US20040188941A1 - Sesquiptm - Google Patents

Sesquiptm Download PDF

Info

Publication number
US20040188941A1
US20040188941A1 US10/787,486 US78748604A US2004188941A1 US 20040188941 A1 US20040188941 A1 US 20040188941A1 US 78748604 A US78748604 A US 78748604A US 2004188941 A1 US2004188941 A1 US 2004188941A1
Authority
US
United States
Prior art keywords
area
student
words
vocabulary
clues
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
Application number
US10/787,486
Inventor
Robert Levin
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from US10/092,959 external-priority patent/US20020125638A1/en
Application filed by Individual filed Critical Individual
Priority to US10/787,486 priority Critical patent/US20040188941A1/en
Publication of US20040188941A1 publication Critical patent/US20040188941A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0423Word games, e.g. scrabble

Definitions

  • the present invention is a vocabulary building method that uses a vocabulary building exercise that utilizes definitional clues to decipher a common phrase, name, thing, or title in such a way as to provide educational value by building a student's vocabulary in a recreational fashion.
  • the game can be tailored to the educational level of the student by varying the complexity of the puzzle to be solved. It can also be adapted to a variety of media including but not limited to print media forms such as in a newspaper or puzzle book, as a board game, as an Internet game, or as a computer game.
  • SESQUIPTM from sesquipedalian . . . given to the use of complex words is a vocabulary building method utilizing a vocabulary building exercise that can be attempted by one or more students.
  • the student(s) are presented with a common title, name, thing, or phrase such as “All Dogs Go To Heaven” using words that may not be common to the student (e.g., Curs are supernally fated in every case).
  • the student uses his vocabulary to decipher the common phrase, name, thing or title. If the student cannot accomplish this by use of his current vocabulary, the student is presented with a number of clues, each of which provides the definition of one or more of the unknown words. After each clue, the student again attempts to decipher the correct phrase, name, thing or title.
  • a scoring scheme can be used to track the progress of each of the student(s).
  • Examples of vocabulary building games are disclosed in U.S. Pat. No. 3,678,602. Games using clues are disclosed in U.S. Pat. Nos. 3,117,789 and 4,607,848. Games that require the player to determine the meaning of foreign phrases are disclosed in U.S. Pat. No. 1,146,808 and British Patent 1,159,120. Other games require the matching of cards where a word and its synonym are on different cards or use morphemes or cyphertext (U.S. Pat. Nos. 1,538,156; 3,678,602; and 5,479,506). None of these games disclose the method of this application where the vocabulary is built by the use of a sesquipedalian using common titles, names, things, or phrases as its root. Similarly the present invention's use of definitional clues for assisting the student in determining the meaning of the sesquipedalian is also unique in this context.
  • FIG. 1 is a view of SESQUIPTM vocabulary building method in an embodiment suitable for print, computer, or Internet play including three phrases, names, titles or things to determine along with a series of definitional clues for assistance in determining the answer.
  • the object of the method of the present invention is to decipher the meaning of a common title, name, thing, or phrase from the sesquipedalian (word or string of not commonly known complex words) presented. If it can not be determined directly from the sesquipedalian by use of the student's own vocabulary, one or more of the definitional clues can be used to assist in determining its meaning thus increasing the student's vocabulary.
  • FIG. 1 shows one possible layout for the method. It includes the method's title 1 , a section of instructions 3 including a scoring system 4 , and a series of vocabulary building exercises (sesquipedalian) 5 , 9 , & 13 . Also described is the category of the sesquipedalian 6 , 10 , & 14 . With each vocabulary building exercise is a series of clues 7 , 11 , & 15 which can be used to assist the student in deciphering the sesquipedalian. It also contains an area that contains the answer 23 and an area that can be used to keep score 17 which includes a difficulty level 19 and an area for your score 21 .
  • a student studies the vocabulary building exercise (sesquipedalian) in light of the category, and using his or her current vocabulary level attempts to decipher its meaning. If the student is successful, he or she receives the full number of points for that exercise along with a bonus 4 for not needing to use any of the clues and records his or her score in the space provided 21 . If the student is unable to decipher the exercise, he or she can use a definitional clue 7 , 11 , or 15 to aid the student in determining the sesquipedalian. Each clue provides a definition of one of the unknown words in the sesquipedalian. After studying the clue, the student again attempts to decipher the sesquipedalian.
  • the student has increased his or her vocabulary, does not receive the bonus points 4 associated with using the clue and his or her score is recorded in the scoring area 21 .
  • the use of the definitional clues continues until the sesquipedalian is correctly determined or the student has used all the clues thus revealing the deciphered exercise and increasing his or her vocabulary recording the appropriate score.
  • students can work independently and compare scores or they can work together on an exercise. Student(s) can also check their vocabulary level against a predetermined expert score 19 and use that as an indication of his or her skill level.
  • the novelty of the present invention is the use of a sesquipedalian as the means for developing vocabulary building exercises at various educational levels using common titles, names, things, or phrases.
  • a further novelty of the present invention is in its use of definitional clues for presenting the student with help in determining the sesquipedalian.

