KR20110096325A - Multiplayer network language learning game system with matching cards - Google Patents

Multiplayer network language learning game system with matching cards Download PDF

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Publication number
KR20110096325A
KR20110096325A KR1020100015710A KR20100015710A KR20110096325A KR 20110096325 A KR20110096325 A KR 20110096325A KR 1020100015710 A KR1020100015710 A KR 1020100015710A KR 20100015710 A KR20100015710 A KR 20100015710A KR 20110096325 A KR20110096325 A KR 20110096325A
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KR
South Korea
Prior art keywords
game
word
card
data
condition
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KR1020100015710A
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Korean (ko)
Inventor
이희영
Original Assignee
주식회사 널리
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Priority to KR1020100015710A priority Critical patent/KR20110096325A/en
Publication of KR20110096325A publication Critical patent/KR20110096325A/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • G06Q50/20Education
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/06Foreign languages
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/22Games, e.g. card games
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B7/00Electrically-operated teaching apparatus or devices working with questions and answers
    • G09B7/02Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
    • G09B7/04Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student characterised by modifying the teaching programme in response to a wrong answer, e.g. repeating the question, supplying a further explanation

Abstract

The present invention uses a large amount of vocabulary content based on the dictionary to select English words to compose a Hangul word card according to this, present a large number of English and Korean word cards and vocabulary learning game to match pairs to users By providing games participants with fun, motivation and competition, effective vocabulary learning is possible.
The vocabulary learning game according to the present invention causes interest and interest in the user's participation in the game by using a variety of items through a specific rule instead of a matching method, and enables learning automatically through a continuous game. Increase

Description

Multiplayer Network Language Learning Game System with Matching Cards}

The present invention is a functional game combining a game and vocabulary learning, and more particularly, to a vocabulary learning game system and a game method using matching word cards on a network.

Recently, the importance of English due to the globalization of the world is increasing day by day, and thus the importance of vocabulary learning, which is the basis of English learning, is also increasing. However, since vocabulary learning requires special time and effort, most people feel that they are in need of vocabulary learning.

In particular, how to memorize words and how to use them in vocabulary learning is an important key to the achievement of vocabulary learning. In general, the study of English vocabulary can be made using spelling, word ending, puzzles, and spelling of empty words. However, these existing vocabulary learning methods are simple and repetitive, and there is a lack of motivational content, which makes it difficult to induce continuous interests and interests of users who need to study English, thereby limiting their ability to maintain or improve their memory and concentration. There is a problem. In addition, there is a problem that can not learn vocabulary depending on the constraints of place or time, but want to learn English vocabulary.

Therefore, to induce interest and interest in English vocabulary learning, introduce elements of fun into vocabulary learning, induce motivation of learning participation, increase learning effect, and enable continuous learning to maintain memory due to repetitive learning. In addition, there is a need for an easy way to learn vocabulary anywhere and anytime.

The technical problem of the present invention is to provide a vocabulary learning game system for matching words using a large number of English and Korean word card sets and a vocabulary learning game method accordingly.

Another technical problem of the present invention is to provide a vocabulary learning game system on the network and vocabulary learning game game method according to the vocabulary learning can be further improved.

The vocabulary learning game system according to an embodiment of the present invention for achieving the technical problem is a vocabulary learning game system for providing a learning game to a plurality of game clients through a network, the word refined in the dictionary and Constructing a large amount of words and transmitting them to the game client, and if the English word and the corresponding Korean word are selected based on the word card selected from the plurality of game clients, the selected word card is converted into an acquired word card. A game server for calculating game progress information based on the acquired word card data, and a word server data received from the game server and displayed on the screen, and a game progress information based on the acquired word card data displayed on the game screen; Include the client.

The game server may add the set win and lose information to the game progress data when the acquired word card data satisfies the wall wave condition in all vertical lines which are the condition of the set win.

The game server may add the set win or lose information to the game progress data in the case of satisfying the task card condition in which the acquired word card data accumulates a certain number of task cards attacked by the opponent that is the condition of the set win.

