WO2018109613A1 - Method and apparatus for teaching and cognitive enhancement - Google Patents

Method and apparatus for teaching and cognitive enhancement Download PDF

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Publication number
WO2018109613A1
WO2018109613A1 PCT/IB2017/057629 IB2017057629W WO2018109613A1 WO 2018109613 A1 WO2018109613 A1 WO 2018109613A1 IB 2017057629 W IB2017057629 W IB 2017057629W WO 2018109613 A1 WO2018109613 A1 WO 2018109613A1
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WO
WIPO (PCT)
Prior art keywords
consonants
vowels
teams
word
display
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Application number
PCT/IB2017/057629
Other languages
French (fr)
Inventor
Nneile Alexandrina Sandra NKHOLISE
Original Assignee
Nkholise Nneile Alexandrina Sandra
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Publication date
Application filed by Nkholise Nneile Alexandrina Sandra filed Critical Nkholise Nneile Alexandrina Sandra
Publication of WO2018109613A1 publication Critical patent/WO2018109613A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0423Word games, e.g. scrabble
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00006Board games played along a linear track, e.g. game of goose, snakes and ladders, along an endless track
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B1/00Manually or mechanically operated educational appliances using elements forming, or bearing, symbols, signs, pictures, or the like which are arranged or adapted to be arranged in one or more particular ways
    • G09B1/32Manually or mechanically operated educational appliances using elements forming, or bearing, symbols, signs, pictures, or the like which are arranged or adapted to be arranged in one or more particular ways comprising elements to be used without a special support
    • G09B1/40Manually or mechanically operated educational appliances using elements forming, or bearing, symbols, signs, pictures, or the like which are arranged or adapted to be arranged in one or more particular ways comprising elements to be used without a special support to form symbols or signs by appropriate arrangement
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F2003/00996Board games available as video games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/04Geographical or like games ; Educational games
    • A63F3/0423Word games, e.g. scrabble
    • A63F2003/0426Spelling games

