FR2474728A1 - Educational toy with microprocessor for progressive learning - has programmes held in replaceable memory modules associated with question and answer sheets - Google Patents

Educational toy with microprocessor for progressive learning - has programmes held in replaceable memory modules associated with question and answer sheets Download PDF

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Publication number
FR2474728A1
FR2474728A1 FR8001579A FR8001579A FR2474728A1 FR 2474728 A1 FR2474728 A1 FR 2474728A1 FR 8001579 A FR8001579 A FR 8001579A FR 8001579 A FR8001579 A FR 8001579A FR 2474728 A1 FR2474728 A1 FR 2474728A1
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France
Prior art keywords
questions
microprocessor
question
answers
memory modules
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FR8001579A
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French (fr)
Inventor
Philippe Formet
Francis Roch
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Individual
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Individual
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Priority to FR8001579A priority Critical patent/FR2474728A1/en
Publication of FR2474728A1 publication Critical patent/FR2474728A1/en
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    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B7/00Electrically-operated teaching apparatus or devices working with questions and answers
    • G09B7/06Electrically-operated teaching apparatus or devices working with questions and answers of the multiple-choice answer-type, i.e. where a given question is provided with a series of answers and a choice has to be made from the answers
    • G09B7/08Electrically-operated teaching apparatus or devices working with questions and answers of the multiple-choice answer-type, i.e. where a given question is provided with a series of answers and a choice has to be made from the answers characterised by modifying the teaching programme in response to a wrong answer, e.g. repeating the question, supplying further information
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • A63F9/183Question-and-answer games electric
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • A63F2009/2483Other characteristics
    • A63F2009/2491Other characteristics with a detachable memory

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • Educational Administration (AREA)
  • Educational Technology (AREA)
  • General Physics & Mathematics (AREA)
  • Multimedia (AREA)
  • Toys (AREA)

Abstract

The toy allows a series of questions to be asked of the student, with each answer selected from a number of possibilities, the questions being in any order. The student can correct the incorrect answers. The toy uses a microprocessor with various programmes stored in interchangeable memory modules, with the questions and answers recorded on transparent plastics sheets each relating to a specific programme. The questions are made visible by illuminating the sheet from underneath at respective points via an array of controlled lamps. The answer is pref. entered by operating one of a number of response buttons and a display for correct or incorrect illuminated in dependence on the student response. The programmes can be updated as the ability of the student progress by replacing the memory modules.

Description

JEU EDUCATIF PERMETTANT GRACE A UN MICROPROCESSEUR
D'AVOIR UN CHEMINEMENT PEDAGOGIQUE
Le présent appareil concerne les jeux éducatifs électroniques du type "question-reponse", permettant de faire correspondre une réponse à chaque question posée.
EDUCATIONAL GAME WITH A MICROPROCESSOR
TO HAVE AN EDUCATIONAL PATHWAY
This device concerns electronic educational games of the "question-answer" type, making it possible to match an answer to each question asked.

Les jeux existant actuellement sur le marché ne sont guère qu'un câblage fait dans le corps de l'appareil et reliant deux points précis. Ces points sont des petites pastilles métallique. Il suffit d'y appliquer deux stylets. Le premier est relié à un pôle d'une pile électrique. Avec celui-ci on touche une des pastilles qui se trouvent du côté des questions. Ceci fait que le courant électrique arrive à la première pastille et est renvoyé à une seconde qui se trouve parmi celles situées du côté réponse par l'intermédiaire du câblage. Le deuxième stylet est posé sur la deuxième pastille et repart à une lampe alimentée par l'autre pôle de la pile. Le courant étant établi lors de la touche du deuxième stylet avec la deuxième pastille, la lampe s'allume.Si l'on ne met pas le stylet sur la bonne pastille, la lampe ne s'allume pas. The games currently on the market are little more than wiring made in the body of the device and connecting two specific points. These points are small metallic pellets. Just apply two styli. The first is connected to a pole of an electric battery. With this one touches one of the pastilles which are on the side of the questions. This causes the electric current to arrive at the first pad and is returned to a second which is among those located on the response side via the wiring. The second stylus is placed on the second tablet and goes back to a lamp powered by the other pole of the battery. The current being established when the second stylus is touched with the second tablet, the lamp lights up; if the stylus is not put on the correct tablet, the lamp does not light up.