The game server may add information corresponding to the game progress data when the vertical line to which the English word belongs becomes a wall wave when the acquired word card data is different from the vertical line of the English word and the Hangul word which are the conditions of the wall wave.

The game server may add the corresponding information to the game progress data when the acquired word card data increases the combo from the second match when the first word is matched and consecutively matches the condition of the combo.

The game server may add the corresponding information to the game progress data when the acquired word card data satisfies a specific compliment that is a condition for obtaining a ticket.

The game server may add the corresponding information to the game progress data when the acquired word card data satisfies a specific compliment that is a condition for acquiring the lottery.

The game server may add the corresponding information to the game progress data when the acquired word card data satisfies a specific compliment that is a condition of task card acquisition and additionally acquires one task card.

The game server may add the corresponding information to the game progress data when the acquired word card data is randomly acquired after matching words that are conditions for acquiring a joker card.

The game client may display the word card on the screen according to a rule determined by the game server, and may display the word card on the screen according to whether the conditions of the wall wave, the combo, the motion zone, the lottery, the task card, and the joker card are achieved.

The game client may display whether or not the corresponding screen is displayed according to whether the conditions of the wall breaking condition satisfaction and the task card condition satisfaction are achieved.

1 is a view for explaining a brief configuration of a system for providing a vocabulary learning game on a network of the present invention.
2 is a block diagram showing a diagram of a game server according to a preferred embodiment of the present invention.
3 is a diagram showing a screen for learning vocabulary on a network according to an embodiment of the present invention.
4 is a diagram illustrating a word card to be used in a vocabulary learning game on a network according to an embodiment of the present invention.
5 is a diagram illustrating a set and a game win condition in a vocabulary learning game on a network according to an embodiment of the present invention.
6 is a diagram illustrating items affecting game progress in a vocabulary learning game on a network according to an embodiment of the present invention.

With reference to the accompanying drawings will be described in detail to be easily carried out by one of ordinary skill in the art with respect to one embodiment of the present invention.

First, referring to Figures 1 and 2 will be described in detail the vocabulary learning game on the network according to an embodiment of the present invention.

1 is a block diagram for explaining a vocabulary learning game on a network according to an embodiment of the present invention, Figure 2 is a block diagram for a game server according to an embodiment of the present invention.

As shown in FIG. 1, the game system 100 according to an embodiment of the present invention includes an authentication server 110, a database 130, and a plurality of game servers 120, and a plurality of game servers 120. It is connected to the user terminal 300.

The user terminal 300 refers to an input / output device for the user to communicate with the game system 100 in order to play a game. For example, the user terminal 300 may include a laptop computer, a workstation, a personal digital assistant (PDA), as well as a desktop computer. It may be implemented as a device that can send and receive information by connecting to the network 200 by wire or wirelessly, such as a mobile communication terminal.

The user terminal 300 may include a game client launching unit (not shown) and a game client (not shown).

The game client launching unit executes a game client and receives various information necessary for executing the game client from the game system 100. Also, when the game client is an old version, the game client launching unit may download a new version of the game client from the game system 100.

The authentication server 110 provides the user terminal 300 with operations such as membership registration, user authentication processing, and game start. The vocabulary learning game on the network must be authenticated to access the game server. In addition, the authentication server 110 provides the information necessary for the game client to access the game server 120, and if the game client is not installed in the user terminal 300, the game client is installed, the game client is an older version If it is, update to a new version of the game client. Of course, the game client may be downloaded by a dedicated download server (not shown) instead of the authentication server 110.

The database 130 stores various kinds of information necessary for providing the user with the vocabulary learning game on the network, and provides the information to the 110 and 120 at the request of the authentication server 110 and the game server 120. Such information includes game client execution related information, user information, and game information.

The game client execution related information includes information necessary to execute the game client, such as the game version, the IP address of the game server 120, and the like. The user information includes a user identifier, a nickname, an avatar, information on gender, age, level, etc., a user's game point, user access information on whether the user is connected, and the like. Here, the game point information is information used to perform a vocabulary learning game, and is used for a user level, a reward for winning or losing a game.

