GB2335778A - Training apparatus - Google Patents

Training apparatus Download PDF

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GB2335778A
GB2335778A GB9817166A GB9817166A GB2335778A GB 2335778 A GB2335778 A GB 2335778A GB 9817166 A GB9817166 A GB 9817166A GB 9817166 A GB9817166 A GB 9817166A GB 2335778 A GB2335778 A GB 2335778A
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nexus
characters
powerball
powerballs
character
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GB9817166D0 (en
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Paul O Odumosu
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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
    • G09B1/00Manually or mechanically operated educational appliances using elements forming, or bearing, symbols, signs, pictures, or the like which are arranged or adapted to be arranged in one or more particular ways
    • G09B1/02Manually or mechanically operated educational appliances using elements forming, or bearing, symbols, signs, pictures, or the like which are arranged or adapted to be arranged in one or more particular ways and having a support carrying or adapted to carry the elements
    • 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
    • G09B19/00Teaching not covered by other main groups of this subclass
    • 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
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/02Counting; Calculating

Abstract

Training Apparatus for enhancing users speed and efficiency of thought processing operations achieved through regular cognitive exercises, using dynamic movement of objects called Characters inside the cells of a platform called Nexus. The Platform has multiple cells (holes or hollows) which may be set in rows or in a staggered pattern (Appendix A - B, Figs 1-2). Frictional forces enables firm grip of Characters inside cells, even in vertical position. Characters may be two detachable parts suitable for enclosing other objects (Appendix J, Fig 5). These objects may function as rewards. Rules determine the manner in which the characters, which may be spherical, are constrained to move about the platform. Apparatus will teach sums, construct words and sentences (Appendix B, C - D, Fig 2 "Calculator"), and to display or communicate information in colour. This is in conjunction with the Mindnet communication codes (Appendix H - I, Tables 4 - 5).

Description

2335778 TRAINING APPARATUS FOR ACQUIRING DISCERNMENT, WISDOM,
UNDERSTANDING AND PENETRATING INSIGHT.
Field of the Invention
The invention relates to the apparatus for regularly practicing cognitive programming of wisdom and penetrating insight. This technique is known as ZOLLITIONS' MINDNET. Mind-Talk Network communication systems language. This thought wave patterns generation programming process is required for practicing decision making, creative and imaginative problem solving skills through regular exercises.
This subliminal technique of encoding enabling feelings impulse codes is essential for practicing, acquiring or programming wisdom and penetrating insight. The technique also enables users to learn and understand how to develop rapidly, creative and imaginative mental "connections". The skills acquired through regular exercises on the apparatus enables users to apply their wisdom and penetrating insight into situations, conditions, and people, inanimate objects, issues and events.
This technique of accelerated mental connections programming also enables users with experience, to successfully decode the lessons learnt on the device and apply them to achieve success and realization in their individual lives. This simple and efficient method of programming wisdom, and penetrating insight, does not require users to grow old to acquire wisdom. This capability is also made possible because of the intrinsic potential of the human mind to develop through regular practice, its full capacity to make imaginative and comparative analysis of conditions, people, situations, issues and events. That is the basic principle on which this apparatus functions.
The object of this invention is to present a versatile training apparatus using a single platform for practicing or programming decision making and problem solving prowess. In addition, it is a device for practicing or programming basic mathematical exercises, with word/sentence composition, and competitive sports game play. This invention enables regular practice of lateral thinking, creative problem solving or imaginative decision making through the unique process of YESINO, ON/OFF, E/0, 011, GOISTOP, RIGHTILEFT, UP/DOWN and RIGHT/WRONG actions. This is encompassed by the progression of objects within a wide range of choices and possibilities. Goals and objectives realization - 'What', are set by the users of the apparatus themselves, and they are expected to be achieved by the controlled movements of objects called "Characters" or "Powerbalis", on a board or platform known as the "Nexus". Successful directing of the characters to projected destinations without major losses determines "Which", "Where". "When", "What", "Who" or "How" and "if the pre-set goals and objectives has been rapidly, effectively and efficiently realised.
The invention enables users to tap into their natural creative resources by developing their subliminal faculties of Perception, Intuition, Discernment, Insight, Imagination, Instinct and Vision. This invention may also be produced using computer software simulation program for video screen display.
This invention is specifically concerned with the apparatus for developing cognitive programming skills, by regularly practicing creative decision making and imaginative problem-solving exercises through a technique comprising..
(a) a plurality of distinguished objects progressively moved towards specified goals. (b) the Nexus or platform whose surface area is marked in cells with geometric patterns or designs. This patterns may be triangular, squares, hexagonals, circles, holes hollows, rings or any other suitable geometric patterns marked on the Nexus in rows and sectors. This provides placements for the characters whereby they may be progressed to accomplish pre-determined objectives.
(c) rules specifying methods of use and application for. (i) developing subliminal Mind-Talk communication language (ii) setting goals and objectives (iii) carrying out simple mathematical exercises (iv) word/sentence composition (v) sports "mindgame" play and competition.
Apparatus having these features can be referred to as apparatus of the kind in question.
Background to the Invention This invention was devised to be used as:
(a) a simple apparatus for regular exercises to develop Mind-Talk communications language. Essentially, this is decision making through the creative, logical and imaginative thought patterns generated and activated by the human mind elements.
1 The key elements are. Storage(memory), Reasoning(logic), Oscillator(imagination), Converter, Experiential (programming) and Activator.