Sur ces pastilles on pose une grille de carton sur laquelle est imprimé: sur une moitié les questions (par ex. On these tablets we put a cardboard grid on which is printed: on one half the questions (e.g.

chat, chien, sanglier etc.), et sur l'autre moitié des réponses (chaton, chiot, marcassin etc.). Ces noms sont positionnés au-dessus des pastilles métalliques et un évidement est fait dans le carton à l'emplacement de celles-ci afin que les stylets puissent les toucher. Donc l'enfant va poser le stylet sur une pastille question (dans l'exemple un nom d'animal), et trouver la réponse de l'autre côté (le nom du petit de l'animal). Lorsqu'il touchera la bonne pastille, la lampe s'allumera signifiant que la réponEe est juste.cat, dog, wild boar etc.), and on the other half of the responses (kitten, puppy, wild boar, etc.). These names are positioned above the metal pellets and a recess is made in the cardboard at the location of these so that the styluses can touch them. So the child will put the stylus on a question mark (in the example an animal name), and find the answer on the other side (the name of the animal's cub). When it touches the right pad, the lamp will light up, indicating that the answer is correct.

Ce type d'appareil présente les désavantages suivants: bien que les grilles de questions puissent être changées, le câblage reste le même. De ce fait l'enfant finit à force d'exercices par connaître un certain nombre de positions. This type of device has the following disadvantages: although the question grids can be changed, the wiring remains the same. Thus the child ends up by dint of exercises by knowing a certain number of positions.

Par conséquent sur un certain nombre de questions, l'enfant fera allumer la lampe sans même connaître la réponse.Therefore on a number of questions, the child will turn on the lamp without even knowing the answer.

L'enfant choisit lui-même les questions (l'appareil n' étant pas en mesure de le questionner). S'il est un peu paresseux, il choisira celle dont il connait les réponses et laissera tomber les autres. The child chooses the questions himself (the device is not able to question him). If he's a little lazy, he'll choose the one he knows the answers for and drop the others.

L'appareil n'est pas en mesure d'aider un enfant à trouver ses erreurs. I1 s'agit uniquement d'un tâtonnement. The device cannot help a child find his mistakes. It is only a trial and error.

Les questions sont simples. I1 n'est pas possible d'avoir des combinaisons de questions simples et questions complexes, (addition de plusieurs éléments d'une question débouchant sur une réponse). The questions are simple. It is not possible to have combinations of simple questions and complex questions (addition of several elements of a question leading to an answer).

L'appareil selon l'invention permet d'éviter ces incorvéni- ents:
En effet, il pose de lui-même les questions à l'enfant et permet de changer les emplacements des questions et des réponses; et de plus permet des cheminements pédagcgiques pour trouver les solutions.
The apparatus according to the invention makes it possible to avoid these disadvantages:
In fact, he asks the child questions himself and allows the question and answer locations to be changed; and moreover allows educational pathways to find solutions.

Les questions sont posées par un programme mémoire qui est relié à un microprocesseur qui se trouve dans l'appareil. The questions are asked by a memory program which is connected to a microprocessor located in the device.

I1 suffit de changer le programme pour avoir des dispositions différentes. It is enough to change the program to have different arrangements.

