Programmable Gaming Card With Detachable Rule Sub-Boards
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Solution Overview
Problem
Current basic programming education for children relies on electronic products, leading to high education costs and potential vision loss, as well as addiction and decreased attention in non-electronic environments, while traditional card games lack flexibility and interest for children.
Innovation Solution
A programmable card system comprising a basic rule board and various types of game cards that allow children to create and modify game rules, incorporating conditional and loop statements, enabling solo play and integrating programming concepts into a fun card game experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If electronic products are used for basic programming education, then programming education effectiveness is improved, but education cost increases and children's vision health deteriorates
Solution Approach 1:
The patent replaces electronic computing devices with a mechanical card-based system. Children learn programming concepts through physical card manipulation, shape-matching connections, and tactile interaction with rule boards, substituting screen-based electronic learning with hands-on mechanical engagement that protects vision while maintaining educational effectiveness
Solution Approach 2:
The patent introduces physical cards as an intermediary between the child and programming concepts. The cards serve as a tangible mediator that translates abstract programming logic into concrete, manipulative objects with shape-matching mechanisms, allowing children to learn programming without direct exposure to harmful electronic screens
2Object-affected harmful factors
If traditional card games are used, then children can play without electronic products, but the game rules and content are fixed leading to loss of interest
Solution Approach 1:
The patent makes game rules dynamic and changeable through detachable rule boards and modifiable card configurations. Children can assemble different rule combinations, adjust game parameters, and create custom gameplay scenarios, transforming static traditional card games into adaptable, evolving experiences that maintain long-term interest
Solution Approach 2:
The patent divides game rules into separate, detachable rule board components that can be independently selected and reconfigured. This segmentation allows children to mix and match different rule sets, creating customized game experiences while maintaining the benefit of non-electronic play
3Object-affected harmful factors
If traditional card games are used, then children can play without electronic products, but children's creative ideas cannot be reflected in the game rules
Solution Approach 1:
The patent enables children to serve themselves as game designers by providing tools for independent rule creation and modification. Through shape-matching card connections and detachable rule boards, children can autonomously implement their own game ideas without requiring external programming assistance or electronic devices
Solution Approach 2:
The patent provides pre-designed card templates and rule board frameworks that children can readily assemble and modify. These preliminary structures serve as starting points that children can easily customize with their own creative ideas, lowering the barrier to rule modification while maintaining systematic organization
Data Source
AI summary
This invention discloses a programmable game card comprising a basic rule board and one or more different types of game cards. The basic rule board comprises a basic rule mainboard and a plurality of basic rule sub-boards, wherein the plurality of basic rule sub-boards are detachably connected to the basic rule mainboard in a shape-matching manner, and each of the basic rule sub-boards records a rule of the game, and the one or more different types of game cards comprise event cards. The event card comprises a direct execution event card, a conditional execution event card, and/or a loop execution event card. This application can not only educate children on programming during the game but also embody the novel ideas of children during the game in the rules of the card.


