KR101332149B1 - A Self-directed Studying Method and the Device of It to Learn Foreign Language by the Game That Relays the End Spelling of the Word with Integrating the Merits of the Particularly Designed Cards into the Characters of Studying Machines - Google Patents
A Self-directed Studying Method and the Device of It to Learn Foreign Language by the Game That Relays the End Spelling of the Word with Integrating the Merits of the Particularly Designed Cards into the Characters of Studying Machines Download PDFInfo
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- KR101332149B1 KR101332149B1 KR1020100023598A KR20100023598A KR101332149B1 KR 101332149 B1 KR101332149 B1 KR 101332149B1 KR 1020100023598 A KR1020100023598 A KR 1020100023598A KR 20100023598 A KR20100023598 A KR 20100023598A KR 101332149 B1 KR101332149 B1 KR 101332149B1
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Abstract
The present invention breaks away from the existing rigid and passive learning method, and combines the advantages of the device that can be used for learning and the advantages of the card created for a special purpose for each level, step by step, field according to the level of the user A self-directed English vocabulary learning method, based on cognitive linguistics, the cards are divided into 1 to 6 tiers according to the user's level using various colors, pictures, shapes, and codes. According to the level of the user (user) to write the end of the word from beginners to advanced English of the spelling through the functional game is a self-guided to learn naturally while enjoying the English words, the most essential element to speak and write English through the functional game The present invention relates to an English word learning method and a learning apparatus thereof.
The present invention is a good learning method for acquiring the language of people's favorite 'play culture game' in offline games such as 'Kung Kuta' to keep the language learning more efficient while enjoying more systematic and fun. It is designed to satisfy both entertainment and learning by combining the advantages of cards and learning equipment. The user's imagination and observation ability based on self-directed learning methods that motivate students to learn, set their own learning goals, and execute the learning process so that they can learn more naturally and efficiently than other existing learning methods. Make the most of inferences, reasoning, and associations, and use various colors, shapes, figures, and symbols to learn English in stages, with specialized cards and learning devices written by level (computers, Nintendo, electronic dictionary, foreign language learners, PMP, mobile phone), while maximizing concentration, observation, curiosity, visualization, and competitive effect while playing computer game with the user and the computer, or with themselves and other users, the user's intelligence development and entertainment Of course, by learning the meaning and spelling of English words, you can improve your overall English skills naturally and funly. It relates to a self-directed word learning method and its learning apparatus.
Description
As the industrial society becomes an information society, the tide of the knowledge society is changing from differentiation to convergence. As the phenomenon of convergence is rapidly spreading in technology and industrial fields, convergence is not accelerating only in education. Since modern digital technology is beyond temporal sequentiality and spatial exclusivity, the ways of meeting the needs and needs of modern children and adolescents are changing simultaneously and complexly. At this point, it is absolutely necessary to look at the differentiated and specialized areas of knowledge that can meet their complex needs, and to plan concretely and suggest viable alternatives. It is true that in the meantime, in the way of education, these complex needs of people are ignored, and they are trapped in the old-fashioned notion that studying is studying and entertainment is entertainment.
With the improvement of social atmosphere, economic growth and educational conditions, most children and adolescents prefer digitized video rather than text, and are used to machines such as computers, Nintendo, electronic dictionaries, mobile phones, etc. Not only do they like to spend time, but the hours of use are also increasing, and they prefer entertainment to study.
In the teaching method, these needs are neglected, and the method of learning English words through a book in the form of a conventional letter is a difficult and hard method of learning, and it is also a traditional language teaching aid using a voice or video medium (computer, electronic dictionary). , Cassette tape, CD, video, MP3, flashing English language learner) suggests examples of words, idioms, English sentences, etc., and listens only to these examples repeatedly or only passively according to the program instructions. There is a disadvantage in that the user feels strongly that the feeling of studying lowers the interest and interest in English, thereby lowering the learning efficiency. Complementing the drawbacks of these cassettes and computers, the recently released "patented flashing learner", "smart electronic English word learner memory 1080", "half study", etc. are popular in the domestic market. It has the ability to save via USB and learn with this learning device. However, most of these learning tools are tools for listening and mechanically learning English words or sentences using existing developed contents without considering the imagination or observation of the learner at all. Because it is an injectable and memorized learning method, it makes the learner passively and passively learn, which reduces the interest and learning efficiency of English. In addition to the use of such learning tools, many people like to play games such as 'kungkuta' or 'cross puzzle' are widely enjoyed. However, it is true that there is no limit in developing a game that can improve their language ability by systematically acquiring language using a learning device. To conclude, there are many shortcomings and improvements that can be made in using a tool to make language learning more enjoyable, systematic and wider.
Therefore, this outbreak complements these points so that anyone can learn naturally in the culture of 'fun play'. The present invention relates to a self-directed learning method and a learning apparatus through a game in which a spelling end of a word in which a device is combined.
