WO2021125375A1 - Method for providing game for person with dyscalculia or mathematical learning difficulty, and server using same - Google Patents

Method for providing game for person with dyscalculia or mathematical learning difficulty, and server using same Download PDF

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Publication number
WO2021125375A1
WO2021125375A1 PCT/KR2019/017881 KR2019017881W WO2021125375A1 WO 2021125375 A1 WO2021125375 A1 WO 2021125375A1 KR 2019017881 W KR2019017881 W KR 2019017881W WO 2021125375 A1 WO2021125375 A1 WO 2021125375A1
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WO
WIPO (PCT)
Prior art keywords
game
area
displayed
areas
window
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PCT/KR2019/017881
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French (fr)
Korean (ko)
Inventor
박인찬
육호영
안진호
Original Assignee
(주)미디어포스원
주식회사 아이디이노랩
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Priority to PCT/KR2019/017881 priority Critical patent/WO2021125375A1/en
Publication of WO2021125375A1 publication Critical patent/WO2021125375A1/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
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of 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
    • G09B19/02Counting; Calculating
    • 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
    • G09B5/00Electrically-operated educational appliances
    • G09B5/06Electrically-operated educational appliances with both visual and audible presentation of the material to be studied

Definitions

  • the present invention relates to a method for providing a game for a child who has difficulty in giving birth or a poor arithmetic learner, and a server using the same.
  • Subitizing in arithmetic ability refers to the ability to know how many numbers are at a time without counting, and in general, it is said that a person can see how many there are at a glance by looking at 4-5 points.
  • Dyscalculia is judged by measuring the speed and accuracy of single-digit addition and subtraction. Dyscalculia may be congenital, but may also occur due to lack of learning in multicultural families.
  • the problem to be solved by the present invention is to provide a method for providing a game for dyscalculia, as well as a game for those who have difficulty in arithmetic or poor arithmetic learning, and a server using the same, which effectively helps in the treatment of a child who is poor in arithmetic learning.
  • the characteristic configuration of the present invention is as follows.
  • a method for providing a game for a child having difficulty in childbirth or poor arithmetic learning wherein the method is used for the game while the game server provides a character performing game progress on the game screen setting two areas for answering, by the game server, setting, by the game server, a first area of the two areas as an area for displaying a problem, and setting a second area of the two areas as an area for inputting an answer; or setting both of the areas as areas for displaying problems, and additionally setting as a third area for inputting an answer in addition to the two areas, the game server inserting a single-digit number in the first area.
  • a server for providing a game for a person having difficulty in childbirth or learning arithmetic wherein the game server includes a communication unit, an input/output unit, a memory and a processor, wherein the communication unit communicates with an external device and the input/output unit displays information or outputs a voice to the outside, receives information or commands input from the outside, the memory is configured to store a set of codes, the code is a game through the input/output unit A process of providing a character to perform game progress on the screen and at the same time setting two areas to be used for a game, setting a first area among the two areas as an area for displaying a problem, and a second area among the two areas A process of setting an area as an area for inputting an answer, or setting both of the areas as an area for displaying a problem, and additionally setting a third area for inputting an answer in addition to the two areas, the communication unit communicates with an external database through the input/output unit, displays
  • FIG. 1 is a diagram showing a schematic configuration of a game server for a person having difficulty in giving birth or learning arithmetic according to an embodiment of the present invention.
  • FIG. 2 is a view showing the classification of a game for a difficult child or poor arithmetic learning according to an embodiment of the present invention.
  • FIG. 3 is a schematic flowchart of a game method for a difficult child or a poor arithmetic learner according to an embodiment of the present invention.
  • FIG. 4A is a diagram illustrating an initial screen of a game for a person who has difficulty giving birth or a person who has difficulty learning arithmetic according to an embodiment of the present invention.
  • 4B is a diagram illustrating a progress screen of a game for a person who has difficulty giving birth or a person who has difficulty learning arithmetic according to an embodiment of the present invention.