Definitions

  • THIS INVENTION relates to education and teaching of orthography. More specifically, the invention relates to a method and apparatus for teaching and cognitive enhancement.
  • an apparatus for teaching and cognitive enhancement of a learner keen to develop and improve word formation and spelling skills comprising: a token for each of at least two teams; a play space comprising a marked off area between a finish and a start to visually track progress of the respective teams on the play space by way of movement of the tokens along the marked off area; representations of all 21 consonants and 5 vowels; a consonant and vowel selection display for displaying a selection of consonants and vowels selected alternatingly by each of the teams, the selection being randomly and haphazardly selected from the representations of all 21 consonants and 5 vowels; a timer for timing a period within which word formation associated with each respective team, by using the randomly and haphazardly selected representations of the consonants and vowels, can occur; a word formation display on which words, formed by each respective team during the word formation period, can be judged by an opposing team as valid and existing words such that alternating progress of the respective teams on the
  • the selection of consonants and vowels selected alternatingly by each of the teams comprises between about 6 to 8 consonants and about 3 to 4 vowels.
  • the tokens, play space, representations of all 21 consonants and 5 vowels, consonant and vowel selection display, timer and word formation display are all electronically represented on a pc, tablet, smart phone, dedicated website or the like.
  • the tokens, play space, representations of all 21 consonants and 5 vowels, consonant and vowel selection display, timer and word formation display are all physically manufactured three dimensional objects.
  • a method of teaching and cognitive enhancement comprising the steps of: providing an apparatus as hereinbefore described; allowing a first word forming team to select from representations of all 21 consonants and 5 vowels, a selection of at least 3 vowels and 6 consonants that are placed on the consonant and vowel selection display; allowing an opposing team to time a timer for timing a period within which word formation, associated with the first word forming team, can occur; allowing the first word forming team to form as many words as possible within the word forming time period and to present same on the word formation display for judgement by the opposing team; and judging all valid and existing words displayed on the word forming display, such that alternating progress of the respective teams on the play space, by way of movement of the tokens along the marked off area, can be determined based on the number and length of words created during the word formation period using only the consonants and vowels randomly selected and appearing on the consonant and vowel selection display.
  • the method as described above may be utilized online, on a pc, laptop, tablet, smart phone or the like; or, alternatively on a gameboard which is provided with physically manufactured three dimensional objects in the form of tokens, play space, representations of all 21 consonants and 5 vowels, consonant and vowel selection display, and timer and word formation display.
  • Figure 1 shows a plan view of game board of an apparatus, in accordance with an embodiment of the invention, for teaching and cognitive enhancement of a learner keen to develop and improve word formation and spelling skills
  • Figure 2 shows a plan view of a consonant and vowel selection display of the game board of figure 1 ;
  • Figure 3 shows a plan view of a word formation display of the apparatus of figure 1 ;
  • Figure 4 shows a plan view of packaging for the apparatus of figure 1 .
  • FIG. 1 an apparatus (10) in the form of a board game, in accordance with a first embodiment of the invention, is shown.
  • the apparatus (10) is configured and specially manufactured for use in orthography training and enhancement of cognitive skills.
