021] The present invention represents an implementation of RFID technology in a device designed for promoting learning in children by means of recreational activities (i.e., a game) which may be readily carried out by children of a young age.

[0022] To this end, the device of the invention comprises a housing, at least two radio frequency identification (RFID) readers (or sensors), at least one sound actuator, data storage means and a microprocessor, each of the at least two RFID readers, the at least one sound actuator, the data storage means and the microprocessor being located within the housing.

[0023] The RFID readers used in the device of the invention may be any such RFID reader used in the art, capable of reading RFID tags and generating inputs (i.e., signals) associated with each RFID tag. For example, the RFID readers may be, but are not limited to, high-frequency RFID readers configured in the standard 13.56 MHz band. In addition, the RFID readers may generate signals orinputs when reading a RFID tag of an electronic card, as will be described below when describing the kit of the present invention.

[0024] The at least one sound actuator is a sound source (e.g. a speaker). Each sound source may have, but is not limited to, a power of 0.5W and an impedance of 8 ohms.

[0025] The device includes a memory shield configured to facilitate the integration of the data storage means. These data storage means may be, but are not limited to, a removable SD memory card. The removable SD memory card is preferably selected from the group consisting of a standard SD memory card, a SDHC memory card, a Micro SD memory card and a Micro SDHC memory card. The maximum storage capacity of said memory cards, as supported by the device, is preferably up to 32 GB for the SD and SDHC memory cards, up to 2GB for the Micro SD memory card, and up to 32 GB for the Micro SDHC memory card.

[0026] The microprocessor is in data communication with the RFID readers, the at least one sound actuator and the data storage means, and is configured to compute the operations of RFID readers and actuators distributed within the device. In addition, the microprocessor is in charge of managing the game dynamics, which are defined at code level. Correspondingly, the microprocessor is able to receive the readings obtained by the RFID readers, process each of said readings, and respond accordingly by generating stimuli (feedback) through the actuators.

[0027] The microprocessor may include, but is not limited to, specifications such as a 256 kB FEASH memory, a 8 kB SRAM, a 4 kB EEPROM, a maximum CPU frequency of 16MHz, and a maximum operating voltage of 6.0V (although it is recommended not to exceed 5 V).

[0028] The device may further comprise at least one light actuator comprising a plurality of LEDs which may be turned on and off independently by the microprocessor. Preferably, each light actuator is in the form of a ring comprising the plurality of LEDs distributed along its periphery. More preferably, the ring-shaped light actuator comprises 16 RGB NeoPixel 5050 WS2812 LEDs, and has an outer diameter of 45 mm, an inner diameter of 32 mm and a thickness of 3.25 mm.

[0029] The device of the present invention further comprises two push-type buttons, one of them is a power button and the other one is a reset button; and power supply means. The power supply means are preferably a battery that delivers a variable voltage with a maximum of 5V and allows the device to be used autonomously for more than 60 minutes.

[0030] The kit of the present invention comprises the device of the present invention and a first set of electronic cards, wherein each electronic card of said first set of electronic cards comprises a RFID tag comprising a unique alphanumeric identifier. This unique alphanumeric identifier makes it possibleto distinguish each of the electronic cards of the first set of electronic cards from each other. When one of the electronic cards is approached or placed on the location where an RFID reader is located, the RFID reader sends a corresponding signal to the microprocessor.

[0031] The first set of electronic cards can be referred as a set of problem cards since each of said cards comprises on one side thereof a cognitive challenge (e.g., a mathematical or geometrical problem) and at least two possible answers, only one of which is the correct answer. Each of these at least two possible answers corresponds to a respective RFID reader of the at least two RFID readers. In particular, the device of the present invention may comprise as many RFID readers as possible responses have the cards of the first set of electronic cards, with each RFID reader being located at a specific location in the device, each of said locations being referred herein as a response sector. For example, in one embodiment of the device of the present invention, the device may comprise two RFID readers, each located at one end of the device, this embodiment being suitable for when the cards have two possible responses. In another exemplary embodiment of the device of the present invention, the device may comprise four RFID readers, each located at one corner of the device, this embodiment being suitable for when the cards have between two and four possible responses.