In the information age where children use computers to everyday life, English learning has become a hot topic in English education in the 21st century. If I have felt that English education has been ineffective so far, I think that by now, the teaching materials, tools, and learning methods must be changed to suit the needs of the consumer so that a much more advanced and effective English education can be achieved. As I have been teaching students for a long time, I have always pondered the question, "How can I learn difficult English words easily and fun?" As a result, one way to solve this problem was to develop an English learning software that would allow students to learn naturally while playing a three-dimensional game using a device with multimedia video functions. In order to develop such a game, I think that it must be entertaining fun to play the game between yourself and a computer program or yourself and other users. Also, in order for the game to be interesting and entertaining, there must be game rules, users must be persistent and immersive in the game, and to be able to actively participate in the game, they must be able to feel a sense of belonging during the game, and game level I think you should be able to choose the type of game, the game opponents, and feel rewarded and fulfilled when you win. In addition, such 'entertainment' and 'participant' play a strong functional game, and through self-induced motivation to learn, self-led English course can be implemented to maximize the learning effect by selecting and practicing the learning process. Software development is absolutely necessary.
The present invention is conceived as a way to naturally encounter the English language users who have a great burden or rejection to memorize the meaning and spelling of a number of English words, using a card utilizing a variety of colors, shapes, symbols, pictures Spelling the end of words by using the self-directed English learning method through the game and its learning device, based on their imagination, imagination, reasoning, logic, insight, interest and naturally in the process of playing games with other users Learning takes place, as well as entertainment, creativity, benefit, and participation for users. By providing endurance at the same time to provide a way to learn easily while enjoying difficult English.
In addition, the present invention can be implemented using a device such as a computer, Nintendo, mobile phone, PMP, electronic dictionary, etc. that are held by many people in Korea, and learners learn words, idioms as well as users while enjoying the game It is to provide a self-directed learning method and learning apparatus that learns the most difficult English sentences to learn the general contents of English naturally.
The present invention is a means for solving the above problems, the step of allowing the user to log in after registering online using his computer (S100); Providing a predetermined cyber money to a user logged in at the computer (S110); Allowing a user to select a level suitable for their English level through a computer (S120); Allowing individuals or multiple people to join the game room within the same level (S130); Allowing a user who is a line in the game to select one of a plurality of game items (S140); Allowing the participating users to combine the card 110 (S150); Allowing the user to view the game hint through the computer (S160); In the case of a user who combines cards so as to satisfy the game win condition, step S170 of allowing a user to declare victory through a computer; When the combination of the
In addition, in step 150, if the number of people in the game room is full after the step (S140), the computer notifies the start of the game and shuffles a plurality of
In addition, the game item is characterized in that it is one of learning the meaning and spelling of English words (Ⅰ), learning English expressions for Korean words (II), and selecting the corresponding English words by explaining the words (III). .
In addition, the
In addition, the user holds the cards according to the number of cards designated by the line, but the last spelling written in the
In addition, the
In addition, the user holds the card according to the number of cards designated by the line, the last spelling of the English word having the same meaning as the Korean word of the
In addition, the
In addition, the user holds the card according to the number of cards designated by the line, the last spelling of the English word having the meaning of the
In addition, the plurality of display units displayed on the
In addition, the game level is controlled by increasing or decreasing the number of
In addition, the plurality of
In addition, in the step S153, in order for the game to proceed smoothly, the number of times the card is laid down for more than 10 seconds to 15 seconds, or the number of times the card is dropped for more than the time is determined by the predetermined number of times. If it is, the game rules of the time system (time system) is applied, and the foul hand is applied to the corresponding user.
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In addition, it is characterized in that to learn one language of English, Japanese, Chinese, French, German, Spanish, Russian, Korean.
In addition, the self-directed learning method of learning a foreign language through a game of spelling the end of words that combines a card and a learning device is applied to one of a computer, an electronic dictionary, a foreign language learner, a PMP, a mobile phone, and used as a self-directed learning device. It is characterized by.
First, according to the level of the user by level, step by step, by field, specially created cards for the special purpose is divided into 1 to 6 stages, and on the card, various contents related to word learning are written differently according to the level of the user. It is a self-directed English learning method that learns and enjoys the game by actively playing the game by increasing the entertainment and 'real women', thus providing a remarkable learning effect to the users.
Second, users can expect high learning effects as well as fun while playing a functional game. Based on cognitive linguistics, users can use various cards made using various colors, pictures, shapes, codes, etc., through computers, mobile phones, PMPs, Nintendos, and electronic dictionaries, which are held in most homes, schools, and workplaces. And while computer programs, users and users enjoy playing games, you can learn difficult English easily and fun.
Third, it is customized learning according to various situations, subjects, and levels according to game learning items, so users can select and play the game according to their level. Can be more systematic and efficient.
Fourth, because users learn by playing against users who are similar to their level, they are not only entertaining and engaging, but also because the learning cards or devices provide hints that can be used by user level. It is not limited to this, but it can be used by a wide range of users from beginners to advanced level of English.