Landscapes

  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Electrically Operated Instructional Devices (AREA)

Abstract

The present invention is a vocabulary building method that utilizes a vocabulary building exercise that converts common phrases, names, tides, or words into complex and generally not commonly known words (sesquipedalian). By use of definitional clues, the student attempts to determine the meaning of the common phrase, name, title or word thus increasing the student's vocabulary.

Description

  • This is a continuation of application Ser. No. 10/092,959, filing date Feb. 04, 2002.[0001]
  • BACKGROUND OF THE INVENTION
  • The present invention is a vocabulary building method that uses a vocabulary building exercise that utilizes definitional clues to decipher a common phrase, name, thing, or title in such a way as to provide educational value by building a student's vocabulary in a recreational fashion. The game can be tailored to the educational level of the student by varying the complexity of the puzzle to be solved. It can also be adapted to a variety of media including but not limited to print media forms such as in a newspaper or puzzle book, as a board game, as an Internet game, or as a computer game. [0002]
  • BRIEF SUMMARY OF THE INVENTION
  • SESQUIP™ (from sesquipedalian . . . given to the use of complex words) is a vocabulary building method utilizing a vocabulary building exercise that can be attempted by one or more students. The student(s) are presented with a common title, name, thing, or phrase such as “All Dogs Go To Heaven” using words that may not be common to the student (e.g., Curs are supernally fated in every case). The student uses his vocabulary to decipher the common phrase, name, thing or title. If the student cannot accomplish this by use of his current vocabulary, the student is presented with a number of clues, each of which provides the definition of one or more of the unknown words. After each clue, the student again attempts to decipher the correct phrase, name, thing or title. If the student accomplishes this, he or she now knows the definitions of the other unknown words without the use of the clues. In either case, if by use of the clue(s) or discovering the meanings by association after deciphering the common title, name, thing, or phrase; the student has increased his or her vocabulary. A scoring scheme can be used to track the progress of each of the student(s). [0003]
  • Examples of vocabulary building games are disclosed in U.S. Pat. No. 3,678,602. Games using clues are disclosed in U.S. Pat. Nos. 3,117,789 and 4,607,848. Games that require the player to determine the meaning of foreign phrases are disclosed in U.S. Pat. No. 1,146,808 and British Patent 1,159,120. Other games require the matching of cards where a word and its synonym are on different cards or use morphemes or cyphertext (U.S. Pat. Nos. 1,538,156; 3,678,602; and 5,479,506). None of these games disclose the method of this application where the vocabulary is built by the use of a sesquipedalian using common titles, names, things, or phrases as its root. Similarly the present invention's use of definitional clues for assisting the student in determining the meaning of the sesquipedalian is also unique in this context.[0004]
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a view of SESQUIP™ vocabulary building method in an embodiment suitable for print, computer, or Internet play including three phrases, names, titles or things to determine along with a series of definitional clues for assistance in determining the answer.[0005]
  • DETAILED DESCRIPTION OF THE INVENTION
  • The object of the method of the present invention is to decipher the meaning of a common title, name, thing, or phrase from the sesquipedalian (word or string of not commonly known complex words) presented. If it can not be determined directly from the sesquipedalian by use of the student's own vocabulary, one or more of the definitional clues can be used to assist in determining its meaning thus increasing the student's vocabulary. [0006]
  • FIG. 1 shows one possible layout for the method. It includes the method's [0007] title 1, a section of instructions 3 including a scoring system 4, and a series of vocabulary building exercises (sesquipedalian) 5, 9, & 13. Also described is the category of the sesquipedalian 6, 10, & 14. With each vocabulary building exercise is a series of clues 7, 11, & 15 which can be used to assist the student in deciphering the sesquipedalian. It also contains an area that contains the answer 23 and an area that can be used to keep score 17 which includes a difficulty level 19 and an area for your score 21.
  • To begin, a student studies the vocabulary building exercise (sesquipedalian) in light of the category, and using his or her current vocabulary level attempts to decipher its meaning. If the student is successful, he or she receives the full number of points for that exercise along with a [0008] bonus 4 for not needing to use any of the clues and records his or her score in the space provided 21. If the student is unable to decipher the exercise, he or she can use a definitional clue 7, 11, or 15 to aid the student in determining the sesquipedalian. Each clue provides a definition of one of the unknown words in the sesquipedalian. After studying the clue, the student again attempts to decipher the sesquipedalian. If he or she is successful, the student has increased his or her vocabulary, does not receive the bonus points 4 associated with using the clue and his or her score is recorded in the scoring area 21. The use of the definitional clues continues until the sesquipedalian is correctly determined or the student has used all the clues thus revealing the deciphered exercise and increasing his or her vocabulary recording the appropriate score.
  • If more than one student is participating, students can work independently and compare scores or they can work together on an exercise. Student(s) can also check their vocabulary level against a [0009] predetermined expert score 19 and use that as an indication of his or her skill level.
  • The novelty of the present invention is the use of a sesquipedalian as the means for developing vocabulary building exercises at various educational levels using common titles, names, things, or phrases. A further novelty of the present invention is in its use of definitional clues for presenting the student with help in determining the sesquipedalian. [0010]
  • The present invention has been described in detail above by way of a specific example and in a specific embodiment for purposes of illustration only. The invention is not intended to be limited by this description [0011]