  • the apparatus (10), as shown in the drawings/photographs consists of differently shaped or coloured tokens, preferably designating different playing teams; a generally planar play space or gameboard (12) on which a marked off playing area is defined between a start and a finish; representations or engraved rectangular components (14) identifying all 21 consonants and 5 vowels of the alphabet; a consonant and vowel selection display (16) in the form of a rack or tray adapted to hold and present the selected consonants and vowels, as best shown in Figure 2; a minute timer (not shown), preferably a sand clock, having two glass bulbs connected vertically by a narrow neck that allows a regulated trickle of material (such as sand) from the upper bulb to the lower one; and a word formation display (18), typically but not necessarily a sheet of paper, as shown in Figure 3, on which created words can be written. It is envisaged that the apparatus (10) and its constituent members may all be neatly packed and fitted for shipment and sale in a packaged cardboard container as displayed in Figure
  • the abovementioned constituent members of the apparatus (10) may in other embodiments of the invention also be electronically represented on a pc, tablet, smart phone, dedicated website or the like by way of suitably written software capable of creating a virtual representation of the respective constituent members.
  • This embodiment is believed to also fall within the ambit of this invention.
  • the idea of the game is to create as many words as possible in one minute, given, for example, 6 consonants and 3 vowels.
  • players are challenged to move tokens around the board by making more and more valid words, until the finish is reached.
  • the game typically has 4 levels, each with its associated degree of difficulty.
  • Players can make a minimum of 3 letter words and a bonus move is granted for creating words using 5 to 9 letters.
  • the first person to exit level 1 gets a bonus move.
  • Level 2 has exciting challenges to players because there are certain points where the first players to reach, can steal a move from their opponent of choice and hence move one ahead whilst chosen opponent moves one behind.
  • Players are allowed to create only a minimum of 4 letter words, and a bonus move is granted for words made, using 8 to 9 letters. Two (2) moves are deducted from players who create incorrect words in this level.
  • a minimum of two (2) players or teams up to a maximum of four (4) players or 4 teams are allowed to play the game at once.
  • the game is intended for people over the age of 8 years.
  • each player or team is given a letter holder where picked letters will be placed on, and a playing token of a different colours.
  • the colours of tokens are typically yellow, green, blue and orange.
  • a colour dice is thrown by all players or teams.
  • the dice has different colours on each side, yellow, green, blue, orange, white and black.
  • the apparatus consists of the board or play surface (12), 4 letter-holding racks being the consonant and vowel selection display (16), 84 consonants (4 x 21 consonants) in an android green pouch and 25 vowels (5 x 5 vowels) in a yellow pouch. There are 4 tokens of different colours for playing pieces or tokens, a colour dice and a one minute marble clock.
  • the first player/team picks 6 consonants from the bag carrying consonants, and places them on the letter-rack (16) and picks 3 vowels from a bag carrying vowels, and places them on the rack too, preferably below the selected consonants.
  • a player is not allowed to create the same word during their single playing turn, but is allowed to use the same word not more than 3 times during the entire game.
  • An opponent can be penalised a move if they interrupt a player or team during their 1 -minute playing turn.
  • the software application may include a system comprising remotely accessible server means for storing: an electronically displayable token for each of at least two teams; a selectable play space comprising a marked off area between a finish and a start to visually track progress of the respective teams on the play space by way of movement of the tokens along the marked off area; representations of all 21 consonants and 5 vowels; a consonant and vowel selection display for displaying a selection of consonants and vowels selected alternatingly by each of the teams, the selection being randomly and haphazardly selected from the representations of all 21 consonants and 5 vowels; a timer for timing a period within which word formation associated with each respective team, by using the randomly and haphazardly selected representations of the consonants and vowels, can occur; and a word formation display on which words, formed by each respective team during the word formation period, can be judged, either by an opposing team or by a word identifying module built into the software, as valid and existing words such that alternating progress of the respective teams

