WO1994019785A1 - Educational programme with individually programmable information carrier - Google Patents
Educational programme with individually programmable information carrier Download PDFInfo
- Publication number
- WO1994019785A1 WO1994019785A1 PCT/SE1994/000134 SE9400134W WO9419785A1 WO 1994019785 A1 WO1994019785 A1 WO 1994019785A1 SE 9400134 W SE9400134 W SE 9400134W WO 9419785 A1 WO9419785 A1 WO 9419785A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- level
- information carrier
- knowledge
- programmable information
- individually programmable
- Prior art date
Links
Classifications
-
- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
-
- 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
- G09B19/16—Control of vehicles or other craft
- G09B19/167—Control of land vehicles
-
- 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
- G09B7/00—Electrically-operated teaching apparatus or devices working with questions and answers
- G09B7/02—Electrically-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
- G09B7/04—Electrically-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
-
- 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
- G09B9/00—Simulators for teaching or training purposes
- G09B9/02—Simulators for teaching or training purposes for teaching control of vehicles or other craft
- G09B9/04—Simulators for teaching or training purposes for teaching control of vehicles or other craft for teaching control of land vehicles
- G09B9/052—Simulators for teaching or training purposes for teaching control of vehicles or other craft for teaching control of land vehicles characterised by provision for recording or measuring trainee's performance
-
- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/609—Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
-
- 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
- G09B19/16—Control of vehicles or other craft
Definitions
- the present invention relates to a method to obtain a motoric developing och educative computer game and/or a learning program by using an individually programable information carrier.
- Modern computer technique with multi-media facility is a very effective method to transfer knowledge. This knowledge is present ⁇ ed on a screen so the sight is the sense which transfer the know ⁇ ledge to the brain. This means that just a smaller part of the brain - a memory "card-index" connected to sight impressions - stores this knowledge.
- the main object of the present invention is to obtain a method to perform an effective way of transferring knowledge/information.
- An other object of the present invention is to obtain a technique to up-date computer games so that they all the time increases in their level of difficulty in dependence upon the motoric level of the player.
- Yet another object of the invention is to obtain a method to im ⁇ prove learning of basic behaviour in connection to the handling of a vehicle.
- An other object is to obtain a method to effectively solve some kind of reflex disorders of children in the age of 6 to 10 years.
- an individually programable information carrier used to follow up and record an achived degree of skilfulness it will be possible that, in e.g. a computer game, increase the level of difficulty and add new portions, which besides of being consolidat ⁇ ing earlier knowledge, also contribute to a continous stimulating and engaging learning process.
- Computer games are often most fascinat ⁇ ing during the learning when the player most intensively is aware of how he or she is getting more clever in handling the tasks existing. Then he or she is likely to be "automatisized” at an individ ⁇ ual and often pretty high level of skilfulness and may then compulsory keep on repeting the game without essential increasing the skilfullness.
- the present invention it is possible to create highly individually computer games/teaching programs wherein the level of development of the individual person and degree of skilfulness is observed.
- automatisation on a certain theoretic level with a given game or teaching program an interest for the practical and often motoric development of the person can be created.
- this motoric development can be stimulated.
- the pupil often a child in the age of 8 to 11 years, will sit in a "toy vehicle” maybe a type of "virtual reality" car, provided that inertia changes can be performed, and drives on a test track where different traffic situations can be created and which demans a certain skilfullness or a correct handling pattern.
- the theoretical knowledge transferring can then take place.
- the theoretical part in e. g. the education for a driving license, can also be performed in a more stimulating way for people with dyslexy by using multi media technique and presenting ceratain film sequences of traffic situations where a situation can be "frozen", whereupon simple questions can be asked regarding the expected solution or regarding a correct acting.
- a situation can be "frozen”
- simple questions can be asked regarding the expected solution or regarding a correct acting.
- ATN-reflex Asymmetric Tonical Neck reflex
Abstract
The present invention relates to a method to obtain a developing and educative computer game and/or learning programme, characterized in that an individually programmable information carrier, e.g. a smart card, is used to record a personally obtained level of skilfulness or level of development forming the base for a possible up-dating of the level of difficulty in the computer game or in the learning programme.
Description
EDUCATIONAL PROGRAMME WITH INDIVIDUALLY PROGRAMMABLE
INFORMATION CARRIER.
The present invention relates to a method to obtain a motoric developing och educative computer game and/or a learning program by using an individually programable information carrier.
Modern computer technique with multi-media facility is a very effective method to transfer knowledge. This knowledge is present¬ ed on a screen so the sight is the sense which transfer the know¬ ledge to the brain. This means that just a smaller part of the brain - a memory "card-index" connected to sight impressions - stores this knowledge.
