GB2256809A - Educational board game - Google Patents
Educational board game Download PDFInfo
- Publication number
- GB2256809A GB2256809A GB9113258A GB9113258A GB2256809A GB 2256809 A GB2256809 A GB 2256809A GB 9113258 A GB9113258 A GB 9113258A GB 9113258 A GB9113258 A GB 9113258A GB 2256809 A GB2256809 A GB 2256809A
- Authority
- GB
- United Kingdom
- Prior art keywords
- board
- game
- player
- question
- questions
- 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.)
- Withdrawn
Links
Classifications
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B3/00—Manually or mechanically operated teaching appliances working with questions and answers
- G09B3/02—Manually or mechanically operated teaching appliances working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
- G09B3/04—Manually or mechanically operated teaching appliances working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student of chart form
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/04—Geographical or like games ; Educational games
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B3/00—Manually or mechanically operated teaching appliances working with questions and answers
- G09B3/02—Manually or mechanically operated teaching appliances working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00006—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
- A63F2003/00018—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track played along an endless track
- A63F2003/00025—Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track played along an endless track with a star-shaped track inside, e.g. trivial pursuit
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/18—Question-and-answer games
Landscapes
- Engineering & Computer Science (AREA)
- Educational Technology (AREA)
- Business, Economics & Management (AREA)
- Physics & Mathematics (AREA)
- Educational Administration (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Multimedia (AREA)
- Electrically Operated Instructional Devices (AREA)
Abstract
Question-and-answer board game apparatus comprises a board with a playing area and an area where question cards can be stored with a view to re-asking and chart means to keep account of the progress of the questioning. The format is suitable for testing on the National Curriculum. <IMAGE>
Description
A Board-game
This invention is a board-game.
Board-games for children of ages 11-16 yrs usually test the kind of general knowledge of players that is of questionable value in an educationally progressive sense. The present board-game, however, not only tests the usual type of general knowledge, but also develops children's facility to memorise and recall information that is directly relevant to a present
National Curriculum.
The present board-game can be played in two different ways, and it is possible to play it in two different forms. It is intended that the questions for both forms of the game cnn be obtained separately to tie board set.
A specific example of the inventions composite parts will be described, as well as drawn examples, followed by an explanation of the two different forms of the game;the object; and the rules of play. This will be followed by an explanation of the two different ways to play.
Fig (1) : Shows the board which will be used in both forms of the game (The sections of which will be clarified later under Rules of Play
Fig (2) : Shows the type of Junior knowledge card (This type of question card being provided separately to the board set).
Fig (2a) : Shows examples of Senior knowledge card (Again these question cards are purchased separately to board set).
Fig (3) : Slows the type of Tester Chart which will be included in the boxes of question cards. The object of supplying a tester chart is to ensure maximum coverage of a particular syllabus content; for it is recommended that the chart be ticked at the end of every game in the boxes (on the chart) of the subject categories answered most by each player during the play.
Included in the board set are i) six coloured Identity counters ii) six coloured (specific) subject categories iii) a variety of "Flunk" and "Fluke" cards, which will enable a player to progress or be inhibited in his ability to attain his objectives iv) objective cards v) a thirty second stopwatch vi) note-pads
Explanation of the two different forms
Essentially the playing of the game between one form and anoLitr, differs only in the type of question asked. Tulle rules of play (explained below) will be the same for both forms of the game, as will the board.In the first form of the game, which will be described as the Senior format, the type of question asked when the players reach a Specific Hul,,icct. ci "c 1 < ' will 1 be of the level of educational attainments normally expected of school children between tlie ages 16 of average academic ability. The second form, the
Junior format will have questions which it is intended will test. the knowledge of school children between the ages of 1114 of average academic ability.
The Object of the Game.
The object of the game is to complete the question objectives dccidcil upon by each player at the beginning of play. The first player to achieve this is the winner.
The Rules of Play.
Before Plav Before play commences two things must be ensured. Firstly the players must nominate a Tester; his role being to ensure that a thorough and accurate coverage of a specific subject category is carried out. He will achieve this by ticking the relevant boxes on the Tester chart, (each box representing a question on that part of the syllabus). Secondly, each player must decide upon the specific subjects he will answer questions on. For example, if a player wishes to answer questions on five subjects he will write these down on one of the objective cards provided; leaving it in front of his position around the board, for all to see.If, however,(and by the nature of the game this is likely), one player is answering questions on more specific subjects than the others, then the other players all have to complete one revolution of the general knowledge wheel( (d) on the board diagram) for each one of all the categories that the aforesaid player exceeds them by. Naturally having established the player with the most specific subject objectives, the other players also have to write down their objectives (which will include general knowledge revolutions) for all players to see. Once this is concluded, the specific subject counters should be placed on their respective circles.