[0032] In order for the user (or player) to know which response from the electronic card corresponds with which RFID reader, both the responses and the location where the RFID reader is located on the device have a feature that associates them. This feature is preferably a color, although other features such as symbols can be used. For example, when the device comprises only two RFID readers, each RFID reader being located at one end of the device, and a first set of electronic cards with two possible responses is used, the housing of the device may have a first color (e.g., blue) at one of said ends and a second color (e.g., red) at the other of said ends, and one of the two responses on said electronic cards will be of the first color and the other of the two responses will be of the second color. Figure 2 shows exemplary electronic cards having cognitive challenges at the top and two possible responses (each in a specific color) at the bottom thereof.

[0033] As previously described, the RFID reader sends a signal to the microprocessor when it reads (detects) an electronic card. The microprocessor will process the received signal, wherein such processing allows the microprocessor to identify which electronic card was read, for example, by comparing the alphanumeric identifier with a database previously stored in the microprocessor. In this way, the microprocessor will determine whether the answer is correct depending on which RFID reader the signal came from. More precisely, if the correct answer was the one with the first color, but the signal came from the RFID reader located at the end of the housing that has the second color, sincethe user determined that the correct answer was the one with the second color, the microprocessor will determine that the answer entered by the user is incorrect. Conversely, if the user had determined that the correct answer was the one with the first color and approached the electronic card close to the respective RFID reader (i.e., the RFID reader of the first color), the microprocessor will determine that the answer entered by the user is correct.

[0034] Additionally, the kit further comprises a second set of electronic cards, wherein each electronic card of said second set of electronic cards comprises a RFID tag comprising a unique alphanumeric identifier. This unique alphanumeric identifier makes it possible to identify the user (player), thus, this second set of electronic cards is necessary when there is more than one user (player) using the device of the present invention. Therefore, the second set of electronic cards can be referred as a set of player cards since each of said cards allow to identify a player. In this way, the microprocessor allows to recognize the number of users that will use the device according to the number of electronic cards of the second set of electronic cards that are detected by any of the RFID readers. It should be noted that for these cards of the second set of electronic cards it is indistinct which RFID reader performs the reading since the only purpose of these cards is to identify the players.

[0035] Additionally, the microprocessor when recognizing the signal from a card of the second set of electronic cards assigns a position to the user with respect to the device through a light actuator, for example, by turning on a LED that determines a direction and, consequently, the position in which the user should be located relative to the device. This position assigned to each user allows the microprocessor to assign turns to each user. More precisely, once all the users have been identified, the microprocessor will indicate, through the light actuator, whose turn it is to answer the cognitive challenge present on his or her electronic card of the first set of electronic cards. The microprocessor can indicate whose turn it is by turning on again the same light with which it indicated the position in which the corresponding player should be located.

[0036] It should be noted that before the device is put into operation, it can be configured for a certain number of players and rounds. The number of rounds is determined based on the number of players, while the number of players can be set, for example, through a configuration software that sets the microprocessor for the designated number of players. In addition, the difficulty of the game can be regulated according to the set of problem cards used, not only by the number of challenges to be solved, but also by the contents expressed in the cognitive challenges and possible answers.

[0037] The kit allows to carry out a method to stimulate cognitive skills. This method is described below.

[0038] Once the device is started by pressing the power button, the players must present on any of the response sectors the player card (i.e., a card of the second set of electronic cards) that identifies them. This allows the device to recognize the player and indicate, using a light actuator, the position in which he / she should stand in relation to the device. The player rises from his current position and sits in the place indicated by the light actuator. The same light signal that indicates where the players are to position themselves is used throughout the game to indicate the turn of each player in each round.

