Patents
Literature
Hiro is an intelligent assistant for R&D personnel, combined with Patent DNA, to facilitate innovative research.
Hiro

32 results about "Games for learning" patented technology

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

System for evaluating game play data generated by a digital games based learning game

Methods and devices for assessing a user's skill level in a field of expertise based on game play data generated by that user. In one embodiment, a user plays a game which simulates an auditing interview. The user selects predefined questions to ask a computer controlled interviewee and a game log of the questions asked, reactions to the questions, and other data is created. The game log is then sent to an assessment system with multiple assessment modules. Each assessment module analyzes the game play data for specific patterns in the questions being asked. Patterns such as the sequencing of questions, the type and frequency of questions asked, and whether specific questions are asked may then be tracked and assessed. Based on the results of the various assessment analyses, a final metric indicative of the user's skill level is calculated. Advice and tips for the user to increase his skill level may also be provided based on what patterns were found in the game play data.
Owner:CANADIAN STANDARDS ASSOCIATION

Systems and methods for online learning in a combined game and forum setting

The field of the invention relates to systems and methods that enable online learning in a game setting combined with community forum support and real world practice. In an embodiment, the system includes an online learning server system coupled to a public network and accessible to one or more users. The online learning server system is configured to retrieve a user's data in association with an educational game, determine at least one lesson, challenge, or mini-game, and provide the at least one lesson, challenge, or mini-game for playing. When the user unlocks a lesson or level in the game, the system unlocks the associated lesson or level in a forum associated with the game, and promotes the user to participate in the forum. At the completion of the learning game, the online learning server system calculates progress and level of the user, updates, and stores the user's data.
Owner:PIXLWISE

Math manipulative educational learning game

The present invention relates to a math manipulative educational learning game in which a plurality of rods are provided for use in various manipulative games designed to teach rudimentary arithmetic skills. In the preferred embodiment, the rods are of various lengths and / or volumes, with the shortest length comprising a unit length, and other rods being formed in integral multiples of the unit length. Various games are disclosed in which a child is encouraged to manipulate the rods in various ways and in order to learn various arithmetic lessons. For example, in one game a Game Master selects any of the rods except the rod having unit length and places it upon a game playing surface. Thereafter, the Partner must select a plurality of rods whose combined lengths equal the length of the rod played by the Game Master. These rods are laid end-to-end along side the rod played by the Game Master in order to demonstrate their length equality. The Game Master then selects another rod other than the rod of unit length and lays the second rod end-to-end with the first rod which the Game Master played. The Partner is again required to select a plurality of rods to whose combined lengths, when placed end-to-end with the rods already played by the Partner, equal the length of the rods played by the Game Master. The play continues in this manner until no more moves may be made from the selection of rods remaining. Other manipulative games are also disclosed.
Owner:BAUMGARTNER MARGARET E

Mathematics learning gamified platform, system and method for an electronic device

The present invention relates to the design and development of a learning game platform, system and method that is implemented in an electronic device to promote autonomous work and active learning, integrating all students, with self and peer assessment, supported by instructional videos that can be used for any subject / course implemented on electronic devices for the teaching and learning of mathematics, languages, physics or any other subject. Students can use this in the classroom or outside the classroom in an online, blended or flipped learning setup to study and solve problems, combining analog input and digital outputs.The innovative part of this platform is that it integrates: analog input; a gamification scheme; videos; levels of problems and levels of instructional videos, organized in a video-book; digital-portfolio; self-assessment and peer-assessment.Different difficulty levels of problems and of video instructional resolutions, self and peer-assessment is implemented to include all students and promote autonomous and active learning in a gamified platform to motivate students.The application of the present invention can be used for online, mobile, blended and flipped learning. Teachers can follow what students are doing in another back office application, which is also part of the system of the present invention.The present invention can be implemented also on electronic devices such as smartphones, tablets, etc. allowing students to use this it in the classroom or outside the classroom in a blended learning model to solve problems.The learning gamified platform, system and method, for an electronic device executing an application, comprises a server for a reading medium and storing user information, scores and user progress and e-portfolio within a play and learn app platform. The server communicates through the Internet with electronic devices having Internet access operated by at least one player. Registration means allows the player to register with and log on to the play and learn app. Also the app allows the teachers to follow the performance of the players and to improve some aspects of the teaching program in a given classroom.
Owner:FIGUEIREDO MAURO JORGE GUERREIRO