(b) device for practicing setting of goals and objectives; developing and acquiring decision making and problem-solving skills.
(c) device for word/sentence construction.
(d) apparatus for simple mathematical calculation exercises: counting, subtraction, addition, division and multiplication.
(e) competitive sports "mindgam& apparatus.
Exercises on this apparatus provides a unique demonstration of the potential power and capacity of the human mind to use imagination to accomplish pre-set goals in spite of difficulties or obstacles. This amazing feat is realised because the human mind transforms the creative, imaginative, and reasoning power of thought wave patterns it generates to physical actions. With regular exercises, the mind clearly directs the user, through instinct, to move characters successfully towards goals.
The cognitive programming and Mind-Talk communication language fluency developed by users through regular exercises, on this apparatus, puts them on a constant state of high mental alert. With the experience gained on this apparatus, proficient users will be able to perceive and discern real-life conditions and situations easily, rapidly, effectively and efficiently.
This technique completely eliminates guesswork from decision making and problemsolving exercises on the Nexus. The intrinsic and ingenious availability of optional pathways or routes, enables the user to practice and develop successfully, the essential skills for effective and efficient multi-factorai decision-making.
With these wide range of possibilities to choose from, the user is also assured of a practical test of their developed skills in multi-choice encounters. This method of problem-solving technique is potent for the creative thinking process. The exercises on the encounter sectors of the Nexus also allows logical and imaginative sequential feedback movements to be developed and practiced with great precision.
This invention was created to ufill the gap" and need for a multifunctional device capable of providing education for children, recreational fun for everybody and advanced strategic planning skills development for adults. The use of bright colours for character functions, and the enclosed instant prize or gift reward system designed into characters makes this apparatus a unique, interesting and very exciting learning device for children.
The invention is also adaptable for military application as battle equipment. It is designed to be used for combat simulation exercises with four character functions depicted as e.g. Commander, Minefield Officer, Sniper and Soldier.
Time spent on the apparatus can easily be controlled by shifting the starting points on the nexus board 1, 2, 3 rows forward. The simplicity and versatility of exercises on this apparatus gives it a unique advantage in its various applications. As a versatile device, it easily overcomes the disadvantages and constraints that are associated with many "thinking game" devices.
This apparatus is simple to learn, easy to understand and use within minutes. It is adaptable, functional, educational and fun for all ages children to adults.
Summary of the Invention
In its broadest sense the invention describes an apparatus for practicing cognitive programming. This is Mind-Talk communications language, decision making and problem-solving skills., word/ sentence composition, simple mathematical operations, and competitive game play on a platform comprising..
(a) a Nexus whose surface area is marked in cells of preferred geometrical patterns, in rows, staggered and depicting zones or sectors comprised within movement area.
(b) a plurality of moving pieces called Characters or Powerballs, each of which is moved about in use of the apparatus.
The Characters may be moved forwards, sideways or diagonally from sector to sector. According to the basic rules, only the BLUE Character can be moved backwards. All character movements are designated by the provision of basic rules specifying the different precision application for each Character and dictating - inter alia - (i) that the Nexus is designed in four versions. Nexus 1 comprises staggered or "polka cell" arrangement of e.g. holes, rings, hollows, circles or any other preferred geometrical shapes numbering 50, 72, 105, 127, 160 or more. Nexus H comprises W; 8x8; 10x10; 12x12 or 15x15 array of cells e.g. holes, hollows, circles or preferred geometrical shape. Nexus M comprise of cells as in Nexus H, but each alternate cell is marked differently. This particular version allows up to 20 main character functions.
The multi-user format is an expanded Nexus which allows 2 to 10 or more users to practice exercises simultaneously. Multi-user full board sizes may be as big as W ft. up to 1 00400ft, with cells as described for the various Nexus versions.
(ii) that there are three basic types of movements on the Nexus i.e. PROGRESSION, SURMOUNT/ OVERCOME and RETROGRESSION.
That all the character functions are defined by the VISUAL INDICATOR & CAPABILITY1FUNCTION TABLE That all Characters make progression moves to advance towards pre-determined goals across the sectors.
That all characters make surmount or overcome movements which are used to remove or replace other Characters creating difficulties or obstacles on their pathways (iii) that only the Character called RESOLUTION, which is also called BLUE, 'W', "1" and "X"(multiplication symbol) can make retrogression or backward movements.
THE RULES Aims & ObJectives The purpose of this invention is to present a versatile apparatus using a platform for practicing cognitive programming of wisdom and penetrating insight. This process is known as Mind-Talk Network communication systems language. This thought wave patterns programming process is essential for practicing decision making, creative and imaginative problem solving exercises.
The apparatus is also specifically designed to encode feeling impulse codes for wisdom and penetrating insight through regular mental exercises. The users of this device can pre-program goals and move objects towards pre-determined goals on the platform.
The moving objects are called "Characters" or "Powerbalis", and the platform on which they are moved about is known as the "Nexus". This invention is uniquely designed to subliminally develop and enhance user's discerning and perceptive skills. They are those who through regular exercises on the Nexus have their perceptive powers trained to distinguish between right and wrong decisions, choices or actions.
Controlled movements of characters on the Nexus create momentum and change. These constant changes create significant obstacles or barriers which users learn to recognize, understand, interpret and take effective actions to overcome. Regular exercises of surmounting and mentally overcoming obstacles on the Nexus develop the user's mental skills base.