Although only one database is shown in FIG. 1, a separate database can be constructed according to the recorded information.

Referring to FIG. 2, the game server 120 includes an information transmission module 122, a game progress module 124, and a result calculation module 126. The game server 120 communicates with a game client to perform a vocabulary learning game on a network. Do it.

The game progress module 124 notifies the database 130 when the user connects to the game server 120 so that the database 130 may update the user access information. It provides the game client with information about waiting for a game or just waiting. The user may apply for a game on the game selection screen, and accordingly, the game progress module 124 reflects the information about the game in the database 130.

The game progress module 124 places a word card at the center of the game screen when the user accesses the game and requests to start the game. The game progress module 124 exchanges data with the game client based on the user's operation, and proceeds with the vocabulary learning game according to a predetermined method. do.

The information transmission module 122 provides the game client with information about the connected user when the game client connects to the game server 140. Some of the user information, for example, avatars, genders, levels, and points may be provided first, and the remaining detailed information may be provided when a user requests it separately. In addition, the information transmission module 122 may provide chat data to the game client so that users can chat with each other.

The result calculation module 126 calculates and transmits the information about the game win / loss result obtained while the user progresses the vocabulary learning game by referring to the score information of the database 130 and transmits the information to the game client and the game progress module 124. In addition, when the game is finished, the result calculation module 126 sums up the scores acquired by the users and displays them on the screen and updates the point information of each user recorded in the database 130.

Although the game server 120 has been described as including three modules 122, 124, and 126 in this embodiment, the three modules may be functionally integrated or separated from each other, and thus the game server 120 may be replaced with three. It may consist of one or more modules.

3 and 4 to 5 will be described in more detail with respect to the method of the vocabulary learning game on the network according to an embodiment of the present invention.

3 is a diagram illustrating a vocabulary learning game screen according to an embodiment of the present invention, Figure 4 is a diagram showing a word card to be used in a vocabulary learning game according to an embodiment of the present invention. 5 is a view showing a set, game win conditions in the vocabulary learning game according to an embodiment of the present invention. 6 is a diagram illustrating items affecting a game in a vocabulary learning game according to an embodiment of the present invention.

Referring to FIG. 4, the word cards can be made in various languages, and in the game, two word cards having the same meaning are set as one set. In the example, English and Korean words are selected to display Korean words corresponding to the meanings of each English word, and English words and Korean words having the same meanings become one word card set. English word cards are marked with N, W on the upper right to help the game progress. If there is no sign, it means the word that was matched before, N means the new word, and W means the word that was wrong before.

As described above, according to the embodiment of the present invention, the fun of the game is increased by increasing the immersion degree in the process of finding and finding the word card set having the same meaning in the game in a large number of word card sets. In addition, like other users acquire words in real time and win or lose is determined to induce a sense of competition to increase the fun of the game and increase the learning effect.

In the following description, it is assumed that two users play a game in a vocabulary learning game.

In the present embodiment, the game progress module 124 performs a vocabulary learning game while exchanging data between two game clients, and the game client displays a game screen on the user terminal 300 based on the data from the game progress module 124. The user performs a game by selecting a word card while watching the game screen.

When the game is started, the game progress module 124 randomly draws a word card set from the word card set data in the database according to the user's level and arranges the word card set in the center of the screen according to a predetermined rule. In practice, the game progress module 124 transmits data corresponding to the word card set to the game client, which the game client receives and displays on the game screen of the user terminal 300.

In FIG. 3, the central portion of the game screen is called a word card set group 410, and the elements influencing the game by the user selecting the word card set correctly are the wall waves 442 and 444, the task card and the combo 432, and the ticket. (434), lottery (436) The joker card (438), the user's level and avatar, where the user ID is displayed in the user space (422,424), the number of games in the total number of games obtained to obtain a space to display the game space (452) Let's say

As shown in Fig. 3, the game client arranges word cards on the floor in a proper arrangement according to a predetermined rule, and a total of 70 word cards are arranged in 10 rows and 7 rows. The number of horizontal and vertical lines can be different on the game server depending on the situation.

