KR20080103423A - A play-implement for learning knowledge - Google Patents
A play-implement for learning knowledge Download PDFInfo
- Publication number
- KR20080103423A KR20080103423A KR1020080046579A KR20080046579A KR20080103423A KR 20080103423 A KR20080103423 A KR 20080103423A KR 1020080046579 A KR1020080046579 A KR 1020080046579A KR 20080046579 A KR20080046579 A KR 20080046579A KR 20080103423 A KR20080103423 A KR 20080103423A
- Authority
- KR
- South Korea
- Prior art keywords
- answer
- question
- victory
- point
- play
- Prior art date
Links
Images
Classifications
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B5/00—Electrically-operated educational appliances
- G09B5/06—Electrically-operated educational appliances with both visual and audible presentation of the material to be studied
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/22—Games, e.g. card games
Landscapes
- Engineering & Computer Science (AREA)
- Business, Economics & Management (AREA)
- Physics & Mathematics (AREA)
- Educational Administration (AREA)
- Educational Technology (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Toys (AREA)
- Multimedia (AREA)
- Entrepreneurship & Innovation (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Description
The technique of the present invention intends to produce more intellectual members and virtues-development by editing more appropriate contents for each class by tying more community members. It is a new technology with fun device and fun progression that will be a requirement for attention and participation, and people who have different levels of knowledge about the knowledge that is the medium of play (eg, 3 year old children, high school graduates, university graduate mothers) In addition, the university's Ph.D., etc.) allows the play competition to become a reality by equipping the equilibrium conditions for the progress of the play, making it possible to proceed with serious play, The question level participant will be able to grasp the high level knowledge or information through the confirmation of the answer of the high question level participant, and at least expect sensitive cognitive or assimilation. It is believed that the new technology conditions that resulted in unprecedented achievements are in place. Participants will be able to realize a new perspective and a sense of development of the field of vision, which will make the game more rewarding. However, the prerequisite and success of this invention is the fun problem of interest induction. As a basic principle, the skill of fun-inducing ability must be well-balanced with the agency and good luck of the competition, and the competition parameters must be precisely varied and the progress can be accurate. Based on the various participants, the fun-inducing skills should be able to harmonize with the wide universality, ease and difficulty. True to this fundamental basis, the ride was invented anew. Differentiate and diversify the content and style of the question in the solution, and metaphorize and metaphorize, suggestive, literary, and literary questions. By multiplying the organization of cards and pre-arrangement of reading items according to the level of knowledge among the participants, knowledge of equilibrium and equality of play in media-based play is required. The invention has been developed and organized. Participant in question card (1a) which was assigned by turn
… (There have been many rides. Among them, the present invention is compared and described with similarities, and the differences are intended. The words of Lee Joo were developed in this country. The question was to align Shijo literature with simple Sijo Daegu, and there were no other questions. There was no multi-item system for rationalization of equitable play competitiveness, and there was no technology for assigning the preliminary sum of the items. The Garuda card game used in Japan is similar to the gatu. Card Noll forms include Trump Hwatu English word memorization playing cards, and the purpose, content, and rationalization of multi-item assignments for the rationalization of the game, the winning points for the combination of letters, the winning points for the combination of signs, and the answer pieces. There was no organic play equipment with two progress charts: the organicity of the board status board play, which deepens the acquisition of knowledge by gaining victory points and acquiring up-level play repetition through familiarization.
It is similar to play a game of number play, short cuts, setting of several moves, capturing the previous move, accompanied by a move, and completion of all the move destinations. Procurement of the number of moves forward is simply the number based on the difference in the status of throwing four halves of wood. There is a difference and the progress is completely different. In the bingo game play, the form of checking the answer book according to the reading (usually the number) and the winning form of the pre-completion ruler in the check competition may be similar, but there are significant differences in more parts and important technologies as compared with the previous comparison. . In casino revolving game, it looks like a little similar to the victory point condition due to the oral settlement by rotation, but there are many differences in the elements of the present invention overlapping fluid solution confirmation game. Among many other PC games, there is a partly similar principle to the competition aspect and style, but there is no such organic multifunctional omnibus set ride that meets the three objectives of the present invention. There were no three major mangers to improve the quality of life of the community.