Fifth, the general contents of English word learning on specialized cards using various colors, shapes, pictures, symbols, etc. based on user's association, observation, concentration, cognition and cognitive linguistics. According to the user's level, the contents written by stages and fields are naturally and interestingly learned while playing computer games by self-directedness. You can learn exactly how and sentences are used, and remember the contents for a long time.
Sixth, the present invention does not play a game by making a new device, but using an existing device, and thus has advantages such as accessibility, ease, simplicity, and universality that can be easily used by anyone at any time at a low price at a low cost.
Seventh, it has variety and flexibility to enjoy the game by selecting various games according to the learning level of users participating in the game, adjusting various card numbers according to the number of users, and selecting various items according to the user's preference. Users can immerse themselves in the game continuously without getting bored or bored.
Eighth, it can be widely used in other academic fields as well as English, so it has high business potential.
Ninth, card games can be expected to have a great effect on their potential intelligence development by improving their creativity, judgment, logic, concentration, observation, memory, as well as entertainment and learning.
Tenth, in addition to the learning effect, card games can contribute to the healthy use of leisure. On-line as well as off-line, all age groups can contribute to creating a harmonious home and society by making a healthy play culture anytime, anywhere, alone or with friends and family.
Eleventh, it is possible to review not only the meaning and spelling of words in the game but also the meaning of pronunciation and sentences.
Twelfth, combining the characteristics of devices and learning cards that are perfect for children and adolescents these days, this game not only allows you to play games using a variety of devices, but also places, time, etc. in schools, schools, homes, etc. It is a pleasant learning game that anyone can enjoy easily and fun without receiving.
Thirteenth, because it is a functional game that can satisfy both children's and young people's pursuit of entertainment and their parents' desire for profitability (learning) at the same time, it is easy to secure user base and has established itself as a learning game both domestically and internationally. Good to do
Fourteenth, vocabulary learning by topic can be learned by grouping words on the card at once, based on the balance of discipline and language proficiency through understanding of a particular subject.
Fifteenth, by winning through the competition with other users, the surrogate satisfaction and psychological and emotional uplift (高揚) to have a self-efficacy, immersed in the game.
Sixteenth, test before and after the game to give users a sense of challenge and goal setting.
1 is a plan view of a first embodiment showing the meaning of the English word and the type of card used for learning the spelling (I) according to the present invention.
Figure 2 is a plan view of a second embodiment showing the meaning of the English word and the type of card used for learning the spelling (I) according to the present invention.
Figure 3 is a plan view of a third embodiment showing the meaning of the English words and the type of cards used for learning the spelling (I) according to the present invention.
Figure 4 is a plan view of a first embodiment showing the type of card used for learning English expression (II) for Korean words according to the present invention.
Figure 5 is a plan view of a first embodiment showing the type of card used for selecting the corresponding English word (III) through the description of the word according to the present invention.
Figure 6 is a plan view of a second embodiment showing the type of card used for selecting the corresponding English word (III) through the description of the word according to the present invention.
7 to 12 are flowcharts of one embodiment illustrating a case in which a learning method according to the present invention is used to learn English word meaning and spelling.
Figure 13 is a plan view of an embodiment showing a display form of the device using the learning method according to the present invention.
14 is a view showing an embodiment in which a user can select a game room in the learning method according to the present invention.
15 is a schematic diagram showing a learning method according to the present invention.
16 is a schematic diagram of a case of learning the card in the game progress method according to the present invention.
17 is a schematic diagram of a case where the card arrangement and discard in the game progress method according to the present invention.
Before describing in detail several embodiments of the invention, it will be appreciated that the application is not limited to the details of construction and arrangement of components set forth in the following detailed description or illustrated in the drawings. The invention may be embodied and carried out in other embodiments and carried out in various ways. It should also be noted that the device or element orientation (e.g., "front,""back,""up,""down,""top,""bottom, Expressions and predicates used herein for terms such as "left,"" right, "" lateral, " and the like are used merely to simplify the description of the present invention, Or that the element has to have a particular orientation.
The present invention has the following features in order to achieve the above object.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Reference will now be made in detail to the preferred embodiments of the present invention, examples of which are illustrated in the accompanying drawings. Prior to this, terms and words used in the present specification and claims should not be construed as limited to ordinary or dictionary terms, and the inventor should appropriately interpret the concepts of the terms appropriately It should be interpreted in accordance with the meaning and concept consistent with the technical idea of the present invention based on the principle that it can be defined.
Therefore, the embodiments described in the specification and the drawings shown in the drawings are only the most preferred embodiment of the present invention and do not represent all of the technical idea of the present invention, various modifications that can be replaced at the time of the present application It should be understood that there may be equivalents and variations.
Hereinafter, a self-directed learning method for learning a foreign language and a learning apparatus for learning a foreign language through a word spelling end-game connecting a card and a learning device according to a preferred embodiment of the present invention will be described in detail with reference to FIGS. 1 to 17. .