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  • Engineering & Computer Science (AREA)
  • Educational Technology (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • Educational Administration (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Electrically Operated Instructional Devices (AREA)

Abstract

A method and apparatus for teaching and cognitive enhancement are disclosed. The apparatus comprises a token for at least two teams, a play space, representation of all 21 consonants and 5 vowels, a timer and a word formation display. Moreover, a computer implemented system is disclosed for assisting in education and teaching of orthography.

Description

METHOD AND APPARATUS FOR TEACHING AND COGNITIVE
ENHANCEMENT
THIS INVENTION relates to education and teaching of orthography. More specifically, the invention relates to a method and apparatus for teaching and cognitive enhancement.
BACKGROUND TO THE INVENTION
Business management and management of personal finances are but two personal growth skills known to be taught by board games. For example, U.S. Pat. No. 3,737,167 issued to Kelley describes using a board game to teach personal decision-making skills. U.S. Pat. No. 3,765,682 issued to Braude describes using another board game to teach property investment management skills. U.S. Pat. No. 4,363,628 describes a board game used to train bank personnel. Still other games, such as described, for example, in U.S. Pat. No. 4,386,778 issued to Hall, U.S. Pat. No. 5,207,792 issued to Anderson, and U.S. Pat. No. 5,456,473 issued to Whitney are used to teach various aspects of the construction business.
Although many different aspects of scholar learning skills are covered by games known in the art, a board device and its associated components for teaching word formation skills is not directly addressed by the known art.
It is desirable to have a board device and associated components which teach word formation skills in a way that train the project participants or learners to learn in an entertaining way while meeting crucial cognitive enhancement skills. It is also desirable to have a board device and associated components which teach word formation skills in a manner which is joyful without the risk of failure being associated with usual teacher and learner relationship that is often associated with pressure and stress. Although many word forming techniques, training modules and apparatus have been developed and used in the past to improve learner skills, the applicant believes that this invention, at least in part, addresses shortcomings in existing teaching apparatuses and word forming techniques by providing a specifically developed fun board device and associated components such as gameboard, playing members and a method of using same to enhance cognitive and developmental skills.
SUMMARY OF THE INVENTION
In accordance with this invention there is provided an apparatus for teaching and cognitive enhancement of a learner keen to develop and improve word formation and spelling skills, the apparatus comprising: a token for each of at least two teams; a play space comprising a marked off area between a finish and a start to visually track progress of the respective teams on the play space by way of movement of the tokens along the marked off area; representations of all 21 consonants and 5 vowels; a consonant and vowel selection display for displaying a selection of consonants and vowels selected alternatingly by each of the teams, the selection being randomly and haphazardly selected from the representations of all 21 consonants and 5 vowels; a timer for timing a period within which word formation associated with each respective team, by using the randomly and haphazardly selected representations of the consonants and vowels, can occur; a word formation display on which words, formed by each respective team during the word formation period, can be judged by an opposing team as valid and existing words such that alternating progress of the respective teams on the play space, by way of movement of the tokens along the marked off area, can be determined based on the number and length of words created during the word formation period using only the consonants and vowels randomly selected and appearing on the consonant and vowel selection display.
In an embodiment of the invention, the selection of consonants and vowels selected alternatingly by each of the teams comprises between about 6 to 8 consonants and about 3 to 4 vowels. In an embodiment of the invention, the tokens, play space, representations of all 21 consonants and 5 vowels, consonant and vowel selection display, timer and word formation display are all electronically represented on a pc, tablet, smart phone, dedicated website or the like. In an embodiment of the invention, the tokens, play space, representations of all 21 consonants and 5 vowels, consonant and vowel selection display, timer and word formation display are all physically manufactured three dimensional objects.
In a further embodiment of the invention, a method of teaching and cognitive enhancement is provided, the method comprising the steps of: providing an apparatus as hereinbefore described; allowing a first word forming team to select from representations of all 21 consonants and 5 vowels, a selection of at least 3 vowels and 6 consonants that are placed on the consonant and vowel selection display; allowing an opposing team to time a timer for timing a period within which word formation, associated with the first word forming team, can occur; allowing the first word forming team to form as many words as possible within the word forming time period and to present same on the word formation display for judgement by the opposing team; and judging all valid and existing words displayed on the word forming display, such that alternating progress of the respective teams on the play space, by way of movement of the tokens along the marked off area, can be determined based on the number and length of words created during the word formation period using only the consonants and vowels randomly selected and appearing on the consonant and vowel selection display. The method as described above may be utilized online, on a pc, laptop, tablet, smart phone or the like; or, alternatively on a gameboard which is provided with physically manufactured three dimensional objects in the form of tokens, play space, representations of all 21 consonants and 5 vowels, consonant and vowel selection display, and timer and word formation display.