Claims (6)

I claim:
1. An educational method for increasing a student's vocabulary comprising the steps of:
identification of a vocabulary building exercise utilizing commonly known person, place, thing, event, tide, phrase, or quote consisting of one or more words;
obscuring said words by substituting one or more of said words with lesser known words;
presenting said lesser known words to a student;
said student using his vocabulary knowledge of said lesser known words to decipher
said commonly known person, place, thing, event, title, phrase, or quote.
2. The method of claim 1 further comprising the step of:
providing said student with one or more definitional clues which are the meaning of one or more of said lesser known words.
3. The method of claim further comprising the steps of:
providing said student with one or more definitional clues which are the meaning of one or more of said lesser known words and
providing a means for scoring the amount of help that use of one or more of said definitional clues which are the meanings of one or more of said words provided said student.
4. A means for displaying an educational method for increasing a student's vocabulary comprising:
an area 1 for displaying the lesser know words;
an area 2 for displaying the commonly known person, place, thing, event, title, phrase, or quote;
said area 1 not within the same sight as area 2.
5. The claim in 4 further comprising:
an area 3 for displaying one or more definitional clues which are the meanings of said lesser known words
said area 3 not within the same sight of said area 1 and said area 2.
6. The claim in 4 further comprising:
an area 3 for displaying one or more definitional clues which are the meanings of said lesser known words;
an area 4 for displaying scoring indicia for the help provided by definitional clues which are the meanings of said lesser known words;
said area 3 near said area 4; and
said area 3 not within the same sight as said area 1 and said area 2.
US10/787,486 2002-03-04 2004-02-24 Sesquiptm Abandoned US20040188941A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US10/787,486 US20040188941A1 (en) 2002-03-04 2004-02-24 Sesquiptm

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US10/092,959 US20020125638A1 (en) 2000-06-09 2002-03-04 Sesquip
US10/787,486 US20040188941A1 (en) 2002-03-04 2004-02-24 Sesquiptm

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
US10/092,959 Continuation US20020125638A1 (en) 2000-06-09 2002-03-04 Sesquip

Publications (1)

Publication Number Publication Date
US20040188941A1 true US20040188941A1 (en) 2004-09-30

Family

ID=32986397

Family Applications (1)

Application Number Title Priority Date Filing Date
US10/787,486 Abandoned US20040188941A1 (en) 2002-03-04 2004-02-24 Sesquiptm

Country Status (1)