La grille questions-réponses sera imprimée sur des plaques de plastique transparent, sous lesquelles se trouvent les voyants lumineux. Le voyant allumé indique la question qui lui sera superposée. Les plaques seront interchangeables, ce qui permettra d'aborder des sujets variés (jeux logiques, mathématique, lecture, grammaire, géographie etc.). (Fig.2)
En dessous des voyants se trouveront des contacts permettant de donner les réponses en appuyant dessus. Le dessin des plaques sera fait de telle manière qu'elles indiquent les motifs représentant les questions, et les motifs représentant les réponses. (Fig.2).
The question and answer grid will be printed on transparent plastic plates, under which the indicator lights are located. The lit indicator indicates the question which will be superimposed on it. The plates will be interchangeable, which will make it possible to approach various subjects (logical games, mathematics, reading, grammar, geography etc.). (Fig. 2)
Below the indicators will be contacts allowing to give the answers by pressing on them. The plates will be drawn in such a way that they indicate the patterns representing the questions, and the patterns representing the answers. (Fig. 2).

En cas d'erreur, le fait d'avoir un programme établi à l'avance permettra de revenir à un niveau antérieur et de reposer d'autres questions qui aideront l'enfant à trouver son erreur. If you make a mistake, having a program established in advance will allow you to return to a previous level and ask other questions that will help the child find his error.

Les dessins annexés permettront de se représenter la structure de l'appareil ainsi que son fonctionnement. The accompanying drawings will show the structure of the device and its operation.

Tel qu'il est représenté dur la figure I, l'appareil comporte un boitier (1) en deux parties. A l'intérieur de celui-ci se trouve une plaque qui est un circuit imprimé (2) sur laquelle prennent place des composants électroniques et un microprocesseur. Cette plaque est le micro ordinateur servant à faire fonctionner l'appareil. As shown in Figure I, the device comprises a housing (1) in two parts. Inside it is a plate which is a printed circuit (2) on which take place electronic components and a microprocessor. This plate is the microcomputer used to operate the device.

Sur la face supérieure du boitier se trouvent des rangées de voyant lumineux (3). Chaque ampoule (7) est reliée au micro ordinateur. En dessous de chaque voyant se trouve une touche de contact (4) se rapportant à la lampe considérée. Cet élément est aussi relié au micro ordinateur. Deux voyants VRAI-FAUX seront reliés au micro ordinateur. Une cassette mémoire (5) indiquera la programme à suivre. Elle sera amovible. Un interrupteur à plusieurs positions (6) permettra de sélectionner le programme dans le cas où il y en a plusieurs dans la même mémoire. Un bouton marche-arrêt mettra l'ensemble sous tension. On the upper side of the housing are rows of indicator lights (3). Each bulb (7) is connected to the microcomputer. Below each indicator is a contact button (4) relating to the lamp in question. This element is also connected to the microcomputer. Two TRUE-FALSE indicators will be connected to the microcomputer. A memory cassette (5) will indicate the program to be followed. It will be removable. A multi-position switch (6) will select the program if there are several in the same memory. An on-off button will turn on the power.

Sur la face supérieure viendra se poser, sur les voyants lumineux, la plaque de plastique transparent, et imprimée, concernant le programme considéré. Des évidements seront faits au niveau des contacts. On the upper side will come to rest, on the indicator lights, the transparent, printed plastic plate, relating to the program considered. Recesses will be made at the contact level.

Lorsque l'on voudra utiliser l'appareil, il suffira de sélectionner une plaque en plastique, la positionner et mettre en place la mémoire s'y rapportant. Le cas échéant, il faudra indiquer le prcgramme choisi, si la cassette en comporte plusieurs, par l'intermédiaire du bouton à plusieurs position (6) On appuie sur le bouton "marche"et le programme démarre. L'ordinateur pose la première question en allumant des lampes. Le motif imprimé se trouvant sur la (ou
Ies) lampe(s) allumée(s) sont les questions. Le dessin composant la plaque indiquera quels sont les éléments réponse et les élements question. Celles-ci peuvent être compo sées d'une seule lampe (par exemple pour des questions de géographie: questions-pays; réponses capitale) ou de la combinaison de 2 ou 3 lampes (addition de nombres, combinaison de figures géométriques).
When you want to use the device, simply select a plastic plate, position it and set up the related memory. If necessary, it will be necessary to indicate the prcgram chosen, if the cassette contains several, by means of the button with several positions (6) The button "start" is pressed and the program starts. The computer asks the first question by lighting lamps. The printed pattern on the (or
Ies) lit lamp (s) are the questions. The drawing making up the plate will indicate which are the answer elements and the question elements. These can be composed of a single lamp (for example for questions of geography: questions-countries; capital answers) or of the combination of 2 or 3 lamps (addition of numbers, combination of geometric figures).