  • 5A is a diagram illustrating an example of an aligned dot game among first-level games in a first game category according to an embodiment of the present invention.
  • 5B is a diagram illustrating an example of an aligned object matching game among second-level games in the first game category according to an embodiment of the present invention.
  • 5C is a diagram illustrating an example of an unaligned object matching game among second-level games in the first game category according to an embodiment of the present invention.
  • 5D is a diagram illustrating an example of a dot and object complex matching game among second level games in the first game category according to an embodiment of the present invention.
  • 5E is a diagram illustrating an example of a voice listening game among third-level games in the first game category according to an embodiment of the present invention.
  • 5F is a diagram illustrating an example of a letter-matching game among third-level games in the first game category according to an embodiment of the present invention.
  • FIG. 5G is a diagram illustrating an example of a number-letter matching game among third-level games in the first game category according to an embodiment of the present invention.
  • 6A is a diagram illustrating an example of an aligned dot game among the fourth level games in the second game category according to an embodiment of the present invention.
  • 6B is a diagram illustrating an example of an unaligned dot game among the fourth level games in the second game category according to an embodiment of the present invention.
  • FIG. 7 is a diagram illustrating an example of a matching game among seventh level games in a third game category according to an embodiment of the present invention.
  • FIG. 8 is a diagram illustrating an example of a point and object complex matching game, which is a 10th level game in the fourth game category according to an embodiment of the present invention.
  • FIG. 9 is a diagram illustrating a diagnosis result determined as a result of a game for a person having difficulty in giving birth or a person having difficulty learning arithmetic according to an embodiment of the present invention.
  • FIG. 1 is a diagram showing a schematic configuration of a game server for a person having difficulty in giving birth or learning arithmetic according to an embodiment of the present invention.
  • the game server 100 of the present invention includes at least one processor 110 , a memory 120 , a communication unit 130 , an input/output unit 140 , and a communication bus 150 .
  • the processor 110 may be a general-purpose central processing unit (CPU), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits for controlling program execution in the solution of the present application.
  • CPU central processing unit
  • ASIC application-specific integrated circuit
  • Memory 120 can be read-only memory (ROM) or other type of static storage that can store instructions, or random access memory (RAM) or other type of dynamic storage that can store information and instructions; or Electronically Erasable Programmable Read-Only Memory (EEPROM), Compact Disc Read-Only Memory (CD-ROM), or other compact disc storage device or optical disc storage device (compressed optical disc, laser disc, optical disc, digital versatile disc, blue ray disk, etc.), a magnetic disk storage medium or other magnetic storage device, or any other medium that can carry or store expected program code in the form of instructions or data structures and that can be accessed by a computer; This is not limited.
  • the memory 120 may exist independently and is coupled to the processor 110 by a communication bus 150 .
  • the communication unit 130 communicates with other devices or communication networks, and may be implemented using various communication technologies. That is, Wi-Fi (WIFI), WCDMA (Wideband CDMA), HSDPA (High Speed Downlink Packet Access), HSUPA (High Speed Uplink Packet Access), HSPA (High Speed Packet Access), Mobile WiMAX (Mobile WiMAX), WiBro (WiBro) , LTE (Long Term Evolution), Bluetooth (bluetooth), infrared data association (IrDA), NFC (Near Field Communication), Zigbee, wireless LAN technology, etc. may be applied.
  • TCP/IP which is a standard protocol for information transmission on the Internet, may be followed.
  • the input/output unit 140 specifically includes an output device 141 and an input device 142 , and the output device 141 communicates with the processor 110 and displays information or outputs voice in a plurality of ways.
  • the output device 141 may be a Liquid Crystal Display (LCD), a Light Emitting Diode (LED) display, an Organic Light Emitting Diode (OLED) display, or a speaker.
  • the input device 142 may communicate with the processor 110 and receive user input in a plurality of ways.
  • the input device 142 may be a mouse, a keyboard, a touch screen, or a sensing device.
  • the game server 100 may store and use various types of data used in a game for a difficult child or a poor arithmetic learner in a database (DB) 200 according to an embodiment of the present invention.
