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116 results about "Educational game" patented technology

Electronic educational game set having communicating elements with a radio-frequency tag

The invention relates to a game set which comprises communicating elements, in the form of pieces, figurines, cards or dice, each having a radio-frequency tag provided with an individual identification code. A game board comprises a digital processing circuit which is connected to a plurality of antennas, arranged such as to form a sensor matrix, for detecting the presence, type and position of the communicating elements. Radio-frequency readers are respectively connected to m corresponding input / output terminals of the digital processing circuit. Each radio-frequency reader is connected to an associated group of antennas, preferably by means of a corresponding multiplexer. The game board may consist of a removable assembly of basic boards, each comprising a basic digital processing circuit which is connected to the antennas of the corresponding basic board.
Owner:FRANCE TELECOM SA

Method for dynamically adjusting an interactive application such as a videogame based on continuing assessments of user capability

A method of balancing a user's input to an interactive computer program with the program's output is obtained by continually measuring the difference between the user's input and the program's output and adjusting one or more parameters of the program's output so that the difference from the user's performance is progressively reduced. The adjustment may be obtained dynamically through negative feedback dampening of the measured difference (delta) between user input and program output, and / or by selection of predetermined apposite values for program output corresponding to the measurement of user input. The adjustment results in dynamic generation and / or selection of premodeled segments of interactive output in closer balance with user input. The adjustment method can be applied to video games, educational games, productivity programs, training programs, biofeedback programs, entertainment programs, and other interactive programs. In video games, the adjustment method results in balancing user performance with game difficulty for a more engaging game experience. It can also enable embedded advertising to be triggered when the user is in an optimum state of engagement. The adjustment method may be performed by projecting future trends of user performance, selecting predetermined or dynamically determined levels of value, modifying user control of input devices, or even modifying the program's challenges to user capability over time.
Owner:CONKWRIGHT GEORGE COLBY

Gaming platform for the development and execution of customized games and game components

InactiveUS20140087355A1High activityEnabling social interactionElectrical appliancesEducational gameQuestions and answers
A computerized educational game includes multiple formats for questions on a variety of topics related to health, wellness and education and other topics. In one embodiment, questions and answers for the game are stored so that the individual questions can be downloaded in more than one format. For example, the questions and answers may be stored so that they can be answered as “fill in the blank” questions in which the user must supply an answer. The same question may be formatted as a multiple choice question, in which the user is required to select a correct answer from among a plurality of answers. The questions and answers may also be formatted for use in multiple game formats, e.g., a quiz game, a puzzle game, a choose-best-from-list game, a matching game, or a reverse quiz game in which an answer is supplied and the player guesses or selects the question.
Owner:GAMEMETRIX SOLUTIONS

Jigsaw educational game

A Jigsaw educational game in one aspect therefore the invention resides in a jigsaw puzzle game comprising in combination, a plurality of jigsaw sheets or boards representing a geographical region e.g. continents or islands of the world; a plurality of jigsaw pieces for assembling on or in the jigsaw sheets or boards; question and answer means relating to the subject matter of the jigsaw sheets or boards and pieces, and rules for playing the jigsaw game wherein the winner is the first player to complete a jigsaw and has the right to earn further points by questioning the other players from the question and answer means, and wherein the rules further provide for the exchanging of jigsaw pieces between players to complete their individual jigsaws.
Owner:COCIS FLORICA +1

Educational game for teaching chess through example

A chess-like game method and apparatus are disclosed. The game includes a gameboard (10) or gameboard representation having a central chess board (20) capable of occupation by two sets of chess pieces, one light and the other dark. A chess-move storage device stores representations of example moves by the chess pieces on the chess board (20). A randomizing means is utilized to introduce the element of chance and to assign a prediction regarding the type of chess piece which will be captured next according to the example moves. After this prediction is assigned, the example moves by the chess pieces result in a captured chess piece. If the captured chess piece matches the selected prediction, then the piece is scored. Otherwise, it is temporarily stored in a corral (40) or its equivalent for later scoring opportunities. The game is played by one or multiple players, depending on the chosen embodiment. In playing marker embodiments, playing markers (12) are driven around a game track (30) by dice, some having chess piece designations thereon. Chess dice (14) and chess symbol spots (34) function as part of the randomizing means for this embodiment. In a playing card embodiment, predictions are made by placing playing cards (100) that were drawn from a draw pile (102) on top of the nearest play pile (104). The randomizing means for this embodiment is playing cards (100). An efficient indexing system and chess-move storage device are disclosed for the playing marker and playing card embodiments. In addition to the software equivalents of the above embodiments, a similar software technique is disclosed that trains players to quickly visualize possible chess movements.
Owner:CARMICHAEL CRAIG G +1