This enhanced skill base enables users who have gained experience, to demonstrate effectively the subliminal link factor between encounters on the Nexus and real-life arena. The experience gained allows users to stay focussed through instinct and successfully deal with and overcome reallife difficulties, obstacles and man-made problems.
This is essentially what subliminal Mind-Talk network systems language programming is all about with this apparatus. Users will also learn through this apparatus, how to connect properly when their mind system conveys essential information across, by communicating with them during real-life encounters. With regular programming exercises on this device, users can develop their sense faculties easily, effectively and efficiently. This unique intrinsic feature of automatic comparative analysis of conditions and situations on the nexus develops effectively the user's ability to find answers easily and quickly to problems. The device also programs users to make the right decisions.
This device proves without doubt that the human mind faculties can be greatly enhanced through regular mental programming exercises. It shows that the mind system can accomplish pre-determined objectives regardless of obstructions, barriers, impediments, difficulties or any other manmade obstacles.
Our human mind system is our most valuable asset. Every effort must be made to keep it in good working condition through regular exercises on the Nexus.
These exercises are highly essential and necessary to ensure that the mind system functions at its maximum potential.
This invention also evolved from the basic principle that the key elements of the human mind system can be efficiently developed, through regular mental exercises on the Nexus. These mind system elements include IMAGINATION, REASONING, EXPERIENTIAL and STORAGE (Memory). The invention enables users to tap into their natural creative resources, by developing their subliminal faculties of Intuition, Perception, Insight, Instinct, Discernment, Imagination and Vision.
The fundamental principle on which character movements in this invention is based is called Reactive Systematic Positioning. When exercises begin on the Nexus, the unrelenting forward momentum of the user's mental power activates character movements.
This power makes things happen. It imposes change on previous conditions or situations. When two objective forces interact, there is bound to be resistance to change from both sides of the divide. The restive forces invariably create obstacles or hindrances to counterbalance the effect of one side on the other. It is this characteristic feature of the apparatus, which makes R an effective and efficient device for training and developing the reasoning power of users through regular practice and exercises.
The object of an exercise on the Nexus can vary depending on user's preference. Methods for setting goals and variations should be agreed on before the start of any exercise on the Nexus. Setting of goals and objectives could be any among various methods, e.g. To be the first person to successfully move a selected character to the summit or apex points on the Nexus. The summit or apex point is the last row of cells at both ends of the Nexus.
It may also be the first person to overcome or surmount a particular character of the other user. It could be the first person to achieve a determined number of points using the mathematical operation system. It may also be any other exciting objectives as agreed to by the users. It is a simple, exciting, fun, educational, entertaining and practical device.
Achievement of pre-determined objectives on the Nexus signifies end of exercises. In the unlikely event of repetitious character movements on the Nexus, it should be decided that the person who has overcome the lowest number, in sum total of characters' numeric identity triumphs.
The invention is designed for word and sentence composition, as a counting board, and as a device for simple mathematical operations. This can be done with or without using the symbols i.e. "x"(multiplication); "+ "(addition); '4!'(division) and '-"(subtraction). These four symbols when applied in exercises, depicts the capability functions for characters' BLUE (11x'% RED ("+'% YELLOW and GREEN This apparatus is also designed for recreational purpose and competitive sports game play.
Nexus Versions This invention is designed for use in various versions. A conventional printed board may provide the movement area surface, for use with suitable type of characters.
The apparatus may also be used with computer software program, which simulates the Nexus' movement surface. The program will simulate the characters and their capability functions. There will also be facility to move the characters from one position to another across the sectors, to perform their required functions.
-g- In the illustrated embodiment, the Nexus cells consists of holes, holiows or rings, and the Characters are rubber balls (Powerballs) which fits snugly into the cells.
Nexus 1 has a "polka cell" arrangement for 59, 61, 72, 105, 127, 160, 370 or more cells. Nexus 11 comprises 7x7; 8X8; 1 Oxl 0; 12xl 2; 15xl 5 or more, array of cells. Nexus in cells are arranged as in Nexus H, but each alternate cells are different or distinguished. Nexus 111 version allows up to 20 main character functions.
The multi-user format is the expanded Nexus, which enables up to 10 or more users to practice simultaneously. Full board sizes may be as big as 1 x2ft. up to 1 00x300ft. The cells in this version may be arranged as in any of the other Nexus versions. Figs. 1 and 2 illustrations show the various Nexus versions.
Powerballs Identification Methods The specific capability function range or field identifies each powerball. This field represents its surmount or overcome movement.
The five different methods used to identify powerballs in the standard and intermediate equipment are name of powerball; colour, alphabet, number and mathematical symbol. Any one method of identifying the powerbalis' capability functions may be used independently, together with another, or with all of the four. These "identifiers" may be shown ail over the powerbalis' body The 10 main powerballs are:
(i) RESOLUTION; BLUE; "A"; "l vs; "x"(multiplication symbol) (ii) INFLUENCER; RED; 'gB9y; '79; "+"(addition or plus) (iii) CONSOLIDATOR; YELLOW; "C99; 'W'; '4v(division) (iv) BASIC; GREEN; Ag1391; 6643y; q "(subtraction or minus) (v) OMNI; BROWN; "E"; "W (this powerball possess the unique capability to integrate the specific functions for "A" to cgJlg(cclgs to "10") powerballs) (vi) MANIPULATOR; GREY; cúFpy; 646" (vii) FACILITATOR; BLACK; &6G11; 679 (viii) NEGOTIATOR; ORANGE; "H"; 11Xl (viv) ACTIVATOR; PINK; "]g$; 649P9 (x) INTEGRATOR; PURPLE; 6Q39; A9110Y9 It is easy for beginners to learn how to practice on the standard equipment using only the colour method of identifying powerballs. Beginners are also advised to develop their basic skills with the standard equipment before graduating to the intermediate or advanced Nexus.