Country Link
US (1) US20040188941A1 (en)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20090042648A1 (en) * 2007-08-07 2009-02-12 Phelps Jr William G System and method for interactive entertainment
US20090236802A1 (en) * 2008-03-18 2009-09-24 Colas Sean J Word game using stylized letters that share at least one common side
US20090253113A1 (en) * 2005-08-25 2009-10-08 Gregory Tuve Methods and systems for facilitating learning based on neural modeling
KR101033523B1 (en) * 2008-11-10 2011-05-09 고려대학교 산학협력단 Linear solar energy concentrator and its application apparatuses

Citations (24)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1146808A (en) * 1915-02-25 1915-07-20 Shrewsbury B Miller Playing-cards.
US1538156A (en) * 1925-02-19 1925-05-19 Vernon D Beatty Card game
US3117789A (en) * 1958-05-07 1964-01-14 Muriel M Wiebe Decoding game apparatus
US3678602A (en) * 1970-01-28 1972-07-25 Anthony A Alam Vocabulary building game cards and holder
US3935651A (en) * 1975-06-10 1976-02-03 Mankoff Robert T Vocabulary playing cards
US4171816A (en) * 1977-08-25 1979-10-23 Hunt Gene C Grammar or language game apparatus
US4607848A (en) * 1984-09-17 1986-08-26 Maguire Hugh P Word game involving the use of mosaic score and strategy boards
US4884816A (en) * 1988-03-23 1989-12-05 Ford Kenneth R Thesaurus game apparatus
US5120066A (en) * 1990-11-01 1992-06-09 Cohen Jack L Method of playing a thesaurus game
US5282631A (en) * 1992-09-22 1994-02-01 Baker Dorothee A Cross-word board game construction system and method
US5288068A (en) * 1989-08-04 1994-02-22 Way With Words, Inc. Word game system
US5297801A (en) * 1992-09-28 1994-03-29 Croker John H Synonym and antonym question and answer board game
US5479506A (en) * 1989-07-13 1995-12-26 Rehm; Peter H. Cryptographic guessing game
US5813672A (en) * 1997-07-17 1998-09-29 Loud, Jr.; Jewel O. Word puzzle and game
US5820386A (en) * 1994-08-18 1998-10-13 Sheppard, Ii; Charles Bradford Interactive educational apparatus and method
US6019372A (en) * 1998-02-24 2000-02-01 Polaski; Richard Frank Rhyming word game
US20010049273A1 (en) * 2000-05-30 2001-12-06 Konami Corporation Authentic person identification
US6412781B1 (en) * 2000-04-17 2002-07-02 Richard Lund Vocabulary word game
US6422561B1 (en) * 1999-10-06 2002-07-23 Jimmy Dale Schroeder Word search based board game with directional tiles
US6623009B1 (en) * 2002-04-22 2003-09-23 Clement L. Kraemer Word-phrase card game
US6634644B2 (en) * 2002-01-23 2003-10-21 Jeffrey W. Falana Concealment-type word puzzle/game
US20040002043A1 (en) * 2002-06-10 2004-01-01 Peter Dowrick Diagnostically and audibly responsive computer learning memory game and system provided therefor
US6702581B1 (en) * 2003-02-05 2004-03-09 Winona P. Walker Vocabulary teaching system
US6761356B1 (en) * 2002-10-26 2004-07-13 William Jacobson Educational card game