One theory is that knowledge - through the sense organs trans¬ ferring information to electrical signals - is stored in "knowledge islands" i.e. engrams in the brain, that is synaps net-works between several brain cells. The more senses involved in the learning process the stronger engrams with more associative openings or possiblities are created. In the future this may mean that knowledge will be easier and probably more rapidly accessible. In order that man shall obtain knowledge as real tools in the living unforseeable life, i.e. knowledge which will work also in unexpected and surprizing situations and during stress, it is important to firmly establish knowledge in such a way that it will have a broader settlement in the brain.
Some basic knowledge or abilities must be anchored in the spinal cord as reflex behaviours. Something between a pure reflex behaviour and a consious behaviour is what is called automated behaviour, which must exist for certain human activities. Disregarded such motoric activities as the childrens crawling on all four and the walking, the driving of a car is something the man in the industrialized world will do in a proportionately great extend. Thus it is not possible to put too much forced sense activity onto the driving itself, but the senses must all the time be free to active look for the necessary information which in each situation gives such a complete "picture" as possible as base for correct and maybe vital decisions.
If an engaging moment of playing is involved in the learning process the conditions is probably improved to a permanent and stable knowledge. By not only using the more "passive" senses and a surpressed motoric activity during the learning process, but by "playing in" knowledge in a more dynamic way creating a great
presence of the pupil's mind it is possible to anchore knowledge in an effective way - in one scentence also in several levels of consciousness.
The main object of the present invention is to obtain a method to perform an effective way of transferring knowledge/information.
An other object of the present invention is to obtain a technique to up-date computer games so that they all the time increases in their level of difficulty in dependence upon the motoric level of the player.
Yet another object of the invention is to obtain a method to im¬ prove learning of basic behaviour in connection to the handling of a vehicle.
An other object is to obtain a method to effectively solve some kind of reflex disorders of children in the age of 6 to 10 years.
The above mentioned objects are obtained by an invention with the characterizing clauses mentioned in the claims.
By an individually programable information carrier used to follow up and record an achived degree of skilfulness it will be possible that, in e.g. a computer game, increase the level of difficulty and add new portions, which besides of being consolidat¬ ing earlier knowledge, also contribute to a continous stimulating and engaging learning process. Computer games are often most fascinat¬ ing during the learning when the player most intensively is aware of how he or she is getting more clever in handling the tasks existing. Then he or she is likely to be "automatisized" at an individ¬ ual and often pretty high level of skilfulness and may then compulsory keep on repeting the game without essential increasing the skilfullness.
Thus by the present invention it is possible to create highly individually computer games/teaching programs wherein the level of development of the individual person and degree of skilfulness is observed. Thus at automatisation on a certain theoretic level with a given game or teaching program an interest for the practical and often motoric development of the person can be created. At a skill training in driving a vehicle this motoric development can be stimulated. The pupil, often a child in the age of 8 to 11 years, will sit in a "toy vehicle" maybe a type of "virtual reality" car, provided that inertia changes can be performed, and drives on a test track
where different traffic situations can be created and which demans a certain skilfullness or a correct handling pattern. Depending upon the motoric development the theoretical knowledge transferring can then take place.
The theoretical part, in e. g. the education for a driving license, can also be performed in a more stimulating way for people with dyslexy by using multi media technique and presenting ceratain film sequences of traffic situations where a situation can be "frozen", whereupon simple questions can be asked regarding the expected solution or regarding a correct acting. Thus it is possible to loaden an information carrier with individually adapted "home works" to be done at home with a PC. Questions being not under¬ stood earlier can be asked in other ways. Later it is an advantage to follow up the answers to confirm that the questions have been understood. It shall not be easy to just guess throughout the test. Wrong answers can be registred on the information carrier.
In the neurological development of man there exist different reflexes being important for survival at certain critical situations, e.g. during birth. Such a reflex is the MORO-reflex which normally can be controlled in the age of 4 months. Some children do not learn to control this reflex and releases it during strong stress, which involve a "kicking out" of the arms and a backwards bending the head. From investigations in GB it is known that many adults have this reflex. At the beginning the deficiencies in refexes has no connection to an intelectual capacity, but can, if not discovered and taken care of, besides leading to more or less serious wrong behaviours in stressful situations, mean that an in other ways normal man do not develope in an optimal way, i.e to his or hers fully human capacity. It may be a risk that certain types of refex disorders and a little late but normal personal development is deemed as a young human being deviant. An early thought of revenge can be developed, which might lead to that a low motoric skilfulness will be compensated by an asocial driving behaviour later in the life.
An other reflex which easily can be controlled if it is discovered in time is the ATN-reflex (Asymmetric Tonical Neck reflex) . This reflex means that when you are turning your head to the right the right arm tends to be strightened and the left arm to be bend. Thus
if something shows up at the side of a car a simultanous turning of the head can mean that the steering wheel will turn to the other direction.
Regarding applications in regarding to driving a car - see also the PCT application published under no WO 92/03803.
Claims
1. Method to obtain a developing and educative computer game and/or a learning program, c h a r a c t e r i z e d i n that an individually programable information carrier, e.g. a smart card, is used to record a personally obtained level of skilfulness or level of development forming the base for a possible up-dating of the level of difficulty in the computer game or in the learning program.