BRIEF DESCRIPTION OF THE DRAWINGS
An embodiment of the invention is now described, by way of example, with reference to the accompanying non-limiting diagrammatic drawings. In the drawings:
Figure 1 shows a plan view of game board of an apparatus, in accordance with an embodiment of the invention, for teaching and cognitive enhancement of a learner keen to develop and improve word formation and spelling skills; Figure 2 shows a plan view of a consonant and vowel selection display of the game board of figure 1 ;
Figure 3 shows a plan view of a word formation display of the apparatus of figure 1 ; and
Figure 4 shows a plan view of packaging for the apparatus of figure 1 .
DETAILED DESCRIPTION OF THE DRAWINGS/PHOTOGRAPHS
This description is presented in the cause of providing what is believed to be the most useful and readily understood description of the principles and conceptual aspects of the invention. In this regard, no attempt is made to show structural details of the invention in more detail than is necessary for a fundamental understanding of the invention, the description taken with the drawings/photographs making apparent to those skilled in the art how at least one of the several forms of the invention may be embodied in practice. Referring to Figure 1 , an apparatus (10) in the form of a board game, in accordance with a first embodiment of the invention, is shown. The apparatus (10) is configured and specially manufactured for use in orthography training and enhancement of cognitive skills. The apparatus (10), as shown in the drawings/photographs consists of differently shaped or coloured tokens, preferably designating different playing teams; a generally planar play space or gameboard (12) on which a marked off playing area is defined between a start and a finish; representations or engraved rectangular components (14) identifying all 21 consonants and 5 vowels of the alphabet; a consonant and vowel selection display (16) in the form of a rack or tray adapted to hold and present the selected consonants and vowels, as best shown in Figure 2; a minute timer (not shown), preferably a sand clock, having two glass bulbs connected vertically by a narrow neck that allows a regulated trickle of material (such as sand) from the upper bulb to the lower one; and a word formation display (18), typically but not necessarily a sheet of paper, as shown in Figure 3, on which created words can be written. It is envisaged that the apparatus (10) and its constituent members may all be neatly packed and fitted for shipment and sale in a packaged cardboard container as displayed in Figure 4.
Although shown in this specification as physically manufactured three dimensional objects, the abovementioned constituent members of the apparatus (10) may in other embodiments of the invention also be electronically represented on a pc, tablet, smart phone, dedicated website or the like by way of suitably written software capable of creating a virtual representation of the respective constituent members. This embodiment is believed to also fall within the ambit of this invention. The idea of the game is to create as many words as possible in one minute, given, for example, 6 consonants and 3 vowels.
Starting from beginning or start, players are challenged to move tokens around the board by making more and more valid words, until the finish is reached. The game typically has 4 levels, each with its associated degree of difficulty.
1st level
Players can make a minimum of 3 letter words and a bonus move is granted for creating words using 5 to 9 letters. The first person to exit level 1 gets a bonus move.
2nd level
Players are allowed to create only a minimum of 4 letter words, and a bonus move is granted for words made, using 6 to 9 letters. Level 2 has exciting challenges to players because there are certain points where the first players to reach, can steal a move from their opponent of choice and hence move one ahead whilst chosen opponent moves one behind. 3rd level
Players are allowed to create only a minimum of 4 letter words, and a bonus move is granted for words made, using 8 to 9 letters. Two (2) moves are deducted from players who create incorrect words in this level.
4th level
Players get a single move for every three 3-letter words made, and for every two 4-letter words made. Three (3) moves are deducted from players who create incorrect words in this level. In this level, a player is granted a chance to use letters picked twice or more, only to create over 9-letter words, such as "committee", "convenience", "entrepreneurship", "businesses" etc.
PLAYERS
A minimum of two (2) players or teams up to a maximum of four (4) players or 4 teams are allowed to play the game at once. The game is intended for people over the age of 8 years.
SET UP
Place the board on a good-sized table, each player or team is given a letter holder where picked letters will be placed on, and a playing token of a different colours. The colours of tokens are typically yellow, green, blue and orange.
To set the sequence of who starts the game, and who follows, a colour dice is thrown by all players or teams. The dice has different colours on each side, yellow, green, blue, orange, white and black.