[0039] Then, each player takes a card from a deck corresponding to the first set of electronic cards (that is, the problem cards), views said card, and individually thinks of his or her answer as the color in which it appears (for example, either "blue" or "red"). The light actuator will indicate that it is the turn of one of the players, and he / she must then approach or pass his / her card through the response sector having the color corresponding to his / her answer. Regardless of whether the answer is correct or not, the device emits an audible feedback through the at least one sound actuator indicating that the system was able to take his / her answer and stores said answer (for example, red or blue) in the data storage means together with the following information, the timestamp (i.e., a number indicating the exact moment of the response), the card ID (i.e., the unique alphanumeric identifier associated with the problem card), the Player ID (i.e., the unique alphanumeric identifier associated with the player card), and an evaluation of the answer (i.e., if the answer is correct or incorrect)

[0040] After all players answer their corresponding cognitive challenges, the device will provide audible feedback regarding the evaluations (i.e., the device provides an evaluation feedback). The feedback can be a positive sound, in case all answers were correct, or a negative sound, in case one or more answers were incorrect, wherein by positive sound should be understood a sound that the players can clearly associate and distinguish as the round was completed without mistakes, and by negative sound should be understood a sound that the players can clearly associate and distinguish as the round has not been correctly completed given that there was at least one mistake in the answers delivered by the players.

[0041] If all the answers of the round were correct, the round ends by using the light actuator to report the points collected (or earned) in that round and the points collected so far in the game. If any of the answers of the first lap of said round were incorrect, the device will enable a new lap (second lap) where the objective will be to answer the same cards but collectively, until they are answered correctly. The device checks that the cards in the second lap are the same as in the first lap. This process is illustrated in the flowchart shown in Figure 3.

[0042] Each time a round ends, a score is presented. The scoring per round is automatic and depends on the number of laps used to complete the round. For example, using only one lap (i.e., when all answers were correct on the first attempt) leads to 2 points and using more than one lap leads to 1 point.

[0043] Once all the defined rounds have been completed, the device (i.e., the microprocessor) counts the total points and emits light feedback by turning on the number of LEDs corresponding to the total points obtained. At the same time that this feedback takes place, the device emits an audio feedback (or sound feedback) through the at least one sound actuator indicating the end of the game, wherein this audio feedback is different from the other audible feedbacks by having, for example, a different (e.g., longer) duration or a sound that the player can clearly associate and distinguish as the game being over.

[0044] Referring to Figures 1A to ID, a preferred embodiment of the device 100 of the present invention is shown. Particularly, in said preferred embodiment the device 100 comprises a housing 101, two radio frequency identification (RFID) readers 102, two sound actuators 103, a light actuator 104, data storage means (not shown), a microprocessor 105 and power supply means 106.

[0045] The housing 101 comprises a first end portion, a second end portion and a middle portion, wherein each of the first end portion and second end portion comprise therein one of the two RFID readers 102 and one of the two sound actuators 103, and wherein the middle portion comprises therein the light actuator 104, the data storage means, the microprocessor 105 and the power supply means 106. Additionally, said middle portion of the housing 101 comprises an opening through which the light actuator can be seen, allowing the users to receive the light feedback that the device 100 can emit.

[0046] As disclosed above, each of the first end portion and second end portion of the housing 101 correspond to a response sector, thus, each of said first end portion and second end portion are of a color corresponding to one of the possible answers of the problem cards. In addition, the middle portion of the housing 101 is in a neutral color (e.g., black) so that it is easily distinguishable from, and not confused with, the colors corresponding to the possible answers.

[0047] In this preferred embodiment, the two RFID readers 102 are high-frequency RFID readers configured in the standard 13.56 MHz band, the two sound actuators 103 are speakers having a power of 0.5 W and an impedance of 8 ohms; the light actuator 104 is a ring-shaped light actuator comprising 16 RGB NeoPixel 5050 WS2812 LEDs, and having an outer diameter of 45 mm, an inner diameter of 32 mm and a thickness of 3.25 mm; and the power supply means 106 are a battery that delivers avariable voltage with a maximum of 5 V and allows the device to be used autonomously for more than 60 minutes.