I am sure that there will be a gradual progress in solving the task if we set up the three-purpose invention for the means to solve the need to change the culture of play and give results in its faithful role. The primary gateway for the achievements of the present invention based on three purposes is the attraction of community members. However, today's living environment or living structure keeps people busy and lives with the stress of busy consciousness. In addition, it is true that our play (game) aspect has a lot of negative dysfunctions, and it is a great value pursuit effort today to make a transition effort that minimizes the negative effects such as waste of time and energy of the community members and the loss of consciousness. Seen as one of. In addition, although there have been numerous insistence that human life education claims are rational and necessary, the effectiveness of them is lacking. To overcome the gradual overcoming of the dysfunctional practice of numerous conventional games that have been a serious impairment of community culture for the necessary lifelong education effectiveness and for the enjoyable and efficient learning effect of adolescent students. For this reason, the emergence of the invention of a new ride was a necessary task even though it was an era task. On the other hand, the rapidly changing science and technology civilizations, especially the changes in life consciousness and attitudes caused by computer mobile phones, have also required a deep reflection on the community level and efforts to respond to the evaluation and evaluation. The communal waste of time and the retirement of consciousness are directly proportionately paid, and this unfortunate probable effort must be made.
For the successful achievement of the three objectives of the present invention, the attraction of more people is primarily a prerequisite, but it should be a mechanism equipped with conditions of interest, attraction and benefit that can attract attention. More stringent intrinsic discernment: first fun, second rewarding profitability, and third, the precondition of euphoria. As a condition of rational and realistic competition play, the process of multi-itemization and the pre-arrangement assignment can be induced by the curiosity of participation by the reality of reasonableness and competition. The living environment of various interests has diversified the play equipment in preparation for the amplification of the anticipation of change for the modern people. Diversification of rides is much more than just that. There is also a need for maximizing effects in the process of acquiring knowledge for the purpose of knowledge and its knowledge acquisition and effective knowledge acquisition. Eight answer-checking boards with two levels of difficulty, two status boards, and two progress charts that add to the competition of another feature add to the experience of immersion and repetition. It is the necessity of omnibus set of the organization and the pioneering efforts to improve new quality of life.
First, in the play using knowledge as a medium, the question items corresponding to the level of multi-item questionnaire are assigned to the non-equilibrium problem caused by the difference of knowledge level among the play competitors. By compromising, it has rationalized the progress of the play. The text of the accompanying sticker is the original instructional system.
Second, the multi-item questionnaire style of the diversification diversification metaphor is the inspirational experience that is not evident, that is, it acquires and understands the multi-item perspective on the knowledge of the question and the expert interpretation or foreign language expression through the process of play. Will be
Third, through the use of the present invention, which is a medium of knowledge, it enables us to experience a different level of fun than the existing play, and to acquire a lot of memorization necessary knowledge through rapid knowledge acquisition. As a result, true personal fellowship can lead to improved human relations and induces mutual reflection education.
Fourth, time energy due to the use of play equipment, which had a lot of dysfunctions but was forced to be released by using the diffusion of play equipment equipped with fun, effective knowledge acquisition, and performance of friendship. It replaces consciousness retirement and contributes to overcoming the loss of life of community members.
Fifth, not only will the concentration, which is an essential element of educational improvement, improve overcoming, but also encourage the mass production of community talents by acquiring the need to identify the truth or pursue it and encourage them to entertain themselves. To lead creative future leaders.
Sixth, it contributes to minimizing the cost of the frustrating aspects of community life that would be required by the serious, innocent and unwise private education craze, and to reminding us that the paradigm shift of community future by truth is necessary. Will be done.
Seventh, to induce the reorganization and purification of garbage knowledge (obsoledge) caused by inevitable knowledge excess information excess environmental conditions to preserve stress and health and to induce a productive shift of consciousness.
Eighth, the new forms of the invention and the checklists of the various forms and aspects, and the two newly developed progress tables, function organically with the multi-item question card that will induce many effects, realizing the above eight valuable effects. By doing so, it contributes to the development of industrial performance not only by culture but also by industrial creativity and industrial awareness.