Looking at the structure of the
That is, the meaning and spelling of an English word to be learned (a language such as English, Japanese, Chinese, French, German, Spanish, Russian, Korean, etc. is applied according to a user's embodiment, and the word, phrase, and sentence of the corresponding language is studied). Can be used for the English word, the English phonetic symbol for the word, a picture image showing the meaning of the word, the national meaning for the word, and the word followed. Hint words that can be spoken and the English sentence containing the words are recorded.
The word
Referring to Figure 1 showing the
The word
That is, referring to the
In addition, according to an embodiment of the user, unlike the above description of the English word and pronunciation ('doctor') on the word
(In other words, the word
The picture
As shown in FIG. 1, the meaning
As shown in FIG. 1, the hint
In addition, as shown in FIG. 1, the hint
The word combining
Referring to the
That is, in the
Thus, the user may acquire a card in which the English word corresponding to 'd' combined with the
The English example
In addition, a plurality of display units in the above card, that is, the word main display unit 10 (10 ') 10' ', the
The word
Of course, as the number of display units displayed on the card decreases, the level increases as the number of cards presented by the lines to be completed in combination increases. That is, the
In one embodiment, the
In one embodiment, the hint word combining
The method of playing a game using the card is similar to the conventional card game method (FIG. 16 or 17), but after allocating an arbitrary card to each user equally to a predetermined number of cards, This is accomplished by combining the words of the line in which the line is selected, followed by a combination of cards (of course, the number of cards that are completed and combined (number of cards) can also be specified by the line (ex: spelling consisting of 3 cards) doctor → rice → elephant type spelling of the word to complete)) If you can not combine the card with oneself, take one card from the
However, the difference from the conventional card game system is that the above-described plurality of display units displayed in the card, that is, the word
As a method for this, as shown in FIG. 15, the step of allowing the user to log in after registering online using his computer (S100), and providing a predetermined cyber money to the user logged in from the computer. Step S110, step S120 of allowing a user to select a level suitable for his or her English level through a computer, step S130 of allowing an individual or a plurality of people to join a game room within the same level, and a line in a game (S140) allowing the user to select one of a plurality of game items, allowing the participating users to combine the card 110 (S150), and allowing the user to view a game hint through a computer ( S160 and, in the case of the user who combined the cards so as to satisfy the game win condition, the step S170 of allowing the user to declare a victory through the computer, and the combination of the
(Of course, as in the step S110, at the start of the first game, each participant is provided with a predetermined base score or cyber money, but within a predetermined time (the predetermined time designated by the user or the line, the time can be freely changed. Game win condition declared by the line (Spelling the end of the English word Spelling End words Complete the spelling of the number of words specified by the line out of 2 to 10 words, but spell the word by holding the number of cards to the number specified by the line. If you completed the correct spelling according to the end of the end.) As in step S190, if you add a certain level of score or cyber money, and if you do not complete the correct spelling of words within a certain time, By reducing the score or cyber money (the score and the degree of increase and decrease of the cyber money can also be specified in advance, Of course, the amount can also be changed freely.) According to the final score or the amount of cyber money, the level of users (participants) can be adjusted from time to time.
In addition, in the step S150, if the number of people in the game room after the step (S140), the computer notifies the start of the game and shuffles a plurality of
In addition, in the step S153, if the card is laid down for more than 10 seconds or 15 seconds or more, or if the number of times the card is dropped for more than the time exceeds a predetermined number of times specified by the line. In addition, the game rules of the Time System may be applied, and the foul hand may be applied to the user.)
1 to 13, the present invention will be described in detail with reference to the drawings.