As shown in FIG. 3, the game client places a word card to be selected by the user in the center of the game screen and changes the word card acquired by each user according to the user's color as the game progresses.

Meanwhile, the game client displays various information in addition to the word card on the game screen. User space (422,424) displays user ID and level, etc. at the top left and right of the game screen, and wall waves (442,444) at the top and bottom of the column, and the joker card (438) at the bottom of the user space. Underneath it, the space where the task card 446, 448 thrown by the other party enters, and below the combo 432, the dongkwon 434, and the lottery 436, which the user has continuously corrected, are displayed. At the bottom left and right, the acquired game space 452 is displayed to indicate how many games the user has won.

When the game starts, the word card to be acquired by the user is placed on the floor, and the user can select the word card at the moment of completion. The game starts automatically the moment two users enter the room.

The user quickly selects two word cards with the same meaning among the word cards placed on the floor, and when selected correctly, the word cards are changed into colors for each user and become the acquired word cards. In addition, if the word cards correctly selected are in different vertical lines, the conditions of the wall waves 442 and 444 are satisfied. Also, if selected correctly, the number of combos 432 goes up one by one. If wrong, there is no separate penalty, but the combo 432 number is initialized to zero.

When the user achieves a certain number of combos 432, the user receives the same volume 434 and the fourth volume 436, and also obtains a task card. The right of movement refers to the authority to move a word card to a desired place, and the right of movement refers to the right to remove a desired word card. The task card is automatically thrown to the opponent and disappears if you match the word on the task card. However, if the user who threw the task card matches the word first, the task card cannot be removed but remains stacked (454).

If the word card acquired by the user satisfies the conditions of the wall wave (442, 444), the wall wave message is displayed on the vertical line to inform the user. In the case of the combo (432), the book (434), the book (436), and the joker card (438), A message is displayed to indicate that it has been acquired, and the number or image is also displayed in the space.

In this way, the user selects a word card and proceeds to the game while satisfying various win conditions.

Referring to Fig. 5, the conditions for winning sets and games will be described. As the game progresses, the user may obtain a set victory based on whether the wall wave condition is satisfied and the task card condition is satisfied according to the information of the word card acquired. In addition, the game win condition is determined by winning the set by winning the game in three games. The total number of sets can be different on the game server depending on the situation.

Satisfaction of Breaking Conditions is a condition for set victory when all vertical strings are broken in the game.

Satisfaction of the task card condition is a condition of victory for the opposite user if the user cannot remove the task cards accumulated by the user and a certain number satisfying the set victory is accumulated.

Game progress module 124, if one of the user meets the conditions of the set win wins the message and proceeds to the next set.

Referring to Figure 6 will be described items affecting the progress of the game. As the game progresses, the user can get items such as wall waves, combos, ties, lotteries, task cards, and joker cards to help the game progress, and use these items to advance the game and gain a set victory.

If the wall wave is different from the vertical line of the English word and the Hangul word, the vertical line to which the English word belongs becomes the wall wave, and if you break all the vertical lines, you can get a set victory.

If the combo is the first word paired and consecutively matched, the combo increases by one from the second match, and if the combo increases, it is possible to obtain the same range, lottery, and task card. If you choose the wrong word pairs, the game server imposes a specific penalty.

This right can be obtained when the specific compensation for obtaining the right is achieved. Dongkuk can move one card of user's or opponent's word card and move one's card to complete wall wave or move opponent's card to eliminate wall wave.

A lottery can be obtained at the time of achieving a specific compensation for obtaining a lottery. The lottery can remove a desired card from the word card of the user or the opponent, and can remove the wall wave by removing the word card of the opponent.

The task card is added when the specific rewards for acquiring the task card are achieved. The task card is automatically attacked by the opponent at the time of acquisition, and a set victory can be obtained when a certain number of points satisfying the conditions of the set victory are accumulated.

Joker cards are acquired randomly when they match words and can be placed anywhere you want, and you complete the wall wave immediately when placed.

After game win or lose is decided and the win message is displayed on the screen, if you want to play the game again, press the Exit button and apply the game again from the game selection screen.