Cette méthode de lampes qui s'allument permet de revenir en arrière en cas d'erreur afin d'aider l'enfant à trouver celle-ci. Dans le cas de questions à plusieurs éléments, il est possible de revenir à des questions plus simples (soit d'après le libellé, soiten réduisant le nombre de lampes allumées) pour que l'utilisateur découvre de lui-.  This method of lamps that light up allows you to go back in case of error in order to help the child find it. In the case of questions with several elements, it is possible to return to simpler questions (either according to the wording, or by reducing the number of lamps lit) so that the user discovers of himself.

même sa faute.even his fault.

Ce type de grille en plastique transparent, sous laquelle s'allument des lampes permet d'avoir des questions posées dans tous les sens de la plaque (horizontalement, verticalement, etc.). This type of transparent plastic grid, under which lamps light up, allows questions to be asked in all directions of the plate (horizontally, vertically, etc.).

L'alimentation de cet appareil se fera soit par piles électriques normales, soit par piles rechargeables, ou par branchement au réseau. Ceci reste à déterminer. The power supply of this device will be either by normal electric batteries, or by rechargeable batteries, or by connection to the network. This remains to be determined.

L'appareil peut être utilisé dans de nombreux domaines. The device can be used in many areas.

Le principal est celui du jouet où les enfants auront un jeu intelligent leur permettant de se faire intérroger et de se faire reprendre en cas d'erreur. Le domaine de l'enseignement est aussi visé avec cet appareil; en effet, il est possible d'adapter des programmes dans des domaines aussi variés que le calcul, la logique, la grammaire etc.The main one is that of the toy where the children will have an intelligent game allowing them to be questioned and to be caught in the event of error. The field of education is also targeted with this device; Indeed, it is possible to adapt programs in fields as varied as calculation, logic, grammar etc.

Dans le cas des écoles maternelles. il peut être un extraordinaire instrument d'éveil, car il allie l'attrait du jeu avec l'enseignement. In the case of nursery schools. it can be an extraordinary instrument of awakening, because it combines the attraction of the game with teaching.

De merle cet ustensile peut avoir des applications pour les tests de logique pour les psychologues.  De merle this utensil may have applications for logic tests for psychologists.

Claims (4)