1, 2, and 3 are various game items that can be selected at the start of the game (learning the meaning and spelling of English words (I), learning English expressions for Korean words (II), and descriptions of the words through the description of the words). Among the selection (III)), the meaning of the English words and spelling (I), Figures 1 to 6 show the meaning of the English words and the type of cards used for spelling (I), which will be described later 7 to 13 illustrate a game method of playing a game with a card used for learning the meaning and spelling of the English word (I). In more detail,
In the case of (A), (B), (C), and (D) of FIG. 1 (shown in FIG. 7), the words used to learn the meaning and spelling of words through the English word spelling end continuation of the card are used. Figures (A), (B), (C), and (D) of FIG. 2 are provided as a hint to the user in the game of continuing the spelling of the English word (as shown in FIG. 9). Delete the picture
4 illustrates learning English expressions for Korean words from among various game items that can be selected at the start of a game. FIG. 4 shows types of cards used for learning English expressions for Korean words. 10, which will be described later, illustrates a game method of playing a game with a card used for learning English expression (II) for Korean words. In more detail,
In the case of (A), (B), (C), and (D) of FIG. 4, in the game of continuing the spelling of the English word (as shown in FIG. 10), the English word is not directly written on the card. Instead of writing English words and pronunciations in the
5 and 6 are related to selecting a corresponding English word through a description of a word among the various game items that can be selected at the start of the game (III). FIGS. 5 and 6 are corresponding English words through a description of a word. 11 and 12, which will be described below, illustrate the types of cards used for selecting (III), and a game method for playing a game with the cards used for selecting the corresponding English words through the description of the words (III). It is shown. In more detail,
5 (A), (B), (C), and (D), in the following words in the English word spelling ending game, a predetermined English word is directly written together with the pronunciation in the
6, unlike the contents described in the case of (A), (B), (C), and (D) of FIG. 5, the word main display portion 10 '' and the hint
7 is a first embodiment of a game method for learning the meaning and spelling of the English words (I) game through the way that the end of the English word spelling, made by using a variety of colors, figures, pictures, signs, etc. for each user Each card is provided with two cards containing words with different spellings and meanings, but can be carried with up to three cards (card number is specified in advance without limitation) and
That is, when the user receives and holds two cards containing the English words 'doctor' and 'food' on the word
In other words, the word "doctor → rice → elephant" is spelled the winner in the game. (I.e., if a user takes a card from the
FIG. 8 has a card used to learn the meaning and spelling of an English word as in the embodiment of FIG. 7, and the second method of the game method of learning the meaning and spelling of the English word (I) through the English word spelling end. By way of example, as shown, after the user receives three cards, such as the card used in FIG. 7, the common card portion is adapted to match the 'combination of word spelling end with four cards' presented by the line. This is a card game in which the other one card is taken at 70 and the word spelling digit is combined into four cards, and the level is increased as compared with FIG.
In FIG. 8, the user starts the word 'd' and ends with the letter 'doctor' and the word starts with the letter 'r' and ends with the letter 'e' among the various English words described in the word
That is, the user receives three cards (①, ②, ③) of the English word "doctor → rice → food" while playing a game, and the three cards (①, ②, ③) and the English word 'elephant' card (④) that can be followed by the end of the spelling of the word, bring the English word 'food' card (③) that is not related to the most spelled card among the cards owned by the user. By placing it on the floor, the end of the spelling of the word can be combined, that is, the end of the spelling of the word "doctor → rice → elephant". This allows the user to exit the game immediately but continue the game to obtain a higher bonus score, with the card (⑤) marked by the word 'elephant' and the word 'train' to add spelling. Taken from the
9 has a card used to learn the meaning and spelling of English words, as shown in the embodiments of FIGS. 7 and 8, and the game of learning the meaning and spelling of English words through the spelling of English words (I) As a third embodiment of the scheme, as shown, after the user receives three cards with different shapes than the cards used in FIGS. 7 and 8, the word spelling ends with the four cards presented by the line. Is a card game in which one card is taken from the
In FIG. 9, unlike in FIG. 7 and FIG. 8, only the word
10 is an embodiment of a game system having a card used to learn the English expression for the Korean word shown in FIG. 4, and learning the English expression for the Korean word (II) game by continuing the spelling of the English word. As shown, after the user receives two cards, the other card is taken from the
In the contents described in the card used for the game, in Fig. 7 to 9, unlike the English word and the pronunciation of the word is described in the
Referring to FIG. 10 in detail, in FIGS. 7 to 9, a card in which an English word is directly written is received. In FIG. 10, a card having a Korean word instead of an English word is written at the top, and the correct English word is devised for the word. As an embodiment for learning the English expression for the English Korean word through the end of the spelling, as shown in FIG. 10, after the user receives two cards, the word spelled with 'three cards presented by Sun A card game in which one card is taken from the
Provide each user with two cards containing Korean words with different meanings on each card made of various colors, figures, pictures, symbols, etc. Lines are designated in advance without limitation), take a card from the
In more detail, FIG. 10 illustrates a case in which the user receives and holds two cards in which the Korean words 'pseudo' and 'food' are written in the
In other words, the word "doctor → rice → elephant" is spelled as the winner in the game. (I.e., the user takes the card from the
FIG. 11 has a card used to select a corresponding English word through a description of a word as shown in FIG. 5 or FIG. 6, and selects the corresponding English word through a description of a word through continuing the English word spelling. As a first embodiment of the game method of playing the game (III),
In the contents described on the card used in the game in FIG. 7 to 9, unlike the English word and the pronunciation of the word are described in the
Referring to FIG. 11 in detail, the word spelling ends of the
Based on the plurality of display units, the words of each card made by using various colors, figures, pictures, symbols, etc., to each user, the English words having different meanings in the
11 illustrates an English sentence 'This is a person who is qualified in medicine and treats people who are ill. (Doctor)' and This is what If you receive and hold two cards containing people and animals eat. (food), you have two cards containing the English sentence `` description in English for the word doctor '' and `` description in English for the word food. '' ①, ②) while playing the game, the English sentence (This is a person who is qualified in medicine and treats) explaining the English sentence 'doctor' in his possession in the