As described above, according to one embodiment of the present invention, through the simple rule of quickly selecting two word cards with the same meaning, the user easily participates in the game and learns the meaning of the words naturally during the game. Will bring. In addition, various conditions for the fun of the game further enhances the fun of the game by providing elements of fun, strategy and expectation to the user.

The vocabulary learning game according to an embodiment of the present invention is not limited to an online game via a network, and can be enjoyed alone through a web page. In particular, you can download and play games on mobile devices such as cell phones, iPod touch, and iPhone.

In addition, the number specified in the embodiment of the present invention is a number set as a reference for description and can be changed at any time in the game server as needed.

Embodiments of the invention include a computer readable medium containing program instructions for performing various computer-implemented operations. This medium records a program for executing a vocabulary learning game on the network described above. This medium may include data files, data structures, program instructions, and the like. Examples of program instructions include machine language code, such as produced by a compiler, as well as high-level language code that can be executed by a computer using an interpreter.

The normal embodiment of the present invention has been described in detail above. Although the present invention has been described in terms of specific embodiments, figures, and reference numerals, specific numbers and numbers, the scope of the present invention is not limited thereto, and the scope of the present invention is defined by those skilled in the art using the basic concept of the invention as defined in the following claims. Various modifications and improvements are also within the scope of the present invention.

100: game system, 110: authentication server,
120: game server, 130: database,
122: information transmission module, 124: game progress module,
126: result calculation module, 200: network,

Claims (11)

The vocabulary learning game system according to an embodiment of the present invention for achieving the technical problem is a vocabulary learning game system for providing a learning game to a plurality of game clients through a network, the word refined in the dictionary and Constructing a large amount of words and transmitting them to the game client, and if the English word and the corresponding Korean word are selected based on the word card selected from the plurality of game clients, the selected word card is converted into an acquired word card. A game server for calculating game progress information based on the acquired word card data, and a word server data received from the game server and displayed on the screen, and a game progress information based on the acquired word card data displayed on the game screen; Game system including client In claim 1
The game server adds the set win and lose information to the game progress data when the wall word condition is satisfied when all the vertical lines of the acquired word card data are the condition of the set win.
In claim 1
The game server adds the set win or lose information to the game progress data when the task card condition that the acquired word card data accumulates a certain number of task cards attacked by the opponent that is the condition of the set win.
In claim 1
The game server adds the corresponding information to the game progress data when the vertical line to which the English word belongs is a wall wave when the acquired word card data is different from the vertical line of the English word and the Hangul word which are the conditions of the wall wave.
In claim 1
The game server adds the corresponding information to the game progress data when the acquired word card data is matched with the first word that is the condition of the combo, and when the combo increases from the second match when the word is matched consecutively.
In claim 1
The game server adds the corresponding information to the game progress data when the acquired word card data satisfies a specific compliment that is a condition for obtaining a ticket.
In claim 1
The game server adds the corresponding information to the game progress data when the acquired word card data satisfies a specific commendation that is a condition for obtaining the lottery.
In claim 1
The game server adds corresponding information to the game progress data when the acquired word card data satisfies a specific commendation that is a condition of task card acquisition and acquires a task card.
In claim 1
The game server adds the corresponding information to the game progress data when the acquired word card data is matched with words that are conditions for acquiring a joker card and then randomly acquired.
In claim 1
The game client displays the word card on the screen according to the rules set by the game server, and displays a game card on the screen according to whether the conditions of the wall wave, the combo, the motion zone, the lottery, the task card, and the joker card are achieved.
In claim 1
The game client displays a game system on the screen according to whether the set win condition meets the wall breaking condition satisfaction and the task card condition satisfaction.
KR1020100015710A 2010-02-22 2010-02-22 Multiplayer network language learning game system with matching cards KR20110096325A (en)

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Application Number Priority Date Filing Date Title
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Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
KR1020100015710A KR20110096325A (en) 2010-02-22 2010-02-22 Multiplayer network language learning game system with matching cards

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KR20110096325A true KR20110096325A (en) 2011-08-30

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