REVENDICATIONS 1- Jeu éducatif associé à un microprocesseur permettant de poser des questions à l'utilisateur qui devra trouver la solution parmi un choix de possibilités de réponses. 1- Educational game associated with a microprocessor allowing to ask questions to the user who will have to find the solution among a choice of possible answers. Les questions pourront être de tout ordre, et l'appareil permettra à l'utilisateur de se corriger lui-même.The questions can be of any kind, and the device will allow the user to correct himself. 2- Jeu éducatif selon revendication 1, caractérisé par l'introduction d'un microprecesseur qui lui permet de poser lui-même les questions et d'indiquer si les réponses sont justes ou pas, et d'aider à trouver les solutions grâce à des programmes préalablement établis. 2- Educational game according to claim 1, characterized by the introduction of a microprocessor which allows it to ask the questions itself and to indicate whether the answers are correct or not, and to help find solutions thanks to previously established programs. 3- Jeu éducatif selon revendication 2, caractérisé par le fait que le programme est enregistré sur des mémoires amovibles et que les questions et réponses sont imprimées sur des plaques de plastique transparent, concernant pour iune seule, un programme unique. Les questions sont visualisées par des lumières qui s'allument sous elles. L'amovibilité des éléments mémoires et plaques permet d'avoir un champ d'application varié. 3- Educational game according to claim 2, characterized in that the program is recorded on removable memories and that the questions and answers are printed on transparent plastic plates, concerning for iune only, a single program. The questions are visualized by lights that light up under them. The removability of the memory elements and plates makes it possible to have a varied field of application. 4- Jeu éducatif selon revendication 3, caractérisé par un tableau de voyants lumineux, sur lequel s'adaptent les plaques de plastique transparent imprimé, qui permet de poser des questions très simples (en allumant une seule lampe) et des questions complexes (en allumant plusieurs lampes).  4- Educational game according to claim 3, characterized by a table of indicator lights, on which adapt the transparent printed plastic plates, which allows to ask very simple questions (by lighting a single lamp) and complex questions (by lighting several lamps).
FR8001579A 1980-01-24 1980-01-24 Educational toy with microprocessor for progressive learning - has programmes held in replaceable memory modules associated with question and answer sheets Withdrawn FR2474728A1 (en)

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FR8001579A FR2474728A1 (en) 1980-01-24 1980-01-24 Educational toy with microprocessor for progressive learning - has programmes held in replaceable memory modules associated with question and answer sheets

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FR8001579A FR2474728A1 (en) 1980-01-24 1980-01-24 Educational toy with microprocessor for progressive learning - has programmes held in replaceable memory modules associated with question and answer sheets

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2011121189A1 (en) * 2010-04-01 2011-10-06 Brainbox And Company Sas Entertainment device intended in particular for visually impaired and/or blind persons
WO2011135202A1 (en) * 2010-04-28 2011-11-03 Brainbox And Company Sas Acced Device for providing entertainment for visually-impaired persons

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
BE730107A (en) * 1969-03-19 1969-09-01
GB1438295A (en) * 1972-10-11 1976-06-03 British Steel Corp Teaching or testing machines
FR2379123A1 (en) * 1977-01-28 1978-08-25 Creativity & Electronics Electronic instructional unit including TV receiver - has memory, keyboard, time:base and timer units, random number generator and binary value injector
FR2417808A1 (en) * 1978-02-21 1979-09-14 Goldfarb Adolph E ELECTRONIC APPARATUS WITH QUESTIONNAIRE ESPECIALLY FOR EDUCATIONAL GAMES

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
BE730107A (en) * 1969-03-19 1969-09-01
GB1438295A (en) * 1972-10-11 1976-06-03 British Steel Corp Teaching or testing machines
FR2379123A1 (en) * 1977-01-28 1978-08-25 Creativity & Electronics Electronic instructional unit including TV receiver - has memory, keyboard, time:base and timer units, random number generator and binary value injector
FR2417808A1 (en) * 1978-02-21 1979-09-14 Goldfarb Adolph E ELECTRONIC APPARATUS WITH QUESTIONNAIRE ESPECIALLY FOR EDUCATIONAL GAMES

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
EXBK/79 *

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2011121189A1 (en) * 2010-04-01 2011-10-06 Brainbox And Company Sas Entertainment device intended in particular for visually impaired and/or blind persons
FR2958178A1 (en) * 2010-04-01 2011-10-07 Guennec Gilles Le DISTRACTION DEVICE INTENDED PARTICULARLY TO MALVOYING AND / OR NON-INDUCING PEOPLE
WO2011135202A1 (en) * 2010-04-28 2011-11-03 Brainbox And Company Sas Acced Device for providing entertainment for visually-impaired persons
FR2959423A1 (en) * 2010-04-28 2011-11-04 Guennec Gilles Le DEVICE FOR PROVIDING ENTERTAINMENT ACTIVITY TO HUNTING PEOPLE

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