In order to use the play equipment of the present invention, since it is an omnibus set, it is necessary to make a prior agreement between the participants in accordance with the stage selection and progress rules of the equipment. First, the status board showing the progress table is joined to the center plate of the play board or the status board, and the adsorption mechanism is inserted into the upper two holes and adhered to the smooth wall. Among the eight different rides, you can choose between the answer piece play or the fixed answer game in light of the difficulty. As shown in Fig. 22, 22 pieces of elliptical answer pieces are mixed and placed on the collection frame at the center of the play, and each of the four pieces of solution pieces is prepared. Each of the following participants will be assigned to the appropriate question by discussing each other among the multi-item questions. In the case of Fig. 22, three-year-old children and high school graduates agreed to take the first of six items, and the father-in-law to ask questions among all the items. Ten four-color stickers prepared separately before the start of the game will be assigned to each player using three to four color stickers for each color. It will be shuffled under the item assigned to it. The sticker is printed on a very thin tanned material, and is processed with a sticky adhesive on the back of the English word. Some color stickers are grandmothers, which means that you should remember which items and points for victory points (3 colors = 1 point, 1 white color corresponds to any color), but the most important function of the stickers is The sticker is a part of the new invention because it does not reveal the question cards and influences the winning game. If a three-player participant selects a play host, the host decides the number of question cards among the total of 32 question cards as the last preliminary agreement. The basic card corresponding to the answer piece is only 22. However, in the point formation condition set in the answer piece of FIG. 10, the center letter phase becomes important, and in the case of the cross-type 天 and life of the center letter, there are three duplicate cards. In addition, the central character filial piety is a combination of blessings for only one auxiliary character, so you get 1 victory point. There are two duplicate cards of yellow center letters in favor of other Victory Points. In addition, in accordance with the number of three participants in the three blank cards, only one blank card is joined, and finally, the player decides to play with 30 questions. The host is divided equally into 5 pieces per person and the remaining 15 pieces are placed face down in the center of the game with a flip card. First, when the host reads the first item corresponding to the grandmother's question sitting on the right side, he identifies the answer from the grandmother's answer cards and puts it on the vantage point of the piece collection. Although there is an alternative explanation in the brief description of Fig. 22, in the first round of this play, the grandmother stops playing with three victory points and records three points in the cumulative progress table, and the winning grandmother proceeds to the second round as a host. There is one thing to note about this play. In this play configuration, the son sitting to the left of the father has an advantage over his grandmother, who has a similar level of knowledge in terms of play balance. The father's questioner is his son. The reader of the question recognizes the answer given on the question card. The son who was able to recognize the answer of the father's question assigned to the relatively difficult question is better than the grandmother, so when the cumulative progress table is used, he changes his place with the grandmother after the fifth round. In addition, when using a move table, two people are switched at the time when half the number of moves reaches the destination. There may be some flexible operations by prior agreement. On the other hand, it is possible to play with 27 cards in total, with 3 cards of the main character 天 life filial piety, and 2 cards by prior agreement, assuming that more than half of the question cards are divided in the card division or all the games. Make sure your mobile card is even. Another important rule is the handling of duplicate and blank cards. The duplicate card is used first and the rest is dead. A duplicate or blank card that is dead may be placed in front of the person, whether it is carried or flipped, and one card may be used instead of the flipped card. However, if you want a fierce competition of the game, one player draws a card from one of the competitor's tickets in advance, and the participant is drawn from the flip card instead. The rules of Fig. 8 for the same answer are different. The embodiment of Fig. 23 is a four-participant play group added to a mother of college graduates, and the play equipment is a three-fold flow response board, and the answer content is not an Chinese word in Fig. 22. The procedure is the same. If you enjoy playing with eight different rides with different contents and equipment styles, you will learn a lot of valuable knowledge information lessons. In addition to acquiring knowledge, playful dialogue can be generated during the play, resulting in personal humor and intellectual humor. It is expected that the fun and profitable repetition of the play is expected and meanwhile, all the knowledge of the questions can be reached to the stage of maturity. By playing two status boards, there is an opportunity to reconfirm the knowledge of the knowledge of the first half questions. give. In the description of the play process of the present invention, the function and usage of the question card, its attached sticker, the duplicate card, the blank card, the rationalization of the reading, the victory point acquisition and the play stop are explained. These detailed rules are prepared in the ride guide. Descriptions of mechanisms and procedures relating to the present invention which require further explanation are classified below.