In other words, the word "doctor → rice → elephant" is spelled as the winner in the game. (I.e., the user takes the card from the
12 has a card used to select the corresponding English word through the description of the word, shown in FIG. 5 or 6, the English word through the description of the word through the end of the English word spelling Selecting (III) As a second embodiment of the game method of playing games, as shown,
After the user receives two cards, he takes another one from the
In the contents described on the card used in the game, in Fig. 7 to 9, unlike the English word and the pronunciation of the word in the
12, the word main display unit of FIG. 12 is different from the description of an English word in the
An English sentence indicating an explanation of English words having different meanings is provided in the
12 illustrates an English sentence 'This is a person who is qualified in medicine and treats people who are ill. (Doctor)' and This is what in the
12 is a case in which the game is not completed until the spelling of the three words is continued, the user only listens to one "a suitable card for explaining an English word having English spelling beginning with doctor → rice → alphabet 'e." It is the case that the game can be terminated only by bringing it from the
In other words, it is a case of winning the game by continuing the spelling ending consisting of the words “English sentence ① (doctor) heard by voice → English example ③ (rice) → English example heard by voice”. That is, the user hears the contents of the card from the
In addition, the self-directed learning method for learning English words, English direct reading, listening and speaking through a functional game that combines cards and learning devices using various colors, pictures, signs, shapes according to the present invention, computer, electronic It can be applied to one of various learning devices and electronic devices such as dictionaries, foreign language learners, PMPs, mobile phones, etc., and when a card is made and used offline, a line designated by the user (line can be changed at any time by the selection of participating users). The game method will be explained, and the number of cards will be given for the first time to combine the English word spelling endings, and the number of words that need to be completed with spelling endings can be variously determined. .
In addition, among the many cards distributed to each user, a card having a function that can be used to spell all English words necessary to combine the spelling endings declared by the line, the card of another user, or the remaining common card part ( In 70), you can pick a card at random, you can play 3 cards in a row in random order, you can see all the cards of other users, stop the current game It is also possible to have bonus cards (not shown), such as cards that reward twice the points earned in the game, to be mixed to inspire interest and tension to the user. Yes, it's impossible, and various bonus cards can be freely and variously used to inspire interest and tension among users. It should understand that it can be).
In addition, the above-described cards are made in the form of a real card that can be touched by hand, so that two or more people who are not on-line can be used to play a game on-line.
The game method of step S100 to step S210 described above is applied in the same way, but the step of signing up and logging in step S100 is omitted, and the cyber money given in step S110 can be separately distributed to each participant by making coins or bills. By clicking on the Stop button, the participant who completes the spelling of the word in step S170, declaring victory, will shout "Stop" on his own. In addition, in the case of grades (levels) applied after the result of the game, participants separately designate a predetermined limit score for each grade in advance before the game, and a separate predetermined work that displays a grade such as a signpost or a card corresponding to each grade Each time the class changes, you can replace it and use it yourself.
This is a new concept self-directed learning method where students learn by level and receive rewards based on their efforts. It is not limited to English learning only. It is written on other cards such as Korean, Japanese, Chinese, German, French, Spanish and Russian. Only the content and letters are displayed differently, but the card utilization method can be applied in the same way as English.
In addition, when used online using a computer using the Internet and various electronic learning devices, as shown in Fig. 13, the game
FIG. 14 shows a manner in which a user participating in a game can select a game room. In the number of participants (A / B), "I" represents the number of users who can participate in a
While the present invention has been particularly shown and described with reference to exemplary embodiments thereof, it is to be understood that the invention is not limited to the disclosed exemplary embodiments. It is to be understood that various changes and modifications may be made without departing from the scope of the appended claims.
10, 10 ', 10'': Word
12: protrusion 15: inner part
20: Picture
40, 40 ': hint word display unit 50: word combining structure display unit
51: duplicate display portion 52: reference shape display portion
60: English example display portion 70: common card portion
71: abandon card unit 80: game method display unit
90: step-by-step execution mode display unit 100: first card unit
110: second card part
Claims (16)
Providing a predetermined cyber money to a user logged in at the computer (S110);
Allowing the logged-in user to select a level suitable for their English level through a computer (S120);
Allowing individuals or multiple people to join the game room within the same level (S130);
Allowing a user who becomes a line in a game to select one of a plurality of game items through the computer (S140);
Allowing the participating users to combine the card 110 through the produced program (S150);
Allowing the user to view the game hint through the computer (S160);
In the case of a user who combines the cards so as to satisfy the game win condition, step S170 of confirming that the user is a winner through a computer;
When the combination of the cards 110 matches the game win condition, an effect sound sounds in the computer (S180);
(S190) a predetermined cyber money or score is added to or subtracted from the computer to the winner and the loser;
Receiving each user's own game ranking through a computer (S200);
The user is confirmed whether the progress of the game and whether or not to change the game item through the computer (S210);
The step 150 is, after the step (S140), when the number of people in the game room, the computer notifies the start of the game, and shuffle a plurality of cards 110, then clockwise to the user 2 to 10 cards (110) Is distributed (S151), and after the step (S151), the line that made the game room checks his card 110 through a computer, the number of cards 110 that each user can hold the game win condition In order to declare and declare in advance (S152), and after the step (S152), in order to meet the winning conditions of the game items while complying with the number of cards 110, each user is a predetermined order through a computer After receiving the card 110 one by one in the common card unit 70, and compares with the card 110 that they already possess, if you are related to your card 110, possessed, the card that is not the most relevant 110 to put down on the floor Step (S153); self-directed learning how to learn a foreign language from the word spellings after ending top games and learning devices that incorporate a card which comprises a.
