Collaborative STEM Learning Device with Game Board and Point System

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Traditional pedagogical methods, such as lectures and individual studying, often fail to provide full comprehension of complex subjects like STEM disciplines, as they lack collaborative and interactive elements that foster deeper engagement and understanding.

Innovation Solution

A collaborative learning device and process that utilizes a game board with STEM subject indicators, where participants take turns answering written questions, discussing answers, and awarding points to encourage participation and collaborative learning.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If traditional pedagogical methods like lectures and individual studying are used, then teaching simplicity is maintained, but comprehension depth of complex subjects deteriorates

Engineering Contradiction:
Improvecomprehension depthVSAvoidlearning system complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The learning system is segmented into distinct game components: game board with STEM subject indicators, question cards, answer cards, markers for participants, and point tracking systems. This segmentation allows complex learning to be broken into manageable interactive elements that students can engage with individually while contributing to collective understanding.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from static lecture delivery to dynamic interactive gameplay where participants move markers, draw cards, reveal answers, and earn points. The game state changes continuously as students engage with different STEM subjects and questions, maintaining engagement while deepening comprehension through active participation.

Inventive Principle:
Principle #15Dynamics

2Reliability

If collaborative and interactive learning is implemented, then engagement depth improves, but system complexity increases

Engineering Contradiction:
Improveengagement depthVSAvoidcollaborative system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

Multiple learning functions are merged into a unified game system: individual knowledge demonstration, peer collaboration, point-based motivation, and STEM subject exploration all occur simultaneously within the same game framework. This merging creates a cohesive collaborative environment where engagement is sustained through diverse interactive elements working together.

Inventive Principle:
Principle #5Merging (Combining)

3Productivity

If game-based interactive learning is used, then learning engagement improves, but traditional teaching simplicity is lost

Engineering Contradiction:
Improvelearning engagementVSAvoidteaching simplicity
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The game system is designed to be self-regulating through built-in rules for turn-taking, card drawing, answer revealing, and point allocation. Students autonomously manage the learning process by following game mechanics, reducing the need for complex instructor intervention while maintaining high engagement through gamified structures.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20250186873A1Collaborative educational tool and process
Publication Date: 2025.06.12 SELDEN OWEN
  • US20250186873A1 patent drawing
  • US20250186873A1 patent drawing
  • US20250186873A1 patent drawing

AI summary

A collaborative learning device and processes for groups to enable each person of the group to learn difficult subject matter by answering written questions, awarding points, revealing answers, and discussing answers and concepts. The device and process promotes technology, science, engineering and math courses, sometimes known as STEM disciplines, through collaborative learning centered on the devices of the invention. Devices of the collaborative game are a game board with markers and written questions associated with STEM subject indicators on the game board. Participants take turns selecting questions, answering individually, revealing and collaboratively discussing answers, and awarding points for correct answers. Participants award points to the most collaborative participant, which encourages participation and input from the participants.