The Standard Equipment The standard equipment for beginners comprises Nexus I or 11 and a set of coloured powerballs for each user. If one person wishes to exercise alone on the Nexus, two sets of powerballs will still be required. Movements will be from right to left and left to right.
The complete set of powerballs in standard equipment is made up of one BLUE, RED, YELLOW and nine GREEN powerballs making a total of 12. The BROWN powerball may be included as part of standard equipment set for experienced beginners.
It is acceptable that there may be variations to the number of powerballs in a set, when users decide to increase total number by duplicating the main powerballs. Users may also want to increase the number of GREEN powerballs in a set. These variations apply to the standard, intermediate and advanced equipment.
The Intermediate Equipmen The equipment for intermediate users consists of Nexus I or 11 and set of powerballs. The complete set of powerballs for intermediate users comprises one BLUE, RED, YELLOW, BROWN, WHITE, BLACK, ORANGE, PINK, PURPLE and fifteen GREEN powerballs, making a total of 24.
The Advanced Equipmen The advanced equipment consists of Nexus 111 and complete set of balls. The set is made up of one each of balls' "A" to "T"("1" to "20") including sixteen "T" balls, making a sum total of 36 balls. The colour, name or mathematical symbol identification method is not used in the advanced equipment. Only the numeric and alphabet identification method is applicable.
The advanced equipment version follows the same basic movement rules of progression, surmount or overcome and retrogression. The main difference in the equipment is that alternate cells on the Nexus are distinguished. This provides more capability functions for the powerballs. This version inevitably features more powerballs, and combined progression and surmount movements. What this means is that many more powerballs use their progression movement functions for surmounts applications also.
The advanced equipment version is more complex because the number and direction of movements are many and highly specific. The capability functions must be fully understood and memorized. This will allow exercises to be carried out without undue delays while trying to remember each powerbalis' Specific Capability Functions.
The total number of main powerballs in this version is 20, with 16 more of any one of the main powerballs. This brings the sum total of characters to 36 for each user.
With regular practice, users will develop the skill required on the advanced equipment to direct the powerballs successfully to accomplish desired objectives.
Sets Recognition Methods Light or dark shades, stripes, wriggly lines, spots, bands, dots, clear tints, plain or any other suitable method identifies the different sets of coloured powerballs. Geometric shapes such as squares, circles, triangles, hexagons and ovals may also be used.
T_VIpes of Movements All character or powerball movements on the Nexus consist of three basic types. These are PROGRESSION, SURMOUNT or OVERCOME and RETROGRESSION.
Any of these three types of movement may be applied during each user's turn. No two moves should be made one after the other during a turn. The colour GREEN powerball, also called BASIC, uses the same progression movement function for its surmount or overcome application.
All powerballs make progression movements to advance them towards pre-set goals across the sectors. Progression movements are short advance movements into the nearest empty cells. This movement is useful for strategic positioning of powerballs, to gain advantage on the way towards achieving pre-programmed objectives.
The advance movements can be fbrwards, sideways (linear or diagonal) into any of the nearest unoccupied cells on the Nexus.
All powerballs make surmount or overcome movements. They are used for removing or replacing other powerballs creating problems, difficulties, barriers or obstacles in their pathways. Surmount or Overcome movements are specific to each powerball. The application of this movement may sometimes require backward placement of powerballs during encounters. This "retro-factoe' is determined by the actual positioning of the powerball obstacle to be surmounted.
Surmount movements are not mandatory or compulsory. Users are allowed to make a choice on when and where to use it 'on powerballs creating obstacles on the way towards achieving desired goals. This movement may only be made K it suits the overall purpose and plans for accomplishing set objectives. Surmount movements are determined by the "SPECIFIC CAPABILITY FUNCTION" or MEPTH OF FIELW' range of each of the powerballs. It is also called the "SPHERIES OF INFLUENCE' field for the INFLUENCER, which is colour RED powerball.
When a surmount movement is made, the surmounting character is positioned on the cell where the surmounted character was removed. In a situation where more than one character is inside a field, the user making the surmount movement will determine inside which of the cells in the field to position the surmounting character.
Only the powerball called RESOLUTION, which is also known as colour BLUE, &6AYY, "1", "X"(multiplication symbol) can make retrogression or backward movements.
Retrogression movements are short and backward placement of powerballs for manouverability and strategic positioning.
Users may however formulate their own house-rule to allow other powerballs to make di retro" moves. Before start of exercises on the Nexus, users should agree on any change to main rules.
The VISUAL INDICATOR & CAPABIL"IFUNCTION TABLES illustrates surmount or overcome movement for each of the powerballs. Table 1 shows the visual indicator for Nexus I and Table 2 is for Nexus 1I. These indicator tables demonstrates the di specific capability functions", "depth of field", and "spheres of influence" range for the powerballs. The visual indicator table for the advanced equipment Nexus H1 is shown in Table 3.
To Begin Exercises Each set of powerballs should be positioned on the start-up lines on the Nexus. When setting up, the powerballs may take up to two or three lines, depending on the total number of powerballs in a set. The powerballs' set- up pattern could be "in-line" or "pyramid" formation. The start-up arrangement for 1 or 2 persons, with two sets of 12 powerballs is also illustrated in Fig. 2.