As an explanation about the question card,
It is convenient to carry and use, and it is 7cm × 10c thick, about 1mm wide, which can be appropriately edited and edited. The question card makes the editing necessary for each class. It is multi-itemized and ordered according to the difficulty level. 1 item is read aloud level or easy expression of Korean pronunciation of foreign language, 2 items are dictionary explanation level or easy foreign language, 3 items are descriptive interpretation of solution or intermediate foreign language, 4 items The ability to apply a solution or foreign language above intermediate level, 5 items for academic understanding or high level foreign language, 6 items for scholar's opinion level for a solution or professional foreign language, and 7 items for future non-permanent opinion or academic foreign language. Basically, the question of the solution is appropriate in terms of differential diversification, metaphorization, comparison, and expression. It is set to the stage. Duplicate cards and blank cards will be prepared according to the number of questions and the set points for answer boards.
As an explanation of the fixed answer board,
Figure 1 Figure 2 Figure 3 is a fixed answer board type may be another form of embodiment. There is a setting for victory points by color (2e 2f
As an explanation of the answer piece collection,
Fig. 8 The answer cells of Fig. 10 are in a separate state, but in various cases and in a constant form (Fig. 10), each piece may have an irregular shape (Fig. 8), etc. Marking points of the same combination of points on the same ground Collect points of victory points are set and displayed on the bottom of the sculpture (10c) to complete the sentence on the back of the collection (8k). It is characterized by the fact that it can be combined with. Peel adhesive is applied to the bottom of the piece, and the position of the bottom of the piece can be seen through the
As a description of the superfluous flow solutions,
Fig. 11 is a perspective view of the detached state of the solution plate of 12 cells of three overlapping guns. An open and close pin is inserted at the center of the center, and the three circular surfaces are fixed in width order with a certain difference, so that they can be rotated from side to side. There are square handles (2c) on both left and right sides, and from the second answer board, there are several triangular protrusions on the edges. The solution board mechanism of Fig. 13 and Fig. 23 is of 18 cells of three overlapping guns, which is the answer board of the archaeological word, the central letter auxiliary letter, and the B point of the color of Y color, and is fixed to the center point by the spot material at the top. There is a solution confirmation frame (12a). The Y color answer cell is a special color answer cell on one side (radius) of the privileged victory point. In the case of Fig. 15, it is a two-fold total 16-cell floating answer cell, which is the answer board for the four-country conversational question. In the case of Fig. 17, four overlapping and seven-point forms are instructive contents about the Old Testament. One special privilege color is set to two sets, and there is a letter combination using □ (blank).