  • the DB 200 includes a flash memory type, a hard disk type, a multimedia card micro type, a card type memory (eg SD or XD memory), and a RAM.
  • At least one of (Random Access Memory, RAM), SRAM (Static Random Access Memory), ROM (ReadOnly Memory, ROM), EEPROM (Electrically Erasable Programmable ReadOnly Memory), PROM (Programmable ReadOnly Memory), magnetic memory, magnetic disk, and optical disk It may include a type of storage medium, but is not limited thereto, and may include any medium capable of storing data.
  • the DB 200 may be installed inside the game server 100 or installed separately from the game server 100 to transmit data or record received data through communication with the game server 100 . .
  • a game category used for the difficult child or the poor arithmetic learning is set.
  • This game category corresponds to a category of a learning method for a person having difficulty in arithmetic or arithmetic learning, and may also be referred to as a category according to a level of improvement in difficulty in childbirth.
  • An embodiment of the present invention provides four game categories, but is not limited thereto.
  • the first game category "Guess the numbers 1 to 10”
  • the second game category “Summarize a larger number”
  • the third game category “Say the same number”
  • the fourth game There is a category of "matching the number”, and it can be considered that the level of improvement of difficulty in childbirth increases from the previous category to the next category. That is, it indicates that the fourth game category is a learning game with the highest difficulty in difficulty improvement level.
  • At least one game level may exist in each of the four game categories.
  • a first game category has a game of three levels
  • a second game category has a game of three levels
  • a third game category has a game of two levels.
  • a total of 10 levels of games are allocated to a total of 4 game categories.
  • each type of game consists of a game of 3 to 5 questions, and the appropriate number of games is allocated to each type so that the number of questions in each level of the game is a total of 10 questions.
  • the game type and the number of items refer to FIG. 2
  • the game category, game level, game type, and number of items shown in FIG. 2 are only examples, and various other game methods may be provided.
  • a method of providing a game for improving arithmetic ability using the game server 100 according to an embodiment of the present invention configured as described above will be described with reference to FIG. 3 .
  • the server 100 may provide a character at a predetermined position in a predetermined space, and perform a process of playing a game for improving arithmetic ability according to an embodiment of the present invention using the character (S310).
  • the server 100 displays a visual effect for displaying a problem for learning in a predetermined area on the screen, for example, a picture in the form of an indoor window (eg, reference number 420 in FIG. 4 ), and also In another area, a visual effect for inputting an answer of the player to the displayed problem, for example, a figure in the form of a number plate (eg, reference number 430 in FIG. 4 ) is provided ( S320 ).
  • the visual effect for inputting the player's answer may be another window type picture or another type of visual effect to be described later.
  • the visual effect before the problem is displayed i.e., the window 420 is shown closed, indicating that the problem has not yet been displayed.
  • the server 100 may indicate that the game has started by opening the window 420 to display the problem outside the window, as shown in FIG. 4B .
  • a specific game included in the database 200 determined by default or determined by the user It may be provided with reference to a problem corresponding to a question of a specific type of game of a specific game level in a category (S330).
  • points 440 are displayed for direct calculation in the window 420 , and an answer to the number of these points will be input as a corresponding number by the player through the number board 430 .
  • the problem may be displayed in the form of an aligned point, an unaligned point, an aligned thing, an unaligned thing, a combination of a point and a thing, a voice output display, letters, etc. .
  • the voice output display it means that the number corresponding to the problem is output as a voice through the speaker when it is selected by the game player.
  • the number board 430 for inputting an answer may display a number board for inputting a number, but in addition, an answer may be input in the form of a window selection display or the like.
  • the pattern displayed for direct arithmetic learning is necessary to develop a sense of arithmetic to improve difficult childbirth, and excellent patterns are studied or developed and used, and in the case of these patterns, for example, a multiple of 2 method, atypical patterns, etc. are combined and can be used
  • the visual effect for inputting the answer may be set to be input only until a predetermined time elapses from the problem display, but is not limited thereto.