There is no specified placement for any particular powerball during startup. However, users must be fully aware of the specific function for each of the powerballs.
Any suitable method can be used to determine who will make the first progression move of powerball to begin exercise. Subsequent movements are alternate. Each movement of powerball indicates a turn. After the initial progression movements, each user will start computing to determine which of the three basic types of movements to apply during each turn. It is at this stage that the users need to adopt a plan or strategy, which would enable them to successfully direct the powerballs to achieve the set objectives.
Spheres of Influence There are three distinct types of "spheres of influence" i.e. 5, 7 and 9 cells. The middle cell holds the powerball, which created the field. Any powerball positioned on the other cells surrounding the middle cell may be surmounted by removal or replacement. Users may introduce some delays before any surmount movement in this case.
More than one powerball may be trapped inside the field. Users will need to decide which of the "spheres of influence" to apply before the start of exercises. Where "own" powerball replaces others, it must naturally be located outside the active field. It should however be nearest to the spot where the surmounted powerball was removed. When 14 own" powerball is trapped inside a field, the other user claims and removes it.
There is a distinction between the removal of a trapped "own" powerball and a surmount movement. The former situation allows the user who removed a trapped 94 own" powerball, to make the normal movement after that.
A store or bank attached to the Nexus will contain various powerballs. Users will exchange surmounted powerballs in this store, to increase the number of "own" powerballs on the Nexus during exercises.
Instant Rewards Exercises Some powerballs will be produced as tight-fitting halves having top and bottom. Instant prizes or rewards may be stored in the powerballs as determined before start of exercises. The top part is made of transparent, clear or tinted material, which shows clearly the instant reward inside each filled powerball. The bottom part depicts specific functions of the powerballs in colour or any of the other identification methods.
Simple Mathematical Operations As a learning tool, children can use this invention to develop counting, addition, subtraction, division and multiplication skills. The digits or numbers represents cells on each row of the Nexus. Regular practice on the Nexus improves children's ability to understand easily the simple mathematical process involved. For example, to arrive at an answer for 3x4(multiplication), three cells are counted, starting from the left of the top row and one powerball is located at the end of the count.
Another three cells are counted and the powerball is removed from theearlier position and put on the sixth cell. The process is repeated four times, until the last count and the powerball duly positioned. The answer is the total sum of cells beginning from the top left cell up to the last positioning of the powerball. With this example, the answer is 12. Addition, division and subtraction operations can also be practiced successfully on this apparatus, using a single powerball to mark the start and end of counts.
Mathematical symbol application operations are also possible during surmount movements, in relation to each powerbalis' numeric identification. This application is used for points scoring. The objective is to be the user with the highest points scored. Each time a surmount movement is made, the relevant mathematical symbol operation is carded out to secure high points. Each scored point is recorded on paper, and the total added up to determine the user with the highest points.
There are two outstanding methods of scoring points. One method is the use of Lowest Common Number (L.C.N) during mathematical symbol application operation. The other version is known as the Highest Common Number (H.C.N).
Counting the relative position of the surmounting and surmounted powerballs during surmount encounters, from left, right, top or bottom will determine whether lowest or highest numbers are used. The cell positioning of powerballs and the application of mathematical symbol operation to both surmounting and surmounted powerballs determines the points gained. Fig.3 shows the Numeric Cells Format guide. Users should determine which method to use before start of exercises.
Composition and Comprehension Exercises Each cell on the Nexus represents an alphabet. The Alphabetic Cells Format guide for composition exercises on 8X8cells Nexus is shown in Fig. 4. Starting from the left top row of the Nexus, each cell is alphabetically designated. Alphabetic Cells Format guides can be produced for any other Nexus, using the 8X8cells sample. It is necessary to continue using the guide until the composition system is fully understood.
The composition exercises follow the standard rules until a surmount movement is to be applied. The user intending to make the surmount movement will announce this and it is verified. The user is then required to construct a correct word or sentence using the combination of occupied cells. This includes the surmounting powerball and the powerballs to be surmounted.
If the user failed to construct either word or sentence, the surmount move will be forfeited. Where the user can provide one or the two answers, the surmount move will be allowed. The objective of the exercise is to allow children learn and practice word, sentence composition and comprehension regularly. The system of rewarding with points makes it exciting, fun, entertaining and educational for children or adults.
The first alphabet of the word or sentence composed must start with the "positional" alphabet of the powerball making the surmount movement at each turn. The word or sentence should only include the identification alphabet, and positional alphabet of the other powerballs in the same row with the powerball making the surmount movement. For example, whenever the positional alphabet of the powerball making the surmount movement is "B", the composed word could be BABY or BROTHER.
For sentence composition, if both the identification and positional alphabets are M, C, 1, D, it would be correct to compose the sentence - MY DADDY IS COOL. In this example, the score points for each accepted word is 5 and a correct sentence is 20.
If at any time there is movement deadlock on the Nexus, this can be resolved by ending the exercise at that stage. The score at that point should be added up to decide who has the highest points. The dictionary should be used to ensure that words constructed are correct or acceptable.
Hit Score Method This exercise requires that four different powerballs be centrally positioned on the Nexus. Same set of powerballs may be used for this exercise. All other powerballs are put in a bag. Each user in turn picks a powerball without looking inside the bag.
The powerball picked is then positioned on the Nexus, using the specific capability function, and the mathematical symbol "identifie' over the powerballs already on the Nexus, to secure successful "hits". This process is repeated until the last powerball is drawn from the bag. The score points are recorded on paper and the person with the highest hits triumphs.