Learning The Game Sports Officiating Simulation Device

InactiveUS20100151927A1Improve officiating skillsFacilitates learning the rules of a particular sportVideo gamesSpecial data processing applicationsSports officialsGames for learning
An apparatus for simulating the experience of a sports official is disclosed. The apparatus includes a medium for displaying game content; a first input means for receiving a first input signal, wherein displayed game content is temporarily stopped or paused when a first input signal is received; and a timer for monitoring a pre-set time period for the display of game content.
Owner:MILES JACQUES

Mathematical studying game card

A game card of mathematic learning is prepared as setting cardinal number and variable number as well as mathematic operation relation on front and back surface of card, setting answer of operating variable number and cardinal number as both being set on front surface of card according to operation relation to be variable number on back surface of card, setting cardinal number on front and back surfaces of card to be the same.
Owner:杨道坤

Game for learning music fundamentals through visualization

A game facilitating teaching of music reading and learning in a fun way includes a pair of blinding glasses which completely deprive a wearer of sight, seven cubes having a magnet at their centers and engraved musical notes on some of their sides. A musical staff having palpable lines and spaces allowing for the receipt of a plurality of staff note pieces to designate musical scales or chords. A timing device offers the possibility of increasing the difficulty of game play by limiting the amount of time a participant has to complete an arrangement of game pieces.
Owner:KUMAR SAI

Card game for learning and practicing experience elements to players for the models of behavioral and financial success

A card game for teaching skills to players for the models of behavioral and financial success includes a financial center; simulated life event cards; different variable element cards; a plurality of different energy element cards; a plurality of different self energy element cards; and a plurality of different game recordation and learning reports wherein the player can declare a qualifier by reaching a qualified target, any qualifier who self-confident become the winner can declare a state of entering the final decisive contest to challenge the champion and announce how many cycles the competition ended Simultaneously, the final competition period should not be less than three times cycling trough the financial center and the game will be finished after these cycles. Scores of all players will be calculated after end with a genuine winner being declared thereafter. The winner is not only a qualifier but also the genuine victor.
Owner:CHUNG HUA UNIVERSITY

Using playstyle patterns to generate virtual representations of game players

PendingCN111744193AReduced networking requirementsMathematical modelsArtificial lifeGame playerUser input
The invention discloses using playstyle patterns to generate virtual representations of game players. In various embodiments of the present disclosure, playstyle patterns of players are learned and used to generate virtual representations (''robot(bots)'') of users. Systems and methods are disclosed that use game session data (e.g., metadata) from a plurality of game sessions of a game to learn playstyle patterns of users, based on user inputs of the user in view of variables presented within the game sessions. The game session data is applied to one or more machine learning models to learn playstyle patterns of the user for the game, and associated with a user profile of the user. Profile data representative of the user profile is then used to control or instantiate bots of the users, orof categories of users, according to the learned playstyle patterns.
Owner:NVIDIA CORP

Immersive programming language learning system

The invention relates to an immersive programming language learning system. The system can be arranged in a servo host, and the servo host is connected with a plurality of operation end devices through a network. The system comprises a communication module, a login module, a program installation suite downloading module, a data database module and an analysis and comparison module. The data can bestored by using a traditional relational database or permanently stored by using a blockchain technology. According to the learning game displayed by the hardware architecture and the application program installed by the program installation suite, an operator of a kindergarten can be immersed in the game in a dragging mode and learn English and programming grammar at the same time under the guidance of voice in cooperation with animation demonstration.
Owner:庞国臣

Educational and socially interactive learning game and method

The educational and socially interactive learning game includes a plurality of game boards, each game board having different uniquely identifiable indicia; a plurality of sets of game pieces, each game board having a corresponding set in which each game piece has the same identifiable indicia as the corresponding game board; a die having indicia on its faces, each game board having a face of the die bearing its corresponding identifiable indicia; and a plurality of game cards. Each player begins with a game board and corresponding of game pieces. Once the die is cast, the player who cast the die must ask a question eliciting personal information from the player whose game board corresponds to the indicia on the die, or play an educational game with that player. The players then exchange game pieces. The game ends when one player obtains a game piece from each of the other players.
Owner:DAYROFA COMPANY FOR GAMES W L L

Truck line building board game and method of play thereof

A truck line building board game for learning major highway travel routes and for learning to build and manage a truck line, wherein players travel a map board along major highways between a starting city and a destination city, and obtain payment for the distance travelled. Money earned is utilized to purchase additional trucks, wherein the trucks serve as a multiplier for the money received for travelling a particular route.
Owner:WRIGHT GLENN E