System and method for teaching curriculum as an educational game

ActiveUS20200051460A1User performanceAugments the scientific propertyElectrical appliancesTeaching apparatusEducational gameSystems thinking
An educational game (and learning management system and methods pertaining to the same) can be configured for the effective teaching of advanced educational curriculum, such as STEM subjects for high school and above. The educational game is configured to integrate social context, real scientific principles and strategic tradeoffs within game mechanisms. This covert teaching and testing environment promotes exploration, individualized discovery, repeat engagement, and systems thinking and planning skills. The educational game can be dynamically and procedurally generated.
Owner:PLASMA GAMES LLC

Systems and methods for providing educational games for use by young children, and digital storage mediums for storing the educational games thereon

InactiveUS20080070682A1Increase hand-eye coordinationIncrease fine motor skillVideo gamesSpecial data processing applicationsEducational gameDigital storage
Systems and methods are provided that enable young children (e.g., toddlers to pre-kindergarten aged children) and / or persons with disabilities to easily play, and effectively learn from, interactive, educational, and entertaining games. The edutainment game may be a series of instructions stored on a digital storage medium for use with a game system. The young child or person with a disability may play the game using a wireless, handheld controller that is easily graspable, maneuverable, and manipulatable, and the young child or person with a disability may play the game alone or with supervision from another person. The edutainment games may include one or more learning tools (or learning games), emphasizing skills such as, for example, color, shape, and / or sound recognition; puzzle-solving; navigation; number recognition, counting, and / or ordering; alphabet and reading / writing; etc. These skills may be emphasized individually or in various combinations.
Owner:NINTENDO OF AMERICA

Educational learning system and method

The present invention shows a learning system including game components and a method of using the game components that constitute an educational game. The game components have a container which has a plurality of compartments plus a plurality of individual flash cards that display educational content on one or both faces of the individual flash cards. The method of use can be a single-user or multi-user both of which enables learning and mastering information. The method of use provides learners with systematic repetitive learning methods that ensure multiple exposures to flash cards containing educational content which have not yet be mastered by a learner. The method of use also precisely tracks and organizes the progress made by learners and systematically directs the learner's efforts towards individual flash cards that have not yet been mastered and away from individual flash cards that have already been mastered. The multi-user method of use encourages a competitive educational game. The learning system allows learners to reap the benefits of a personalized and customized learning experience without the need for direct teacher involvement.
Owner:CHANDLESS STEVE

Multi-sided media viewer and technique for media association

Provided is multi-sided media viewer and tTechnique for media association. A system provides a multi-sided media viewer capable of displaying media assets from an electronic archival news and content database. Each side of the media player contains different information regarding the media asset. A primary side 202 of the media asset may display a media asset related to an educational program, such as a course curriculum or the like. The secondary sides of the media viewer may contain additional information regarding that media asset, including personalized information generated by a system user as well as automatically populated information, such as information collected from other external news services or content providers. The system may further provide an educational game in which users are encouraged to find and draw connections between media assets to create an interconnection of related news items. The multi-sided media viewer may be a two-sided cue card, or a multidimensional news or content element having any number of sides depending on the additional information to be displayed with the media asset.
Owner:NBCUNIVERSAL

Interactive handheld apparatus with stylus

An interactive, handheld apparatus is provided. The apparatus includes a housing, a display screen on the housing, an electronic position location system, a stylus for selecting images on the display screen, a directional control pad on the housing and a memory device. The electronic position location system includes a processor that is capable of determining a location of a selected region of the display screen. The memory device includes computer code for an educational game and is operatively coupled to the processor.
Owner:LEAPFROG ENTERPRISES