Powerball Types The various types of powerballs based on different themes, and cross- section views are shown in Figs. 5 and 6.
Mindnet Language Codes The coded language developed for users of this apparatus can be used for communications between users, with or without the Nexus. Table 4 and 5 shows the two mindnet codes and how to decipher the alphabets and numerals. The mindnet language may be vocalized or expressed in three visual formats as indicated in tables.
Encoding Wisdom and Insigh The pre-requisite and enabling feeling codes as used in this technique includes caution, flexibility, coordination, objectivity, patience, foresight, circumspection, discernment, courage, and of course the experience acquired through regular practice on the Nexus.
1

Claims (67)

1. Apparatus for practicing cognitive programming of wisdom, penetrating insight and Mind-Talk Network communication systems language. This thought wave patterns programming process is essential for acquiring decision making, creative and imaginative problem solving skills. Word/Sentence composition and comprehension. With simple mathematical operation exercises or "mindgame" play comprising:
(a) Nexus I, lI, III and multi-user version, whose movement surface area is marked in cells, and as series of sectors. This provides means of placements for at least 24 objects known as %HARACTERS" or 'POWE RBALLW. These objects are sequentially moved about towards predetermined goals by surmounting or overcoming obstacles and difficulties created by other users on the Nexus.
(b) The main characters or powerballs are 10 in number for Nexus land 11, with plurality of any one of the ten. Each character is moved about in use of the apparatus, on the movement surface from sector to sector.
(c) Nexus I has a "polka cell" arrangement for 59, 61, 72, 127, 370 or more cells. Nexus II is a 7x7, 8x8, 1 Oxl 0, 12xl 2, 15xl 5 or more, cells arrangement. Nexus Ill is 8x8, 1 Oxl 0, 12xl 2, 15xl 5 or more, arrangement of distinguished alternate cells. The multi-user format enables 2 to 10 or more users to practice simultaneously. These various versions may also be produced as conventional printed boards.
(d) The standard equipment (Nexus I) has 12 characters per user which may be increased to 24. The intermediate equipment (Nexus II) has 20 characters per user, which may be increased to 30. The advanced equipment (Nexus 111) has 36 characters per user, which may be increased to 40.
2. Apparatus as claimed in Claim 1 wherein the characters are coloured rubber balls, plastic, or other materials called "POWERBALLS", which fits snugly into the cells.
3. Apparatus as claimed in either Claim 1 or Claim 2 wherein the Characters or Nexus may be produced in wood, plastic, rubber, metal or any other suitable materials.
4. Apparatus as claimed in any preceding claim wherein the Nexus' movement area is marked in preferred geometrical cell patterns.
5.
Apparatus as claimed in any preceding claim wherein each character's body portion is identifiable by NAME, COLOUR, ALPHABET, NUMBER, and MATHEMATICAL SYMBOL. These five identification methods called 1dentifiers", provide visual indication of the permissible functions for each character.
6. Apparatus as claimed in Claim 5 wherein the colour method of character identification predominates. The remaining four methods may be used independently, together with colour, or with any other or all of the five.
7. Apparatus as claimed in Claim 5 wherein the names used to represent the 10 main characters are RESOLUTION, INFLUENCER, CONSOLIDATOR, BASIC, OMNI, MANIPULATOR, FACILITATOR, NEGOTIATOR, ACTIVATOR and INTEGRATOR.
8. Apparatus as claimed in Claim 6 wherein the colours used to represent the 10 main characters are BLUE, RED, YELLOW, GREEN, BROWN, GREY, BLACK, ORANGE, PINK and PURPLE.
9. Apparatus as claimed in Claim 5 wherein the alphabets used to represent the 10 main characters are "A", "B", "C", "D", "E", "F", "G", "H", 'T' and "J".
10. Apparatus as claimed in Claim 5 wherein the numbers used to represent the 10 main characters are 1", "2", "3", 'W', "5", "6", '7', "8", "9" and "10".
11.Apparatus as claimed in Claim 5 wherein the mathematical symbols used to represent 4 of the 10 main characters are "x"(multiplication), "+ "(addition), (division) and '-"(minus or subtraction).
12.Apparatus as claimed in any preceding claim wherein the three basic movement types are PROGRESSION, SURMOUNT or OVERCOME and RETROGRESSION.
13.Apparatus as claimed in Claim 12 wherein each character makes progression (advance) movements into the nerarest empty cells towards the TOP, ACME, APEX, PINNACLE, SUMMIT, of the Nexus to achieve pre-programmed objectives.
14.Apparatus as claimed in Claim12 wherein each character has SPECIFIC CAPABILITY FUNCTION field, or DEPTH OF FIELD range which determines the SURMOUNT/OVERCOME movements. They are used for overcoming other characters creating barriers, obstructions or obstacles in their pathways.
15.Apparatus as claimed in any preceding claim wherein alphabets represent each cell on the Nexus as depicted in the Alphabetic Holes Format guide.
16.Apparatus as claimed in any preceding claim wherein numbers represent each cell on the Nexus as depicted in the Numeric Holes Format guide.
17. Apparatus as claimed in any preceding claim wherein SPHERES OF INFLUENCE field for the character called INFLUENCER, RED, "B", '7' and "+ "depicts SPECIFIC CAPABILITY FUNCTION field; DEPTH OF FIELD range and SURMOUNT or OVERCOME movements.