As a description of the current situation play,
Since two progress tables have been organized and played at the center of the game from the beginning of the present invention, the status board (18a + b) may be used to the eyes of the participants and make them expect. The present invention, which is a medium of knowledge, is gradually becoming familiar with the knowledge. By using this knowledge familiarity condition, the play provides an opportunity to reconfirm knowledge and develops the application of improved knowledge level and the ability to induce intellectual conversation. Even the observers around me will be able to create a deep personal friendship atmosphere, and I can expect courtesy in the posture. Intellectual enlightenment results. The play table and decisive distinction in the first half of the table are based on the premise that the rules for gaining victory points are not obtained points in the answer pieces (Fig. 18), but the necessary victory points are obtained by the letter combination (2j + 2i + 2k) set in the status board. This is an absolute rule. However, since the secured points obtained in the solution piece victory condition are preserved, the acquired victory points of the solution pieces are summed when the current version character combination victory point is obtained. The vertically edited status plate of A3 size is made of solid and smooth surface, so that the adhesive on the back of the solution piece can be attached well. Pictorial photographs, etc. according to the Victory Point Synopsis contents are organized to support text messages. Luck (18m) doubles the points earned, and there is no penalty for failing to win the victory even if the luck progress is marked. However, the
As a description of the cumulative progress table (Fig. 20),
A score board type is a board that stops play due to the acquired victory points, stops play, checks the accuracy of the acquired contents, and accumulates the acquired victory points in the corresponding column. As a rule, 10 times (20i) is a rule, but may be adjusted to meet the needs of the participants. The progress chart feature in the present invention separates the
As a description of the movement table (Fig. 22),
A horse's progress table is one of two progress tables of the present invention. A progression table is a chart of the progress of a competitor's competition to reach his destination first. It is a pattern of colostrum. Major cities across the country have been set up in 16 stations to accommodate alternative locations. The meaning of the 16 stations was set in consideration of the two basic victory points, the possibility of scoring power, the time required for the play, and the psychological condition of modern people. The station is divided into two lines of action. On general routes (
However, the red line (
On the other hand, in the cumulative progress table without a high score limit, the rules for obtaining victory points can be relatively high scores, and the adjustment scores by the reversing game are also relatively high. The composition of the movement table was intended to symbolically compress the life of happiness in Korea according to the present invention. The two progress tables organized on the status board can be replaced after the same size drawings are separately prepared by the adhesive process.
Fig. 1 divides the question difficulty into six categories for equal competition by asking knowledge about the human body according to the knowledge level of each participant. This is a challenge card organized to play competitively. 19 basic cards + 2 duplicate cards + 3 blank cards = 24 cards in total, 7cm x 10cm rectangular, about 1mm thick printing coating. A confirmation sticker that has a variable effect on the strategy of play competition by selecting each player's assignment items and the purpose of the upside down question card and not revealing the upside down card after the progress of the questionnaire. Each participant will use the corresponding color sticker as a user tool, and the number of stickers will be prepared according to the number of questions, and three points will be scored on the same color sticker. It's a providence and is a very thin, sticky dairy sticker attached to the bottom of an item assigned to each person before mixing. It is a common accessory of all questions cards.
FIG. 2 is a fixed answer board of 19 answer cells in which the competition for checking answers is made with the question card shown in FIG. Print coating with a thickness of 3 to 4 mm in a 17 cm x 25 cm rectangle-printed on both sides in Figure 4-in front of 4 persons.
Fig. 3 is a questionnaire card which consists of 7 items of knowledge about food based on the principle of Fig. 1, 33 basic cards + 3 duplicate cards + 4 blank cards = 40 in total, 7 cm x 10 cm rectangular, about 1 mm thick printing coating (common ). Figure 1 stickers are the same.
Figure 4 is a fixed answer cell confirmation plate of a total of 33 answer cells consisting of a certain ratio of five forms of competition to confirm the answer with the question card of FIG. Back of Figure 4-four people.
Fig. 5 is a questionnaire card that consists of seven items of knowledge on reflective English words based on the principle of Fig. 1, with 36 basic cards + 3 duplicate cards + 3 blank cards = 42 in total.
Figure 6 is a random answer board of a total of 42 pieces of random answers to compete in the question card shown in FIG.
Fig. 7 is a question card in which 4 × 2 items are organized according to the principle of Fig. 1, with 22 basic cards + 3 duplicate cards + 3 blank cards = 28 pieces in total. Figure 1 is the same as the sticker.
The answer card of FIG. 7 of FIG. 8 is a random answer collection of 22 answer cells competing for the solution check. However, all 22 pieces are different in shape, so the same solution is a different type of piece, and it has different victory points such as different colors or matching pictures, so it is inevitable to choose a play strategy, and it is a new mechanism of variable action for victory point competition. There are Edo points, complete sentences and combination of connecting lines, and there are letters or marks of the points formation condition on the back of the answer pieces. The bottom of the piece is visible inside the Victory Diagram. In the case of Fig. 8, a faint display is made to find the landing position of each answer piece.
Fig. 9 is a questionnaire card in which seven items of knowledge on reflective Chinese are organized according to the principle of Fig. 1, with 22 basic cards + 7 duplicate cards + 3 blank cards = 32 in total.