Educational game and activity

InactiveUS20070269773A1Reduce maintenance costsEasy to learn and engage in by young childrenCosmonautic condition simulationsCard gamesEducational gameGraphics
The present invention provides an educational game and activity that helps children develop fitness skills and color, number, and shape recognition abilities. The game includes a set of activity cards containing a front surface and a back surface. The front surface has an activity pictorial representation, three numbers of repetitions inside the shape of a heart, octagon or pentagon, with dots matching that amount, and an activity title located thereon. The back surface has a shape title, a shape pictorial representation, and a color title located thereon. The game also preferably includes a die used to randomly select at least one activity card from the set of activity cards. The die can contain either color designations corresponding to the color titles on the activity cards, or shape designations corresponding to shape titles and shape pictorial representations on the activity cards. The die is used to select an activity card, the activity thereon is then performed for the number of repetitions listed on the card.
Owner:SLADE SANDRA MARIE

Education Game Systems and Methods

InactiveUS20130323692A1Easy to testFun learning environmentElectrical appliancesEducational gameUser interface
The present disclosure provides education game systems and methods that display key words and distractor words simultaneously across a user interface such that a student can practice identifying and applying key words to improve their overall score on standardized exams.
Owner:NERDCOACH

Educational game

An instructional board of computer game defines a path of movement for a number of game “pieces” that are moved along the path a number of “stops” as determined by a die or other random device. Associated with the stops and color or otherwise visually coded therewith are sets of cards bearing the questions all relating to a subject of instruction. Game rules call for a player or team whose piece lands on a stop “owned” by another player or team to answer a question printed on the face of the card of the other player. A correct answer earns points for the answering player or team as well as for the team or player that poses the question. “Free” stops imprinted on the board or programmed into the computer display are locations where the game rules call for a player whose piece lands there to obtain points without answering a question because the “free” stop is associated with worthwhile activity the player is deemed to have participated in. Preferably, the game is associated with a lesson plan devoted to the subject that is the theme of the game. In one particular embodiment the subject is public policy.
Owner:SOTO SUSAN LYNN

Game system for gamification evaluation of children's multiple-intelligence education

The invention discloses a game system for gamification evaluation of children's multiple-intelligence education. The game system comprises a game client, a database server and a Web server connected to the database server; the game client is formed by children end modules and parent end modules. By the arrangement, game evaluation indexes, evaluation rules and game resources can be updated in realtime, and solutions of teaching are guided by evaluating children's intelligence development abilities and giving out evaluation results in a game manner; the evaluation results and evaluation processes are fed back to parents, teachers or experts in real time, and development of children's related abilities is promoted through the teaching game system.
Owner:HOHAI UNIV CHANGZHOU

Educational card game system

An educational game system offers fun and effective ways to readily learn about equivalent values in prevalent measurement or counting systems. These may include fractions, percentages, decimals and degrees. This child-friendly game system can include a set of playing cards and a measure. It is a low cost yet effective math learning tool. Interchangeable indicia such as symbols, words and pictures depict face values. These make play and learning accessible to all. Addition, subtraction, multiplication and division are supported. Even players unskilled in the prevalent measurement or counting system or in the underlying math may determine a group value. Cards denote hints and game strategies. The system supports existing and original card games. It may appeal to players of all ages and levels of mathematical proficiency from novices to experts. Game developers may customize the system for any application or market.
Owner:MILLER ANTHONY

Simulated interactive financial education game

A simulation game method is disclosed for teaching basic personal financial skills and the application thereto of character, time management, responsibility, and accountability. A user completes instruments such as checks and time slips, and receives directly responsive financial statements, such as bank statements and credit card statements, as well as financial demands such as invoices and credit card statements that simulate both planned and unexpected expenses. A simulated game period, such as six weeks, can proceed at a compressed rate. The game can require incurring of debt, but allow for debt elimination through skillful financial management. Guidance and suggestions can be provided by a managing staff, and a game score can be based on demonstrated financial responsibility and / or quality of life achieved. The game can be played using paper statements prepared by a supervising staff, on a local computer, or on a remote computer accessed over the internet.
Owner:THOMPSON SARA J +1