2. Method according to claim 1 and applied to a computer based learning program, c h a r a c t e r i z e d i n that the level of skil- fullness in handling a car is recorded in the "information carrier.
3. Method according to claim 2, c h a r a c t e r i z e d i n that the theoretical part in the learning program is choosen so that it is in accordance with the level of the motoric development.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
SE9300568A SE9300568D0 (en) | 1993-02-18 | 1993-02-18 | PROCEDURES TO ACHIEVE ENGINEERING DEVELOPMENT AND KNOWLEDGE TRANSFER DATA GAMES |
SE9300568-4 | 1993-02-18 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1994019785A1 true WO1994019785A1 (en) | 1994-09-01 |
Family
ID=20388967
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/SE1994/000134 WO1994019785A1 (en) | 1993-02-18 | 1994-02-17 | Educational programme with individually programmable information carrier |
Country Status (2)
Country | Link |
---|---|
SE (1) | SE9300568D0 (en) |
WO (1) | WO1994019785A1 (en) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0834852A1 (en) * | 1996-09-16 | 1998-04-08 | Oerlikon Contraves AG | Teaching aid for teaching motor vehicle driving on a simulator, method of making this aid and its use |
WO1998043188A1 (en) * | 1997-03-24 | 1998-10-01 | Schlumberger Technologies, Inc. | System and method of tracking continuing education information using secure stored data devices |
FR2769112A1 (en) * | 1997-09-30 | 1999-04-02 | Patrice Saunier | LEARNING AND / OR CHECKING OF RULES AND / OR PROCEDURES |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE2855384A1 (en) * | 1978-01-24 | 1979-07-26 | Invicta Plastics Ltd | LEARNING AND ENTERTAINMENT DEVICE |
EP0087725A1 (en) * | 1982-02-25 | 1983-09-07 | Scott Instruments Corporation | Process of human-machine interactive educational instruction using voice response verification |
US4705479A (en) * | 1984-07-09 | 1987-11-10 | Maron Melvin J | Process of teaching |
WO1992003803A1 (en) * | 1990-08-15 | 1992-03-05 | Sses Ab | Method and apparatus to enhance traffic safety |
US5261823A (en) * | 1991-01-16 | 1993-11-16 | Brother Kogyo Kabushiki Kaisha | Electronic learning machine which is capable of giving learning problems matching the student's scholastic ability |
-
1993
- 1993-02-18 SE SE9300568A patent/SE9300568D0/en unknown
-
1994
- 1994-02-17 WO PCT/SE1994/000134 patent/WO1994019785A1/en active Application Filing
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE2855384A1 (en) * | 1978-01-24 | 1979-07-26 | Invicta Plastics Ltd | LEARNING AND ENTERTAINMENT DEVICE |
EP0087725A1 (en) * | 1982-02-25 | 1983-09-07 | Scott Instruments Corporation | Process of human-machine interactive educational instruction using voice response verification |
US4705479A (en) * | 1984-07-09 | 1987-11-10 | Maron Melvin J | Process of teaching |
WO1992003803A1 (en) * | 1990-08-15 | 1992-03-05 | Sses Ab | Method and apparatus to enhance traffic safety |
US5261823A (en) * | 1991-01-16 | 1993-11-16 | Brother Kogyo Kabushiki Kaisha | Electronic learning machine which is capable of giving learning problems matching the student's scholastic ability |
Non-Patent Citations (3)
Title |
---|
DERWENT'S ABSTRACT, No. 90-215347/28, week 9028; & SU,A,1 531 124 (TASHK COMMUN ENG), 23 December 1989. * |
PATENT ABSTRACTS OF JAPAN, Vol. 13, No. 480, P-952; & JP,A,1 189 679 (BROTHER IN LTD), 28 July 1989. * |
PATENT ABSTRACTS OF JAPAN, Vol. 14, No. 349, P-1084; & JP,A,2 125 283 (MATSUSHITA ELECTRIC IND CO LTD), 14 May 1990. * |
Cited By (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0834852A1 (en) * | 1996-09-16 | 1998-04-08 | Oerlikon Contraves AG | Teaching aid for teaching motor vehicle driving on a simulator, method of making this aid and its use |
WO1998043188A1 (en) * | 1997-03-24 | 1998-10-01 | Schlumberger Technologies, Inc. | System and method of tracking continuing education information using secure stored data devices |
FR2769112A1 (en) * | 1997-09-30 | 1999-04-02 | Patrice Saunier | LEARNING AND / OR CHECKING OF RULES AND / OR PROCEDURES |
WO1999017264A1 (en) * | 1997-09-30 | 1999-04-08 | Patrice Saunier | Method for learning and/or testing rules and/or procedures |
Also Published As
Publication number | Publication date |
---|---|
SE9300568D0 (en) | 1993-02-18 |
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