FIG. 10 shows the elliptic answer pieces of the same type of a total of 22 answer cells competing for solution confirmation with the question card shown in FIG. 9 to obtain a victory point. The identity of the form does not have two sets of identical answers as in FIG.
Fig. 11 is a side view of the separated state of a three overlapping flow circular 18 cell solution board;
Fig. 12 is a question-item card which consists of seven items of knowledge of ancient Chinese words based on the principle of Fig. 1, with 18 basic cards + 2 duplicate cards + 1 blank card = 21 in total, and Fig. 1 is the same. The attached sticker is slightly different but looks the same.
Figure 13 is a three-ply flow-type answer board of a total of 18 cells to compete in the answer check question card of Figure 12. The sixth division (cell) with the lowest disc diameter of 18cm + the second disc diameter with 13cm6 equals + the third disc diameter with 11cm6 equals, the thickness of 3 to 4mm, the solution confirmation plate of the principle of FIG. Printing coating.
Fig. 14 is a question card organized in four items x 2 questions based on the principle of Fig. 1, with 16 basic cards + 5 duplicate cards + 3 blank cards = 24 in total. Same as Figure 1, but in horizontal editing. Same as Figure 12 sticker.
Fig. 15 is a two-ply flow-type answer board with a total of 16 cells to compete for solution check with the question card shown in Fig. 14; Bottom
Fig. 16 is a question-item card which consists of seven items of knowledge of the Old Testament according to the principle of Fig. 1, with 28 basic cards + 5 duplicate cards + 3 blank cards = 36 pieces in total. Same as FIG. 1. The attached sticker is the same as that of FIG.
FIG. 17 is a four-ply flow hexagonal answer board with a total of 28 cells in which the answer card competition of FIG. Bottom 7 Radius 10cm7 Divided Section (Cell) + Second Plate Radius 8.7cm7 Divided + Third Plate Radius 7.4cm7 Divided + Fourth Plate Radius 6.1cm7 Divided. 3 to 4 mm thick. Printing coating.
Fig. 18 is a scoreboard competition drawing and a cumulative progress table combined use status plate of A3 size. The upper ends of the two plates of FIGS. 18 and 19 are folded in a connected state. It is used for inserting plate type by fixing the string in the hole under the two plates or joining the two plates and inserting the adsorber using the two upper holes and attaching it to the smooth wall. 4mm thick solid material plate. Two-sided two-sided setting. Print coating or smooth tanning.
FIG. 19 is an opposite board of FIG. 18, which is a current state board in which a combination of large and small oval letters in the same color and a combined progress table are organized. Status edition answer pieces example, confirmation pin example, hangmapin example (same as Figure 18).
FIG. 20 is a cumulative progress table of victory point records used in the FIG. 18 status board. Example of reduction.
FIG. 21 is used in the status board of FIG. 19 as a moving progress table of moving forward competition according to the victory point score.
Fig. 22 illustrates an embodiment of the three-participant (① high school grandmother, ②
Fig. 23 is a play example of a four-player participant with the three-overlapping floating answer board of Fig. 12. ① Three-year-olds, ② High school grandmothers, ③ University graduate mothers, and ④ University Ph.D. The answer check mark was set to ♣ as a temporary mark. Two sons and one grandmother could not confirm the answer once. The main characteristics of the game were the order of victory, the order of victory, and the combination of color and letter combinations. Securing two points centered on the centripetal point + one point of BBBB + one point of central Chinese and auxiliary character pictograms, the team won four points. The contents of the process are as follows. For elementary 3rd year students, for example, 愛人 如 己 alone, the grandmother reads "Because our birth was love", and for the college-level mother, "The mystery of motherhood-sustaining the world !!" In reading, I tell my father, "Healthy body secretion of hormones and the organic nature of spiritual order!" It was a case where all questions were read, including reading aloud.
* Explanation of Signs of Major Parts of Drawings *
1a: Basic question card. 1b: Answer Cell Solution.
1b-1: Duplicate of the same solution. 1c: Example of duplicate cards (Important Victory Cards for Play).