The first team to throw the dice and picks black, will start the game, and will be given a chance to determine playing sequence. The first team to throw the dice and picks white will automatically be the last team to play. Each player gets a blank piece of paper and a pencil/pen, to write words created during each playing round. To allow for more convenient play, the apparatus (10) consists of the board or play surface (12), 4 letter-holding racks being the consonant and vowel selection display (16), 84 consonants (4 x 21 consonants) in an android green pouch and 25 vowels (5 x 5 vowels) in a yellow pouch. There are 4 tokens of different colours for playing pieces or tokens, a colour dice and a one minute marble clock.
Game Play
1 . The first player/team picks 6 consonants from the bag carrying consonants, and places them on the letter-rack (16) and picks 3 vowels from a bag carrying vowels, and places them on the rack too, preferably below the selected consonants.
2. When the first player/team is done placing all the letters on the letter-rack, the 1 -minute marble glass is turned upside down, to begin counting down a minute.
3. In one minute, a player or team has to make as many words as possible using the selected consonants and vowels picked.
4. When the 1 minute is over, players count the number of words made, and moves their token beginning from START and progressing ahead following the sequence of the game board progression sequence.
5. The second, third and last player or team will follow each other and play in the same way.
RULES
1 . A player is not allowed to create the same word during their single playing turn, but is allowed to use the same word not more than 3 times during the entire game.
2. No player is allowed to pass their turn of playing if they notice they cannot make any words at all. A player will use their given 1 minute to think of possible words and if they cannot make any words after their minute has lapsed, they don't get a move.
3. Opponents have the right to verify words using a dictionary.
4. Players or teams are required to write legibly so that opponents can read their words well.
5. An opponent can be penalised a move if they interrupt a player or team during their 1 -minute playing turn.
6. Players or teams are allowed to make words using the letter Ύ" and no other vowels.
7. Plurals are allowed.
8. The use of tenses is allowed, e.g. try is a word and tried as its past tense is also a word.
9. Both British and American English words are allowed; such as color and colour.
It is envisaged that the method and apparatus of this invention will teach orthography and enhance cognitive skills to learners of all ages from about 10 years old and upwards, in an enjoyable manner. Although the invention is described in this specification by way of one physically manufactured three-dimensional embodiment, e.g. apparatus (10), the applicant believes that other ways such as electronic variations of this apparatus and method, whether it is in data or software application form, also fall within the scope of this invention.
The software application may include a system comprising remotely accessible server means for storing: an electronically displayable token for each of at least two teams; a selectable play space comprising a marked off area between a finish and a start to visually track progress of the respective teams on the play space by way of movement of the tokens along the marked off area; representations of all 21 consonants and 5 vowels; a consonant and vowel selection display for displaying a selection of consonants and vowels selected alternatingly by each of the teams, the selection being randomly and haphazardly selected from the representations of all 21 consonants and 5 vowels; a timer for timing a period within which word formation associated with each respective team, by using the randomly and haphazardly selected representations of the consonants and vowels, can occur; and a word formation display on which words, formed by each respective team during the word formation period, can be judged, either by an opposing team or by a word identifying module built into the software, as valid and existing words such that alternating progress of the respective teams on the play space, by way of movement of the tokens along the marked off area, can be determined based on the number and length of words created during the word formation period using only the consonants and vowels randomly selected and appearing on the consonant and vowel selection display; and a consonant and vowel load module, functioning on a computing device of any of the two teams, in communication with the server means, containing software instructions for causing the system to: generate a random and haphazard selection of consonants and vowels from the available representations of all 21 consonants and 5 vowels for each team; a consonant and vowel selection input receiving module, functioning on a computing device of any of the two teams, in communication with the server means, containing software instructions for causing the system to: accept a selected arrangement of vowels and consonants from both teams, which selection aims to create lengthy words; a word verification module, functioning on a computing device of any of the two teams, in communication with the server means, containing software instructions for causing the system to: reject a non-word selected arrangement of vowels and consonants and accept a selected arrangement of vowels and consonants that forms a known word; and a processing and display module, functioning on a computing device of any of the two teams, in communication with the server means, containing software instructions for causing the system to: calculate and show progress of the tokens of the respective teams on the play space based on the length of the words formed.