The game item of step S140 is
Grafting cards and learning devices, which is one of learning the meaning and spelling of English words (Ⅰ), learning English expressions for Korean words (Ⅱ), and selecting the corresponding English words by explaining the words (Ⅲ) Self-directed learning method of learning a foreign language through the spelling end of the spelling words.
The card 110 used in the meaning and spelling of the English words (Ⅰ) has the form of one of rectangular, square, oval, round, triangular,
A constituent word part 11 in which an English word is recorded together with a phonetic symbol is displayed, and a word main display part 10 displayed in a predetermined figure;
A picture image display unit 20 which displays a picture corresponding to the meaning of the component word unit 11;
A meaning display unit 30 in which the component word unit 11 is translated into Korean and recorded;
A hint configuration in which the English main word having a combination and shape corresponding to the front end or the rear end of the word main display unit 10 and starting with the last spelling of the component word unit 11 is recorded together with a phonetic symbol. A hint word display unit 40 on which the element word unit 41 is displayed;
The duplicate display unit 51 having the same shape and color as the word main display unit 10, and the same shape and color as the hint word display unit 40, and have a front end, a rear end, a front end, or a rear end of the duplicate display unit 51. A word combining structure display unit 50 including a reference shape display unit 52 corresponding to the combination;
An English sentence display unit 60 in which an English sentence including a word of the component word unit 11 and a Korean sentence are written together and displayed;
Self-directed learning method for learning a foreign language through a game of spelling the end of the word spelled by combining the card and the learning device, characterized in that consisting of.
Users carry the cards according to the number of cards designated by the line, so that the last spelling written in the component word part 11 of the first card matches the first spelling of the component word part 11 of the second card. To combine a plurality of cards in a spell ending sequence so that the last spelling of the second card component word part 11 is in a form that matches the first spelling of the third card component word part 11. Self-directed learning method of learning a foreign language through the game that continues the end of spelling words that combine cards and learning equipment.
The card 110 used in learning the English expression for Korean words (II) has one of rectangular, square, oval, circular, and triangular forms,
A constituent word part 11 on which a Korean word is recorded is displayed, and a word main display part 10 'displayed in a predetermined figure;
A picture image display unit 20 which displays a picture corresponding to the meaning of the component word unit 11;
A meaning display unit 30 'in which the component word unit 11 is translated into English and recorded together with a phonetic symbol;
The hint component word portion 41 having a shape and color that can be combined to correspond to the front end or the rear end of the word main display portion 10 ′, and a word associated with the component word portion 11 is recorded in Korean or English. A hint word display unit 40 'on which is displayed;
The duplicate display unit 51 having the same shape and color as the word main display unit 10 'and the same shape and color as the hint word display unit 40', and the front or rear end or the front of the duplicate display unit 51. A word coupling structure display unit 50 including a reference shape display unit 52 corresponding to the rear end;
An English sentence display unit 60 in which an English sentence in which the component word unit 11 is used is described and displayed along with a Korean translation;
Self-directed learning method for learning a foreign language through a game of spelling the end of the word spelled by combining the card and the learning device, characterized in that consisting of.
Users carry cards according to the number of cards designated by the line, but the last spelling of the English word having the same meaning as the Korean word of the component word part 11 in the first card, and the second card component word part 11 The first spelling of the English word having the meaning of the Korean word described in the first word and the last spelling of the English word having the meaning of the Korean word described in the second card element word part 11 11) through the word spelling end game game that combines the card and the learning device, characterized in that a combination of a number of cards in a way that the end of the letter spelling so that the form of the first word of the English word with the meaning of Self-directed learning method for learning a foreign language.