1d: Example of a blank card. 1e: Answers and questions at the easiest level.
1f: Next level explanation or foreign language of the solution. 1g: In-depth grasp of answers Approach questions.
1i: Application examples of deep understanding. 1j: A metaphorical hint question about answers.
1k: Questions of foreign language explanation or expertise. 1m: Representation of all assigned questions.
1n: Display the question card. 1o: Discrimination labeling of the standardized questions.
1p: Timely representation of all the face cards. 1s: Participant Reading Page Sticker.
1t: White initials. 1w: The English word for the sticker on the entry card item.
2a: Basic answer to the question. 2b: Specifying the victory points calculation method of play (different for each question).
2c: Handles for various answer check plates (scheduled for calculation of points) 2d: Elliptical answer cell.
2e: Yellow's initials. 2f: First initial of Red.
2g: Blue initials. 2h: First initials of Green.
2i: The central character of the victory point combination. 2j: Auxiliary character of victory point combination.
2k: Auxiliary character for
2n:
Combination of one mark of winning points combination. 2o: Combination of one point winning combination.2p: Confirmation of answer from the second participant. 2q: Third Participant's Answer Verification.
2r: The fourth participant's answer confirmation board. 2s: Orange's first initial.
3b: sausage half cross section. 3c: rectangular shape.
3d: Hexagonal form. 3e: star form.
8b: Shape line of the piece attached to the irregular answer plate. 8c: Definite strip line of irregular solution fragments.
8d: Distinctive picture matching pattern for irregular shards. 8e: Commentary-point combinations for pictures of irregular shards.
9a: Fig. 8 Connection line of the front and back victory point condition in Fig. 10. 10a: an empty position of the answer piece in FIG.
10b: Holes visible from behind the bottom plate of the piece of solution. 10c: The blank markings on the back of the answer piece or the piece.
10d: Elliptical answer piece (unlike fixed answer model). 11a: The bottom of the overlaid flow solutions.
11b: Second solution of the overlapping flow solution. 11c: Third solution of the overlapping flow solution.
11d: Subdivisions on overlapping flow solutions. 11e: Fingertips during rotation of the second or more plates.
11f: Opening central locking pin of superposition fluid plate. 12a: Acquisition of earned victory points Spot color frame.
12b: One-order privilege special color (Y). 17 is Y and G colors. 15a: Special color (Y) for the center of gravity center symmetry plane.
17a: Fourth of the overlapping flow solutions (hexagon). 17b: □ (blank) character combination.
18a: First page of two fact sheets. 18b:
18a + b: Both sides of the status plate of the status plate. 18c: Suction slot insert above the status plate.
18d: Fixed line hole when using the base plate under the status board. 18e: Fixed line when using plate type.
18f: Influence of arrow direction on letter combination line. 18g: Horizontal connecting lines of cross-letter combinations.
18h: Some introductory framework for answer boards. 18i: Pin all four players.
18j: Four-player move for progress table. 18k: Confirmation pin to be prepared if more than 4 people.
18m: Mark of double-pumping lucky players. 18n: Mark of challenger being challenged.
18p: Yes, withdrawal cards from the first half. 20a: Participant display column in the cumulative progress table.
20b: A game of reversal game after the sixth round. 201c: Record the first victory point.
20d: Winner of round six and the winner of the reverse match. 20e: Settlement after
20f: Settlement after
20h: Settlement after the reversal game of
21a: The symbiosis of the progress table in general. 21b: At risk of tracking capture falls.
21c: Upward non-quiescent. 21d: Fall to dangerous roads.
21e: Busan station of departure. 21f: Incheon Station, the destination of the race forward.
21g: Large area of subtle game variables. 21h: Cheongju station that leaps into a major area of station reversal.
21i: Paju station of unpredictable leap choices. 21j: Seosan station of adverse fall.
