Card-Type Learning Tool for Systematic Knowledge Retention

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Solution Overview

Problem

Conventional learning methods for examinations and national qualifications often lack engagement and efficiency, as they do not effectively facilitate systematic knowledge acquisition and retention.

Innovation Solution

A card-type learning tool and apparatus that uses a game-like interface with cards featuring questions on one side and answers on the other, allowing players to alternate asking and answering questions, with a game mat design that tracks progress and includes reference cards for deeper learning, enabling systematic knowledge acquisition and retention.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If conventional learning methods are used to acquire knowledge systematically, then learning accuracy is improved, but learning engagement deteriorates and learners easily lose interest

Engineering Contradiction:
Improvelearning accuracyVSAvoidlearning engagement
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The patent creates a copy of traditional card games (like poker or bridge) that replicates the familiar structure and gameplay mechanics, but substitutes learning content for gambling or competitive elements. This allows learners to engage with systematic knowledge acquisition through a familiar and enjoyable format, resolving the contradiction between accuracy and engagement

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent transforms the parameters of traditional games by changing their purpose and content while maintaining structural integrity. By adjusting the game rules to incorporate systematic learning sequences and knowledge hierarchies, it maintains engagement while improving learning accuracy through structured content delivery

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If card games are designed mainly for play to increase engagement, then learning effectiveness deteriorates because systematic knowledge acquisition is not facilitated

Engineering Contradiction:
Improvelearning engagementVSAvoidsystematic knowledge acquisition
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The patent divides the game into distinct functional segments: cards represent individual knowledge units with questions on one side and answers on the other, while the game mat provides structured zones for organizing cards by subject, difficulty, or progression stage. This segmentation enables systematic knowledge acquisition while maintaining game engagement

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a multi-functional system where cards serve both as game pieces for engagement and as structured learning tools for systematic knowledge acquisition. The game mat similarly functions as both a playing surface and an organizational tool, enabling the system to fulfill multiple purposes simultaneously and resolve the contradiction between engagement and effectiveness

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Reliability

If simple repetition is used in learning to improve retention, then learning efficiency deteriorates due to loss of interest and time consumption

Engineering Contradiction:
Improveknowledge retentionVSAvoidlearning efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent incorporates periodic review mechanisms into the game structure, where cards are cycled through different play scenarios and the game mat provides zones for organizing cards by review frequency. This periodic engagement with knowledge material maintains retention while preventing boredom through varied gameplay contexts, improving both reliability and productivity

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS8702434B2Card-type learning tools, learning apparatuses, programs for learning apparatuses, and recording media therefor
Publication Date: 2014.04.22 SANZE
  • US8702434B2 patent drawing
  • US8702434B2 patent drawing
  • US8702434B2 patent drawing

AI summary

An offensive player operates input means (32) to display on a display screen (31), one or more associated problems from a plenty of problems stored in a memory (42), so that the offensive player and a defensive player both input answers. According to the results (correct or incorrect) of the inputted answers, a damage point is given to the player who has lost. When the damage point of the partner player reaches a predetermined value, a plurality of associated problems are represented. Moreover, two areas (11, 12) are displayed on the display screen (31) for the offensive player and the defensive player. A card (3) for representing the problem this time is placed in the area (11 or 12) of the player who has won. Only when the area (11) is full of cards (3) and the area (12) has a card, a plurality of associated problems may be represented. The present invention enables players to get a systematic knowledge while enjoying a match, thereby increasing the learning effect.