18.Apparatus as claimed in Claim12 wherein RETROGRESSION (backward) movements, may only be made by the character called RESOLUTION, BLUE, "A", ú9119 and 'X'.
19.Apparatus as claimed in any preceding daim, wherein users can formulate their own house rules regarding movements of any of the characters across the Nexus.
20.Apparatus as claimed in any preceding claim wherein the Nexus can be mounted in an upright or vertical position to carry out exercises.
21 Apparatus as claimed in any preceding claim wherein the Nexus can be mounted on an angled support, and exercises carded out in this inclined position.
22.Apparatus as claimed in any preceding claim wherein the Nexus with characters are used to teach counting of numbers, and simple mathematical symbols operations such as "x"(multiplication), "+"(addition), ts-, "(division) and -""(minus or subtraction).
23. Apparatus as claimed in Claim 11 and 16 wherein the four mathematical symbols represents characters surmount movement functions, used in conjunction with the Numeric Holes Format. Score points for Lowest Common Number (L.C.N) and Highest Common Number (H.C.N) are calculated using the symbols operation, in relation to the character's "numeric identity" and "numeric position" on the Nexus.
24.Apparatus as claimed in Claim 9 and 15, wherein alphabets represent characters' surmount movement functions. Words and sentences can be composed using the characters' alphabetic identity in conjunction with the Alphabetic Holes Format.
25. Apparatus as claimed in any preceding claim wherein a store or bank as part of the Nexus, is used for storing replacement characters.
26. Apparatus as claimed in any preceding claim wherein the powerballs are made of rubber, plastic, metal or any other suitable materials. In two halves, fitting tightly together to enclose instant prizes, gifts or rewards. The top part of the powerball may be of clear, tinted, toned, transparent or other suitable material. The bottom part or the inner core base of the Powerball shall preferably depict the colour "identifie' function, or any of the other four identification methods.
27.Apparatus as claimed in any preceding claim wherein one person can carry out exercises alone on the Nexus using two complete sets of characters. Right to left, and left to right movements of characters is used in this application.
28.Apparatus as claimed in any preceding claim wherein different powerball sets may be recognized by geometric figures, colour shades, bands, spots, stripes, dots, transparent, tints, wriggly lines, tones, or any other suitable methods.
29.Apparatus as claimed in any preceding claim comprising use of computer software program and means to display the Nexus, characters or powerballs, wherein the Nexus and powerballs are simulated having functions, depth, shape and colour.
30. Apparatus as claimed in any preceding claim wherein the Nexus is marked in cells, with alternate cells marked differently. Half the total numbers of cells on the Nexus are of one marking and the other half are different, including sufficient characters or powerballs for exercises thereon. This is the advanced Nexus equipment wherein only numbers and alphabets are used for Specific Capability Functions.
31.Apparatus as claimed in any preceding claim wherein the multi-user Nexus format includes sufficient powerballs for exercises thereon.
32. Apparatus as claimed in any preceding claim wherein the full size multi-user Nexus version may vary from 1x2ft up to 100x30Oft. These may be used with/without characters or powerballs. The full size Nexus may also be used for interiorlexterior i decorations and other aesthetic purposes.
33. Apparatus as claimed in any preceding claim wherein the Nexus, with characters, is used as battlegame and combat simulation equipment. Character BLUE depicts Commander, RED is Minefield officer, YELLOW is Sniper and plurality of GREEN, which depicts Soldiers.
34.Apparatus as claimed in any preceding claim, wherein the "H17 exercise is practiced with all characters or powerballs removed at the start from inside a bag, before being positioned on the Nexus.
35. Apparatus as claimed in any preceding claim in form of a package comprising the characters or powerballs and the instructions for practicing different exercises with or without the Nexus.
36. Apparatus as claimed in any preceding claim wherein each Nexus cell is connected to a light source, and activated through a computer software program. This program creates sequential cell lighting movements, by simulating the three basic character functions, i.e. Progression, Surmount or Overcome and Retrogression. This is hereinafter referred to as Vision Nexus.
37.Apparatus as claimed in Claim 36 wherein each Nexus cell is connected to a light/sound source, and activated through a computer software program This program creates sequential cell lighting and tonal sound movements, by simulating the three basic character movement functions i.e. Progression, Surmount/Overcome and Retrogression. This is hereinafter referred to as Vision/Sound Nexus.
38.Apparatus as claimed in any preceding claim wherein each powerball has a transparent top, showing from all sides, a human figure set in its core on a coloured base.
39.Apparatus as claimed in Claim 38 wherein each powerball has a human figure set on top of it.
40.Apparatus as claimed in any preceding claim wherein each powerball has a transparent top, showing from all sides, an animal figure set in its core on a coloured base.
41.Apparatus as claimed in Claim 40 wherein each powerball has an animal figure set on top of it.
42.Apparatus as claimed in any preceding claim wherein each powerball has a transparent top, showing from all sides, football team's insignia set in its core on a coloured base.
43. Apparatus as claimed in any preceding claim wherein each powerball has football team's insignia set on top of it.
44.Apparatus as claimed in any preceding claim wherein each powerball has a transparent top, showing from all sides, football team player's figure set in its core on a coloured base.
45.Apparatus as claimed in Claim 44 wherein each powerball has football team player's figure set on top of it.
46.Apparatus as claimed in either Claim 42, 43, 44 and 45, wherein the Nexus with 22 powerballs and extras, are used for football exercises using the accompanying or suitably modified rules.
