Computer-Aided Educational Table Game Design for Practical Literacy
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Solution Overview
Problem
Current educational table games lack the ability to effectively cultivate practical literacy and issue handling skills, and their design process is complex and costly, often resulting in inefficient outcomes due to unclear system analysis and poor game content configuration.
Innovation Solution
A computer-aided design system and method that includes a data storage device, processing device, file outputting device, and graphical user interface to streamline the design process by providing selectable templates and analytical tools for educational table games, allowing designers to efficiently create games focused on literacy cultivation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If designers manually analyze and design educational table games based on literacy cultivation, then the games can address educational needs, but the design process becomes complex and time-consuming
Solution Approach 1:
The system pre-establishes literacy analysis models, game element libraries, and design templates before the actual design process. These preliminary structures include predefined literacy dimensions, game mechanics, and content frameworks that can be directly applied, eliminating the need for designers to create these from scratch and significantly reducing design time while maintaining educational quality
Solution Approach 2:
The computer system acts as an intermediary between educational theory and game design practice. It processes literacy requirements through automated analysis models and translates them into game design specifications, bridging the gap between abstract educational goals and concrete game implementations without requiring designers to manually perform complex analytical work
2Adaptability or versatility
If designers create custom art and accessory files for table games, then the games can be visually appealing, but the workload and costs increase significantly
Solution Approach 1:
The system utilizes template-based copying for game art and accessory files. Pre-designed templates for game boards, cards, and other components can be reused and adapted across different game designs, eliminating the need to create unique visual assets from scratch for each project while maintaining professional quality and reducing workload
3Loss of information
If educational table games focus on knowledge transfer, then learning content can be delivered, but practical literacy and issue handling skills are not cultivated
Solution Approach 1:
The system segments game design into distinct functional modules: knowledge delivery components and practical skill cultivation components. This segmentation allows both objectives to be addressed simultaneously through different game elements - knowledge is delivered through structured content while practical skills are developed through scenario-based problem-solving activities and decision-making mechanics
Data Source
AI summary
The invention discloses a computer aided design system and method for an educational table game. A plurality of predetermined objects, a plurality of predetermined hierarchical subjects, a plurality of predetermined learning contents, a plurality of predetermined game rule templates, a plurality of predetermined game scene templates, and a plurality of predetermined game accessory templates are previously provided. For the educational table games, a selected object is selected from the predetermined objects is selected, and a selected hierarchical subject is selected from the predetermined hierarchical subjects. Then, at least one selected learning content is selected. Next, a set game rule is set. Afterward, a set game scene is set. Then, a set game accessory package file is set. Finally, a game plan file is generated, and the game plan file and the set game accessory package file are output.