22a: Sticker with question card item (Examples of Figs. 22 to 3). 22b:
22c:
23a: Indication of
Claims (6)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR2020070008490 | 2007-05-23 | ||
KR2020070008490U KR20070000727U (en) | 2007-05-23 | 2007-05-23 | A play-implement for learning knowledge |
Publications (1)
Publication Number | Publication Date |
---|---|
KR20080103423A true KR20080103423A (en) | 2008-11-27 |
Family
ID=40032290
Family Applications (2)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
KR2020070008490U KR20070000727U (en) | 2007-05-23 | 2007-05-23 | A play-implement for learning knowledge |
KR1020080046579A KR20080103423A (en) | 2007-05-23 | 2008-05-20 | A play-implement for learning knowledge |
Family Applications Before (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
KR2020070008490U KR20070000727U (en) | 2007-05-23 | 2007-05-23 | A play-implement for learning knowledge |
Country Status (2)
Country | Link |
---|---|
KR (2) | KR20070000727U (en) |
WO (1) | WO2008143478A2 (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2011118959A2 (en) * | 2010-03-23 | 2011-09-29 | Kim Tae Wook | Learning aid device based on a principle of polarized light for improving learning efficiency, and learning method using same |
-
2007
- 2007-05-23 KR KR2020070008490U patent/KR20070000727U/en not_active Application Discontinuation
-
2008
- 2008-05-20 KR KR1020080046579A patent/KR20080103423A/en not_active Application Discontinuation
- 2008-05-23 WO PCT/KR2008/002883 patent/WO2008143478A2/en active Application Filing
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2011118959A2 (en) * | 2010-03-23 | 2011-09-29 | Kim Tae Wook | Learning aid device based on a principle of polarized light for improving learning efficiency, and learning method using same |
WO2011118959A3 (en) * | 2010-03-23 | 2012-03-08 | Kim Tae Wook | Learning aid device based on a principle of polarized light for improving learning efficiency, and learning method using same |
Also Published As
Publication number | Publication date |
---|---|
WO2008143478A2 (en) | 2008-11-27 |
WO2008143478A9 (en) | 2009-02-26 |
KR20070000727U (en) | 2007-06-22 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
Sugar et al. | Primary games: Experiential learning activities for teaching children K-8 | |
Robinson et al. | English learning areas in pre-primary classrooms: an investigation of their effectiveness | |
US20100221686A1 (en) | Educational board game | |
KR20190102708A (en) | Hangul Consonant-Vowel Board Game Tool | |
Morgan | Quick, easy and effective behaviour management ideas for the classroom | |
Katter | An approach to art games: Playing and planning | |
KR20080103423A (en) | A play-implement for learning knowledge | |
US20090218768A1 (en) | Smarty smart sticks | |
Schiro | Mega-Fun Math Games and Puzzles for the Elementary Grades: Over 125 Activities that Teach Math Facts, Concepts, and Thinking Skills | |
Oflaz | Evaluation of Educational Games Prepared by Mathematics Teacher Candidates According to Game Design Key Model. | |
Root | Children and chess: A guide for educators | |
Leigh | It's all in the game | |
Erdoğan | The effects of language games on the improvement of vocabulary knowledge of young learners | |
Asdar et al. | Basic literacy and numerical skills through using puzzle media in early childhood | |
Mountain | Educational games for classroom use | |
Sempere Plá | The importance of games in learning English as a second language (L2) through CLIL: an intervention proposal in a 5-year-old class of Infant Education | |
Golden | Fostering enthusiasm through child-created games | |
Qizi | PLAY IS CHILDREN'S LEADING ACTIVITY | |
Ningsih | The utilization of the" shake and take" learning media in introducing one to one corespondence in group B Paud Al Bunyamur Kemayoran Jakarta Pusat | |
Greiner | The effective use of games in the German as a foreign language (GFL) classroom | |
Adkins | Home Activities for Preschool Children. A Manual of Games and Activities for Use by Parents with Their Children at Home, to Foster Certain Preschool Goals. | |
US8672326B2 (en) | Smarty smart sticks | |
Clark et al. | Annual Survey of Textbooks and Related Publications in Mathematics | |
Coşkun | The development and implementation of a language learning activity: the Dalya game | |
Watterson | Going for a Lasting Inservice Effect. |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
A201 | Request for examination | ||
E902 | Notification of reason for refusal | ||
E601 | Decision to refuse application |