47.Apparatus as claimed in any preceding claim wherein each powerball has a transparent top, showing from all sides, a geometrical figure e.g. squares, circles, hexagons, ovals, triangles, rectangles etc. set in its core on a coloured base.
48.Apparatus as claimed in Claim 47 wherein each powerball has a geometric figure set on top of it.
49. Apparatus as claimed in Claim 5 wherein each powerball has a transparent top, wherein any one of the five identification methods may be set in its core on a coloured base.
50. Apparatus as claimed in Claim 49 wherein each powerball has any one of the five identification methods set on top of it.
51.Apparatus as claimed in any preceding claim wherein each powerball has a transparent top, showing from all sides, a Military Officer's figure set in its core on a coloured base.
i
52.Apparatus as claimed in any preceding claim wherein each powerball has a Military Officer's figure set on top of it.
53.Apparatus as claimed in any preceding claim wherein each powerball have two colours. One half of one colour and the other half of another colour, depicting the Specific Capability Functions as reversible.
54.Apparatus as claimed in any preceding claim wherein the basic rules may be modified, to enable all characters use their surmount/overcome movements for progression or retrogression.
55.Apparatus as claimed in any preceding claim wherein the main rules may be modified to prevent Green character, or any one of the other nine characters from making surmount movements.
56.Apparatus as claimed in any preceding claim wherein the main rules may be modified to prevent Green character, or any one of the other nine characters from being surmounted by another character.
57.Apparatus as claimed in any preceding claim wherein each powerball has a flattened base that enables it to "sit" and not roll, when used with conventional printed Nexus.
58.Apparatus as claimed in any preceding claim wherein the 8x8cells Nexus with 32 powerballs are depicted as chessmen. The six main chessmen functions with its plurality are used for exercises on the Nexus.
59.Apparatus as claimed in any preceding claim wherein the 8x8cells Nexus with 24 powerballs are depicted as draughtsmen. The relevant draughtsmen functions are applied for exercises on the Nexus.
60.Apparatus as claimed in any preceding claim wherein each powerball is made of suitably reinforced clear or tinted glass, with the object set inside depicting any of the different identification codes.
61.Apparatus as claimed in any preceding claim wherein the Nexus have flexible, lipped inserts to grip powerballs inside cells.
62.Apparatus as claimed in any preceding claim wherein the Nexus users can apply the Mindnet language codes specially developed, for communicating with each other, with or without the apparatus.
63.Apparatus as claimed in any preceding claim wherein each powerball material is made of two tight-fit pieces, clear or tinted and may enclose objects to depict any of the identification codes.
64.Apparatus as claimed in any preceding claims wherein the Nexus is fixed to a ceiling, or attached to ceiling through chains, strings or ropes. With or without the powerballs and used for decorative purposes.
65.Apparatus as claimed in any preceding claims wherein the Nexus in its various cell versions is made of suitably reinforced glass, or any other suitable material, and used for decorative purposes.
66.Apparatus as claimed in any preceding claims wherein the Nexus, Characters or Powerballs together are used for encoding the pre-requisite feeling impulse codes essential for acquiring wisdom and penetrating insight.
67. Apparatus as claimed in all preceding claims for practicing cognitive programming of Mind-Talk Network systems communications language. This is creative decision making and subliminal, imaginative problem-solving programming simulation. The apparatus also encodes the 're-req4ige feeling impulse codes required for p penetrating insight. This includes other acquiring or programming vfao' exercises substantially as herein described with rules. With reference to and as illustrated in any appropriate selection or combination of Figures 1 - 6, including Tables 1, 2, 3, 4 and 5 in Appendices A - K of the accompanying drawings.
GB9817166A 1998-08-06 1998-08-06 Training apparatus for practicing decision making / problem solving simulation games Expired - Fee Related GB2335778B (en)

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Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3787599A (en) * 1973-02-07 1974-01-22 Questor Corp Educational toy for the teaching of numerical recognition
US4194301A (en) * 1978-05-10 1980-03-25 Caldwell Edward C Device for use in paired associate learning
US4385763A (en) * 1981-06-18 1983-05-31 Ivan Moscovich Pattern forming ball game
GB2221846A (en) * 1988-05-13 1990-02-21 Grandslam Entertainments Limit A board game
US5137281A (en) * 1991-05-09 1992-08-11 Lehmann Roger W Game playing piece
GB2279884A (en) * 1991-02-22 1995-01-18 Multiplay Pty Ltd Apparatus for a game
GB2305367A (en) * 1995-09-25 1997-04-09 William Pearson Three dimensional board game
GB2311404A (en) * 1996-03-12 1997-09-24 Bruce Howard Baguley Computational teaching device

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3787599A (en) * 1973-02-07 1974-01-22 Questor Corp Educational toy for the teaching of numerical recognition
US4194301A (en) * 1978-05-10 1980-03-25 Caldwell Edward C Device for use in paired associate learning
US4385763A (en) * 1981-06-18 1983-05-31 Ivan Moscovich Pattern forming ball game
GB2221846A (en) * 1988-05-13 1990-02-21 Grandslam Entertainments Limit A board game
GB2279884A (en) * 1991-02-22 1995-01-18 Multiplay Pty Ltd Apparatus for a game
US5137281A (en) * 1991-05-09 1992-08-11 Lehmann Roger W Game playing piece
GB2305367A (en) * 1995-09-25 1997-04-09 William Pearson Three dimensional board game
GB2311404A (en) * 1996-03-12 1997-09-24 Bruce Howard Baguley Computational teaching device

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