[0048] The data storage means is a removable SD memory card selected from the group consisting of a standard SD memory card, a SDHC memory card, a Micro SD memory card and a Micro SDHC memory card, wherein the maximum storage capacity of said memory cards, as supported by the device, is up to 32 GB for the SD and SDHC memory cards, up to 2GB for the Micro SD memory card, and up to 32 GB for the Micro SDHC memory card.

[0049] The microprocessor 105 is in data communication with the two RFID readers 102, the two sound actuators 103, the light actuator 104, and the data storage means. Therefore, the microprocessor 105 is configured to compute the operations of the two RFID readers and actuators (sound and light actuators) distributed within the device 100. In addition, the microprocessor is in charge of managing the game dynamics, which are defined at code level. Correspondingly, the microprocessor is able to receive the readings obtained by the RFID readers 102, process each of said readings, and respond accordingly by generating stimuli (i.e., feedback) through the actuators 103, 104.

[0050] In this preferred embodiment, the microprocessor has a 256 kB FLASH memory, a 8 kB SRAM, a 4 kB EEPROM, a maximum CPU frequency of 16MHz, and a maximum operating voltage of 6.0V (although it is recommended not to exceed 5V).

[0051] Finally, the device 100 comprises a power button and a reset button, wherein the power button allows to turn on and off the device 100 and the reset button allows to start again the game once a game is completed (i.e., all rounds are completed).

[0052] The device and kit of the present invention allow numerous advantages that distinguish it from existing technologies to stimulate cognitive development in children. Unlike purely digital solutions, the device and kit of the present invention foster collaboration and peer interaction, encouraging teamwork and communication among players while solving cognitive challenges and stimulating logical reasoning and problem-solving skills.

[0053] The device of the present invention allows a feedback mechanism that is unique in that it provides partial information to the players. While the device informs the players if there is at least one incorrect answer, it does not specify which answer is incorrect or who made the mistake. This encourages players to collaborate and analyze the challenges together to arrive at the correct solution collectively.

[0054] The device employs sound and light as feedback mechanisms (i.e., multi-sensory feedback mechanism), avoiding the need for an integrated display. This approach simplifies the design while maintaining an effective way to engage players and guide their actions throughout the game.

[0055] Finally, the device is equipped with software-automated dynamics that enable players to independently navigate the game without the need for external supervision. This autonomy makes it suitable for various settings, including educational environments and recreational spaces.

Claims

CLAIMS1. A device for stimulating cognitive skills comprising: a housing; at least two radio frequency identification (RFID) readers located within the housing; at least one sound actuator located within the housing; data storage means located within the housing; and a microprocessor located within the housing and being in data communication with the RFID readers, the at least one sound actuator and the data storage means, wherein the microprocessor is configured to:(i) receive inputs or signals from RFID readers,(ii) process each signal received from the RFID readers by comparing it with a database stored in the microprocessor, in order to identify the signal and obtain information from said signal,(iii) store the information in the data storage means, and(iv) emit an evaluation signal as feedback through the at least one sound actuator, once a certain amount of information has been stored.

2. The device according to claim 1 , wherein each one of the at least one sound actuator is a sound source.

3. The device according to claim 1, further comprising at least one light actuator.

4. The device according to claim 3, wherein each light actuator of the at least one light actuator comprises a plurality of LEDs which may be turned on and off independently by the microprocessor.

5. The device according to claim 3, wherein the microprocessor is further configured to: (v) emit light feedback through the at least one light actuator.

6. A kit comprising: the device according to claim 1 ; and a first set of electronic cards, wherein each electronic card of said first set of electronic cards comprises a RFID tag comprising a unique alphanumeric identifier.

7. The kit according to claim 6, further comprising a second set of electronic cards, wherein each electronic card of said second set of electronic cards comprises a RFID tag comprising a unique alphanumeric identifier.