Animation method and appratus for educational play

A play-oriented workstation is disclosed that has a worktable where an articulatable 2-D or 3-D character is placed among scenery items, an angularly displaceable positioning arm attached to the worktable, a digital camera pivotably attached to the positioning arm and streamlined control key functions that provide creative flexibility and functional transparency. The workstation selectably displays either a real-time video feed from the digital camera in the capture mode on a video screen or else, in the display mode, a stored image that is designated as the current image in response to actuation of a mode key. Pressing a capture / confirm key in the capture mode, captures and stores an image from the video feed as a current image in memory, and re-positioning the articulatable character each time the capture / confirm key is pressed stores images that can subsequently be retrieved as a temporal sequence of stored images as a movie in display mode. Pressing the play key in display mode alternately displays the stored sequence of stored images as a movie and pauses the movie at a new current image and pressing or holding left and right arrow keys changes the current image displayed by the video screen. Alternatively, after the delete key is pressed the arrow keys select whether one or more images will be deleted and the capture / confirm key enables the action selected by the delete key. Image sequences can be exported by the controller from working memory to portable storage such as SD / MMC cards. Sound effects and voice-overs can be imported from pre-recorded SD / MMC cards or recorded and exported to an SD / MMC card for archival storage and sound effect selector keys are provided for selecting individual sound effects.
Owner:JAZWARES

Educational game method and game device for escaping from fire scene

The invention relates to an educational game method and game device for escaping from a fire scene. The educational game method comprises the following steps of: firstly, displaying a game picture of a virtual fire disaster scene which comprises a virtual object at least; and then, judging whether a mouse cursor is moved to the virtual object or not, if so, displaying knowledge of escaping from the fire scene corresponding to the virtual object; and finally, judging whether an execution command corresponding to the virtual object is received or not, if so, executing an action corresponding to the virtual object. By the adoption of the educational game method and device for escaping from the fire scene, players can learn the knowledge and the skills of escaping from the fire scene while experiencing the game.
Owner:洪荣昭

Professional educational game

A professional educational game provides continuing education for the staff and others in a professional environment. Players play independently of one another as their schedules permit. A round of the game may extend for a few days, up to a few weeks. A relatively large game board includes a series of cover flaps attached thereto. Each flap conceals a statement relating to the profession of the players; statements are preferably in the form of a response to a question. The statements are preferably arranged in a matrix according to subject area and degree of difficulty. Players take one or more response sheets from a receptacle, lift the cover flap(s) to the statement(s) or question(s) selected, and note their response(s) to the statement(s) or question(s) on their response sheet(s). The game organizer may provide one or more prizes for the top placing player or players, at the end of each round.
Owner:REED MARTHA E

Planar Sided Case with Multiple Magnetically Engageable Activities

InactiveUS20100066017A1Easy to transportEasy to employBoard gamesWhiteboardEducational game
A portable activity device for playing entertaining and educational games and activities. The activities may also be adapted for provision of physical therapy and occupational therapy. The device features a case having an accessible cavity for storage of activity components. A side surface of the case is magnetically receptive to the activity components which have magnets upon them. The device maintains the activity pieces in place in moving vehicles allowing children to play games during travel without the risk of sharp movements causing the game parts to fall. A white board on the exterior surface is provided which may be employed with markers stored in the cavity.
Owner:GOWRI MAYA +1

Interactive educational game

An interactive game for teaching children the concept of matching and the skills of writing and drawing. The game includes a plurality of game pieces having game piece indicia thereon, and at least one game board having game board indicia thereon. A player may select a game board and a game piece from the plurality of game pieces, match the game piece indicia of a selected game piece with a corresponding game board indicia. The player may then trace a symbol associated with the matched indicia within a tracing area or write or draw something associated with the matched indicia within a drawing area.
Owner:SHALIT ROBYN
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