Claims

1 . An apparatus for teaching and cognitive enhancement of a learner keen to develop and improve word formation and spelling skills, the apparatus comprising: a token for each of at least two teams; a play space comprising a marked off area between a finish and a start to visually track progress of the respective teams on the play space by way of movement of the tokens along the marked off area; representations of all 21 consonants and 5 vowels; a consonant and vowel selection display for displaying a selection of consonants and vowels selected alternatingly by each of the teams, the selection being randomly and haphazardly selected from the representations of all 21 consonants and 5 vowels; a timer for timing a period within which word formation associated with each respective team, by using the randomly and haphazardly selected representations of the consonants and vowels, can occur; and a word formation display on which words, formed by each respective team during the word formation period, can be judged by an opposing team as valid and existing words such that alternating progress of the respective teams on the play space, by way of movement of the tokens along the marked off area, can be determined based on the number and length of words created during the word formation period using only the consonants and vowels randomly selected and appearing on the consonant and vowel selection display.
2. The apparatus of claim 1 , wherein the selection of consonants and vowels selected alternatingly by each of the teams comprises between about 6 to 8 consonants and about 3 to 4 vowels.
3. The apparatus of claim 1 , wherein tokens, play space, representations of all 21 consonants and 5 vowels, consonant and vowel selection display, timer and word formation display are all electronically represented on a pc, tablet, smart phone, dedicated website or the like.
4. The apparatus of claim 1 , wherein the tokens, play space, representations of all 21 consonants and 5 vowels, consonant and vowel selection display, timer and word formation display are all physically manufactured three dimensional objects.
5. A method of teaching and cognitive enhancement is provided, the method comprising the steps of: providing an apparatus as hereinbefore described; allowing a first word forming team to select from representations of all 21 consonants and 5 vowels, a selection of at least 3 vowels and 6 consonants that are placed on the consonant and vowel selection display; allowing an opposing team to time a timer for timing a period within which word formation, associated with the first word forming team, can occur; allowing the first word forming team to form as many words as possible within the word forming time period and to present same on the word formation display for judgement by the opposing team; and judging all valid and existing words displayed on the word forming display, such that alternating progress of the respective teams on the play space, by way of movement of the tokens along the marked off area, can be determined based on the number and length of words created during the word formation period using only the consonants and vowels randomly selected and appearing on the consonant and vowel selection display.
6. The method of claim 5, being effected online, on a pc, laptop, tablet, smart phone or the like.
7. The method of claim 5, being effected on a gameboard which is provided with physically manufactured three dimensional objects in the form of tokens, play space, representations of all 21 consonants and 5 vowels, consonant and vowel selection display, and timer and word formation display.
8. A computer implemented system for teaching orthography and cognitive enhancement, the system comprising: server means, remotely accessible from a computing device of any one or more learners of at least two teams, which server means is adapted to store: an electronically displayable token for each of at least two teams; a selectable play space comprising a marked off area between a finish and a start to visually track progress of the respective teams on the play space by way of movement of the tokens along the marked off area; representations of all 21 consonants and 5 vowels; a consonant and vowel selection display for displaying a selection of consonants and vowels selected alternatingly by each of the teams, the selection being randomly and haphazardly selected from the representations of all 21 consonants and 5 vowels; a timer for timing a period within which word formation associated with each respective team, by using the randomly and haphazardly selected representations of the consonants and vowels, can occur; and a word formation display on which words, formed by each respective team during the word formation period, can be judged, either by an opposing team or by a word identifying module built into the software, as valid and existing words such that alternating progress of the respective teams on the play space, by way of movement of the tokens along the marked off area, can be determined based on the number and length of words created during the word formation period using only the consonants and vowels randomly selected and appearing on the consonant and vowel selection display; and a consonant and vowel load module, functioning on a computing device of any of the at least two teams, in communication with the server means, containing software instructions for causing the system to: generate a random and haphazard selection of consonants and vowels from the available representations of all 21 consonants and 5 vowels for each team; a consonant and vowel selection input receiving module, functioning on a computing device of any of the at least two teams, in communication with the server means, containing software instructions for causing the system to: accept a selected arrangement of vowels and consonants from both teams, which selection aims to create lengthy words; a word verification module, functioning on a computing device of any of the at least two teams, in communication with the server means, containing software instructions for causing the system to: reject a non-word selected arrangement of vowels and consonants and accept a selected arrangement of vowels and consonants that forms a known word; and a processing and display module, functioning on a computing device of any of the at least two teams, in communication with the server means, containing software instructions for causing the system to: calculate and show progress of the tokens of the respective teams on the play space based on the length of the words formed until the finish is reached by the first team.
PCT/IB2017/057629 2016-12-13 2017-12-05 Method and apparatus for teaching and cognitive enhancement WO2018109613A1 (en)

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ZA2016/08583 2016-12-13
ZA201608583 2016-12-13

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2358807A (en) * 1999-12-15 2001-08-08 Progress Games 2000 Ltd A word forming board game
US20080187890A1 (en) * 2007-02-02 2008-08-07 Podurgiel Lori M Word-building board game
WO2013092836A1 (en) * 2011-12-21 2013-06-27 Welltec A/S Downhole mapping system

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2358807A (en) * 1999-12-15 2001-08-08 Progress Games 2000 Ltd A word forming board game
US20080187890A1 (en) * 2007-02-02 2008-08-07 Podurgiel Lori M Word-building board game
WO2013092836A1 (en) * 2011-12-21 2013-06-27 Welltec A/S Downhole mapping system

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