Playing (with reference to Board Diagram) 1) The players throw the two dice and the one with the highest score places his identity counter in the centre circle ( a) on the board diagram ) opposite his first chosen specific subject category circle.
2) The players left then throw the dice again, until an order of preference is established.
3) The player then throws the dice to travel along the inner spoke (c) of the general knowledge wheel, and onto the general knowledge wheel (d), where he waits next to his first chosen specific subject circle.
4) On his next turn the player must travel one complete revolution of the general knowledge wheel until he lands back next to his first chosen specific subject circle. On his travelling along the inner spoke and the general kiiowledce wheel the player will possibly have to answer three types of questioris: general knowledge , "Flunk" or "Fluke" cards as alud wlieii he lands on the respective points on the board.
5) 11', Ixowevel, c fails to answer a general knowledge question within the allocated time (The thirty second stopwatch being used as a timer for all questions), he is told the answer, and is expected to memorise it, before the play is given to the next player. The card in question is thQn placed face down on the memory spot (e) which corresponds to the colour of his identity counter.
6) Having arrived nest to his chosen subject circle he is again asked the questions he failed to answer on his travelling along the general knowledge wheel. The cards this time being taken from his memory spot and asked in succession until all the questions are answered correctly.
Again the stop-watch is used, but this time fifteen seconds is the allotted answering time. Indeed if the question is again unanswered, or answered incorrectly, then the player must memorise the answer and wait until his next turn.
7) On having answered all the questions correctly he must wait until his next turn before commencing onto his specific subject circle. The cards are then placed in general knowledge pack.
8) Once on the circle he must answer ten questions from the subject of his choice. Again if during questioning he answers incorrectly, too late or not at all, the card is placed face down on his memory spot (after he is told the answer) and the process outlined in stages 5, 6 and 7 apply again.
At this point of play the Tester ticks the player's card to ensure effective coverage of the topic chosen.
9) When a player ticks off all his objectives before the others he has won the game.
Second and third places should then be played for among remaining players; again ticking.off objective and Tester charts as they go.
The Two Different Ways to Play.
There are two different ways to play the game.
Firstly there is the "collective" player (two or more) way outlined above, and secondly there is the "individual tester" way. The "individual tester" way follows the same rules as the former, except that now we have one person deciding on his objectives at the beginning of the game and a non-playing person testing the other's knowledge of his chosen subjects.
The single player wins if he answers all his questions correctly within a time-limit decided upon by his Tester.
Claims (5)
1) A Board-game whose questions are based on current national curriculums.
2) A Board-game, as claimed in claim 1, which can be played either collectively or by an individual.
3! A Board-game, as claimed in claims 1 and 2 which can be obtained in two different forms. The forms being dictated by the educational level of question.
4i A Board-game as claimed in claims 1,2 and 3 where the questions are obtained separately to the board set.
5) A Board-game as claimed in claims 1,2,3 and 4 described herein with reference to Figs (1) (2) and (3) of the accompanying drawing.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB9113258A GB2256809A (en) | 1991-06-19 | 1991-06-19 | Educational board game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB9113258A GB2256809A (en) | 1991-06-19 | 1991-06-19 | Educational board game |
Publications (2)
Publication Number | Publication Date |
---|---|
GB9113258D0 GB9113258D0 (en) | 1991-08-07 |
GB2256809A true GB2256809A (en) | 1992-12-23 |
Family
ID=10696967
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB9113258A Withdrawn GB2256809A (en) | 1991-06-19 | 1991-06-19 | Educational board game |
Country Status (1)
Country | Link |
---|---|
GB (1) | GB2256809A (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2409175A (en) * | 2003-12-20 | 2005-06-22 | Jayne Elizabeth Mclintock | Question and answer board game |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4244577A (en) * | 1979-02-07 | 1981-01-13 | Poulos Mildred S | Diagnostic memory skill game and method |
US4953869A (en) * | 1989-08-31 | 1990-09-04 | Annie Muhammad | Learning game |
-
1991
- 1991-06-19 GB GB9113258A patent/GB2256809A/en not_active Withdrawn
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4244577A (en) * | 1979-02-07 | 1981-01-13 | Poulos Mildred S | Diagnostic memory skill game and method |
US4953869A (en) * | 1989-08-31 | 1990-09-04 | Annie Muhammad | Learning game |
Non-Patent Citations (1)
Title |
---|
"TRIVIAL PURSUIT" (RTM) * |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
GB2409175A (en) * | 2003-12-20 | 2005-06-22 | Jayne Elizabeth Mclintock | Question and answer board game |
Also Published As
Publication number | Publication date |
---|---|
GB9113258D0 (en) | 1991-08-07 |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
WAP | Application withdrawn, taken to be withdrawn or refused ** after publication under section 16(1) |