Patent Citations (24)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1146808A (en) * 1915-02-25 1915-07-20 Shrewsbury B Miller Playing-cards.
US1538156A (en) * 1925-02-19 1925-05-19 Vernon D Beatty Card game
US3117789A (en) * 1958-05-07 1964-01-14 Muriel M Wiebe Decoding game apparatus
US3678602A (en) * 1970-01-28 1972-07-25 Anthony A Alam Vocabulary building game cards and holder
US3935651A (en) * 1975-06-10 1976-02-03 Mankoff Robert T Vocabulary playing cards
US4171816A (en) * 1977-08-25 1979-10-23 Hunt Gene C Grammar or language game apparatus
US4607848A (en) * 1984-09-17 1986-08-26 Maguire Hugh P Word game involving the use of mosaic score and strategy boards
US4884816A (en) * 1988-03-23 1989-12-05 Ford Kenneth R Thesaurus game apparatus
US5479506A (en) * 1989-07-13 1995-12-26 Rehm; Peter H. Cryptographic guessing game
US5288068A (en) * 1989-08-04 1994-02-22 Way With Words, Inc. Word game system
US5120066A (en) * 1990-11-01 1992-06-09 Cohen Jack L Method of playing a thesaurus game
US5282631A (en) * 1992-09-22 1994-02-01 Baker Dorothee A Cross-word board game construction system and method
US5297801A (en) * 1992-09-28 1994-03-29 Croker John H Synonym and antonym question and answer board game
US5820386A (en) * 1994-08-18 1998-10-13 Sheppard, Ii; Charles Bradford Interactive educational apparatus and method
US5813672A (en) * 1997-07-17 1998-09-29 Loud, Jr.; Jewel O. Word puzzle and game
US6019372A (en) * 1998-02-24 2000-02-01 Polaski; Richard Frank Rhyming word game
US6422561B1 (en) * 1999-10-06 2002-07-23 Jimmy Dale Schroeder Word search based board game with directional tiles
US6412781B1 (en) * 2000-04-17 2002-07-02 Richard Lund Vocabulary word game
US20010049273A1 (en) * 2000-05-30 2001-12-06 Konami Corporation Authentic person identification
US6634644B2 (en) * 2002-01-23 2003-10-21 Jeffrey W. Falana Concealment-type word puzzle/game
US6623009B1 (en) * 2002-04-22 2003-09-23 Clement L. Kraemer Word-phrase card game
US20040002043A1 (en) * 2002-06-10 2004-01-01 Peter Dowrick Diagnostically and audibly responsive computer learning memory game and system provided therefor
US6761356B1 (en) * 2002-10-26 2004-07-13 William Jacobson Educational card game
US6702581B1 (en) * 2003-02-05 2004-03-09 Winona P. Walker Vocabulary teaching system

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20090253113A1 (en) * 2005-08-25 2009-10-08 Gregory Tuve Methods and systems for facilitating learning based on neural modeling
US20090042648A1 (en) * 2007-08-07 2009-02-12 Phelps Jr William G System and method for interactive entertainment
US7909695B2 (en) 2007-08-07 2011-03-22 Idea Storm Products, Llc System and method for interactive entertainment
US20110133408A1 (en) * 2007-08-07 2011-06-09 Phelps Jr William G Method and system for game play
US20090236802A1 (en) * 2008-03-18 2009-09-24 Colas Sean J Word game using stylized letters that share at least one common side
US7758047B2 (en) * 2008-03-18 2010-07-20 Colas Sean J Word game using stylized letters that share at least one common side
KR101033523B1 (en) * 2008-11-10 2011-05-09 고려대학교 산학협력단 Linear solar energy concentrator and its application apparatuses

Similar Documents

Publication Publication Date Title
US6910893B2 (en) Card game for learning
US20080096171A1 (en) System and method for improving reading skills
US6966556B1 (en) Word building and spelling card game
US6702581B1 (en) Vocabulary teaching system
US5816574A (en) Game for learning foreign languages
US20110195391A1 (en) Method of learning arithmetic
US20040188941A1 (en) Sesquiptm
Miller et al. Beyond facts: Objective ways to measure thinking
McConkey et al. Games for learning to count
Bourne et al. Train your mind for peak performance: A science-based approach for achieving your goals
Edwards The effect of idioms on children's reading and understanding of prose
US20020125638A1 (en) Sesquip
US20080252014A1 (en) Game and method for teaching
KR20090013627A (en) Pattern training game tool for the construction of english sentences
Katemba VOCABULARY ENHANCEMENT USING CROSSWORD PUZZLE (WORD LINK) & GTM
AU2008243277B2 (en) System for enhancing literacy development
AU688578B2 (en) A game for learning foreign languages
Mariyah THE USE OF WORD GAMES TO TEACH VOCABULARY TO STUDENTS AT SMP AL-ISLAH SURABAYA THESIS
US20060232010A1 (en) Speak up & get it right!
US20100001469A1 (en) Run On Sentences Card Game
US20050073104A1 (en) Game
Smith et al. Spelling for Writing: Instructional Strategies.
US20040113365A1 (en) Educational learning game and a method therefor
GB2400047A (en) A board game based on music
Canney Making games more relevant for reading

Legal Events

Date Code Title Description
STCB Information on status: application discontinuation

Free format text: ABANDONED -- AFTER EXAMINER'S ANSWER OR BOARD OF APPEALS DECISION