Parental monitoring of multiplayer game chat

A background application running on a child computing device periodically takes screenshots which are samples of what the child is viewing. If the child is playing a video game, text can be extracted from the screenshot within areas of the screen that chat is known to be displayed for the particular game. A cloud computing platform provides services for machine learning (ML) to analyze the chat text to ascertain a likelihood that the chat includes bullying or sexual predation. If it appears likely, the game is disabled and a notification is sent to a parental monitoring application along with a copy of the offensive chat. The parent can override the determination, and in this case, the user application running on the child computing device is re-enabled. The parent's action either to override the determination or to let it stand is then fed back to the ML model so that the ML model continues to learn the semantics of in-game chat based on the parental feedback.
Owner:GAMESAFE INC

Board game for learning arithmetic

A board game for a plurality of players to learn arithmetic by playing the game with game pieces representative of the players. Each of the players has a first number of tokens, and the game is played on a game board with a dice rollable to advance the game pieces. The board game comprises a vessel for storing a second number of tokens. The game board comprises a plurality of locations extended around a perimeter of the game board. The plurality of locations is delineated for advancement of the game pieces according to a roll of the dice. Each delineated location indicates an arithmetic function operable by each of player based on their corresponding first number of tokens, when the representing game piece arrives on each delineated location.
Owner:BALASEKARAN G

Chinese language learning game system and achieving method

The invention discloses a Chinese language learning game system which comprises a registry unit, a login unit, a game unit, an alert unit, an information obtaining unit, and an information transformation unit. The registry unit is connected with the login unit, the login unit is connected with the game system, the information transformation unit is connected with the registry unit, the login unit and the game unit, the information transformation unit is connected with the alert unit, and the information transformation unit is connected with the information obtaining unit; the information obtaining unit comprises a voice input module, a text input module and an image input module; the information transformation unit comprises a voice processing module and an image processing module. The game system provides a one-to-one learning platform for Chinese language learners, and the game is divided into a poetry module, a song module and a prose module, gamers can choose game projects according to their own hobbies, learn while playing games, and improve their learning interests and learning progress.
Owner:合肥充盈信息科技有限公司

Auxiliary device for Chinese learning of overseas students

The invention discloses a Chinese learning auxiliary device for overseas students, and the device comprises a display panel, one surface of the display panel is provided with a plurality of observation holes, the display panel is provided with a display mechanism at each observation hole, and each display mechanism comprises a conveying pipe, a driving part disposed on the conveying pipe, and a plurality of word boards. Chinese words can be arranged on different word boards and displayed through all the observation holes in the display panel, a user can conveniently recognize the Chinese words or combine the Chinese words according to words and sentences on the different word boards, and therefore a single-person or multi-person learning game can be achieved, the word boards in all the conveying pipes can be conveyed to the observation holes one by one through the driving part, under the cooperation of a limiting piece and the word boards, after the previous word board of a conveying pipe is taken out, the next word board can be automatically filled, so that a user can learn in a game, and the Chinese learning efficiency and the learning interestingness are improved.
Owner:HUAIAN COLLEGE OF INFORMATION TECH

Support for electronic devices with an attachment to child seats

An electronic device support for attachment to child seats that has a bracket that sits atop one of the arms of the child seat. The bracket has an adjustable strap attached to one side. The strap is wrapped around the arm of the child seat and secured. It can be pulled tight to secure the bracket. The bracket has a center bridge, which spans the top of the child seat arm. A goose-neck pole, approximately 24-36 inches long is attached to the center of the bridge and extends upwards therefrom. The goose-neck pole can be positioned at a comfortable angle and height for use of the device by the child. At the top of the goose-neck is a device holder designed to hold a smartphone or tablet. In this way, a child can watch videos, play learning games or do other activities all while staying safe in the child seat.
Owner:HAMBY CHARLES

Infant interactive learning editing method based on ant colony algorithm

The invention discloses an infant interactive learning editing method based on an ant colony algorithm. The method comprises the following steps: S1, establishing mobile terminal video education software based on the ant colony algorithm; s2, optimizing the ant colony algorithm; s3, performing interest analysis on the facial expression of the child based on the video; and S4, analyzing the emotion of the child based on the facial expression. By establishing mobile terminal video education software, interactive learning game elements are added in the process that children watch videos and read picture books, so that the children learn and memorize in the happy game process, and meanwhile the interest of the children in learning is cultivated.
Owner:上海艾因思萌信息科技有限公司
Who we serve
  • R&D Engineer
  • R&D Manager
  • IP Professional
Why Patsnap Eureka
  • Industry Leading Data Capabilities
  • Powerful AI technology
  • Patent DNA Extraction
Social media
Patsnap Eureka Blog
Learn More
PatSnap group products