The card 110 used in selecting the English word through the description of the word (III) has a shape of one of rectangular, square, oval, circular, and triangular,
A word main display portion 10 ", in which a component word portion 11 in which a description of a predetermined word is displayed in an English fingerprint or a description of a predetermined word is given in speech without a fingerprint is displayed;
A picture image display unit 20 which displays a picture corresponding to the meaning of the component word unit 11;
A meaning display unit 30 in which the component word unit 11 is translated into Korean and recorded;
Corresponding to the front end or the rear end of the word main display unit 10 '', and has a form and color that can be combined, another English word starting with the last spelling of the component word unit 11 is recorded together with a phonetic symbol. A hint word display unit 40 on which the hint component word unit 41 is displayed;
The duplicate display unit 51 having the same shape and color as the word main display unit 10 ″, and the same shape and color as the hint word display unit 40, and have a front end, a rear end, or a front end of the duplicate display unit 51. A word coupling structure display unit 50 including a reference shape display unit 52 corresponding to the rear end;
An English sentence display unit 60 in which an English sentence including a word of the component word unit 11 and a Korean sentence are written together and displayed;
Self-directed learning method for learning a foreign language through a game of spelling the end of the word spelled by combining the card and the learning device, characterized in that consisting of.
Users possess the cards according to the number of cards designated by the line, but the last spelling of the English word having the meaning of the component word portion 11 in the first card has the meaning of the second card component word portion 11 Match the first spelling of the English word, and the last spelling of the English word meaning the second card element word part (11) matches the first spelling of the English word meaning the third card element word part (11) Self-directed learning method for learning a foreign language through the word spelling end game game combined with a card and a learning device, characterized in that a combination of a number of cards in the way of spelling end point so that the form becomes.
A plurality of display units displayed on the card 110 is a self-directed learning method for learning a foreign language through a game of spelling the end of the word spelled by combining the card and the learning device, characterized in that arranged randomly on one side of the card.
The number of cards 110 to be combined according to the game win condition declared by the line or the plurality of display parts displayed on the card is increased and displayed so that the game level is adjusted. Self-directed learning method to learn a foreign language through the game.
The plurality of cards 110
Has the ability to continue all spellings in the game of line-spelled English spelling end, or a mix of bonus cards to randomly draw additional cards from another user's card or the remaining common card part 70 Self-directed learning method for learning a foreign language through a game that continues the end of spelling words that combine cards and learning devices.
In the step S153,
In order for the game to proceed smoothly, if the card is dropped for more than 10 or 15 seconds, or if the number of cards is dropped for more than the time, the Time System Self-directed learning method for learning a foreign language through the game of spelling the end of the word spelled by combining the card and the learning device, characterized in that by applying the game rules of the game to the user.
Self-directed learning of foreign languages through the game of spelling the end of words spelled with cards and learning devices, which allows students to acquire one of English, Japanese, Chinese, French, German, Spanish, Russian, and Korean. Learning method.
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KR1020100023598A KR101332149B1 (en) | 2010-03-17 | 2010-03-17 | A Self-directed Studying Method and the Device of It to Learn Foreign Language by the Game That Relays the End Spelling of the Word with Integrating the Merits of the Particularly Designed Cards into the Characters of Studying Machines |
PCT/KR2010/007061 WO2011115345A1 (en) | 2010-03-17 | 2010-10-14 | Self-directed learning method for learning foreign language through word relay game in which advantages of specially designed cards and features of learning machine are connected, and learning device thereof |
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KR1020100023598A KR101332149B1 (en) | 2010-03-17 | 2010-03-17 | A Self-directed Studying Method and the Device of It to Learn Foreign Language by the Game That Relays the End Spelling of the Word with Integrating the Merits of the Particularly Designed Cards into the Characters of Studying Machines |
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KR102112129B1 (en) * | 2018-07-24 | 2020-05-18 | 박근수 | Intelligent end-to-end word learning method using speech recognition technology |
KR102313759B1 (en) | 2020-03-06 | 2021-10-18 | 키오스크코리아(주) | Multidimensional image controlling method using a space recognition and multidimensional image displaying appratus using the same |
KR102561900B1 (en) * | 2023-01-27 | 2023-08-02 | 주식회사 이지콘텐츠연구소 | System for providing word chain game servicee using gamification |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
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KR19990049151A (en) * | 1997-12-12 | 1999-07-05 | 성기훈 | Electronic English Learner |
KR20070064753A (en) * | 2005-12-19 | 2007-06-22 | 안 데이비드 | Device and method of combination game for english character |
KR20080045342A (en) * | 2006-11-20 | 2008-05-23 | 배철민 | Card for study words |
KR20090013627A (en) * | 2007-08-02 | 2009-02-05 | 이은순 | Pattern training game tool for the construction of english sentences |
-
2010
- 2010-03-17 KR KR1020100023598A patent/KR101332149B1/en active IP Right Grant
- 2010-10-14 WO PCT/KR2010/007061 patent/WO2011115345A1/en active Application Filing
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
KR19990049151A (en) * | 1997-12-12 | 1999-07-05 | 성기훈 | Electronic English Learner |
KR20070064753A (en) * | 2005-12-19 | 2007-06-22 | 안 데이비드 | Device and method of combination game for english character |
KR20080045342A (en) * | 2006-11-20 | 2008-05-23 | 배철민 | Card for study words |
KR20090013627A (en) * | 2007-08-02 | 2009-02-05 | 이은순 | Pattern training game tool for the construction of english sentences |
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