  • a predetermined time elapses from the problem display for example, as shown in FIG. 4B , for example, 3 seconds after a problem is displayed on the window 420 and an array of numbers is displayed so that an answer can be entered on the number board 430 , the server 100 is A visual effect used in the game, i.e., the window 420 can be closed so that the player cannot see the problem. At this time, even after the window 420 displaying the problem is closed, it may be possible to input through the numeric keypad 430 so that the answer to the problem can be entered. That is, the threshold time for closing the window 420 for the problem and the threshold time for allowing input through the numeric keypad 430 for inputting an answer may be the same or different from each other.
  • the server 100 displays the input answer as a visual effect for displaying the problem, that is, the window 420 . ), it is determined whether the correct answer to the displayed question is (S350).
  • the server 100 determines whether the answer input from the player is a correct answer or an incorrect answer, and accumulates the determination result until the game ends (S360). At this time, the server 100 accumulates the game results individually according to the game type.
  • the diagnosis result of game learning for each game level is displayed according to the accumulated game results for the difficult child or for the poor in arithmetic learning ( S370 ).
  • the diagnosis result of such game learning can be grasped as the degree of improvement in difficult labor.
  • the gamer may perform subsequent processing such as repeating all learning, repeating some learning, and ending learning.
  • step (S330) when the problem is displayed through the window 420, most or all of the problems are problems corresponding to numbers 10 or less, and the problem may be preset, but if not, the problem After the type of is determined, a number for the problem can be established.
  • the server 100 may be implemented to select a number by selecting one number from among numbers 1 to 10 or by generating a random number through a random number generator or the like.
  • the first game category is the category of "Guess the number from 1 to 10", this category has 3 game levels, the first level game is a game of guessing the number of dots, and the second level game is the game of matching the number of objects and the dots It is a game of guessing the number of compound objects, and the third level game is a game of guessing numbers between 1 and 10 by listening to the voice or looking at the letters.
  • the first-level game is classified into two types of games, and the first-type game is a "sorted dot" game, in which a total of five questions are played.
  • 5A is a diagram illustrating an example of an aligned dot game among first-level games in a first game category according to an embodiment of the present invention.
  • the game starts with a game progress message of the character 410 for game progress, for example, "how many dots are there in all?", and "5" corresponding to the problem by the server 100
  • the number of is determined, and the number of dots corresponding to the determined number is displayed on the open window 420 , specifically arranged outside the window.
  • one or more shapes may be preset according to the number in which the dots are arranged.
  • the visual effect for inputting the answer is displayed in the form of a number board 430 .
  • the player selects and inputs a number corresponding to the number of points he or she has grasped from the number board 430 using a mouse or a touch screen of the input device 142 .
  • the player may input an answer until a preset time, that is, until the window 420 displaying the problem is closed or the answer is not input through the number board 430 .
  • the server 100 determines whether the answer entered by the player is correct or not, and accumulates the determination result in the previous determination result, so that it can be used for the diagnosis of improvement of difficulty in the game player in the future. have.
  • an aligned dot-matching game among the first-level games in the first game category may be provided, and this is only one example, and other forms may also be used.
  • a game of the second type of the first level game is a "unaligned dot” game, and this game is also a game of a total of 5 items.
  • the "unaligned dot” game which is the second type of game
  • the "sorted dot” game which is the first type of game shown in FIG. 5A, in which the number of games, for example, is displayed in the problem display window 420.
  • the number of games for example, is displayed in the problem display window 420.
  • FIG. 4B it is a game in which five dots are displayed in an unaligned form on the problem display window 420 . This can be understood by the fact that the form of unaligned dots is recognized as a higher level game compared to the form of aligned dots. Accordingly, a detailed description of the second type of game will be omitted.
  • the second level game is classified into three types of games, and among them, the first type of game is a “sorted objects” game, in which a total of three questions is played.
  • This game differs from the "aligned dots" game described with reference to FIG. 5A only in that instead of the aligned dots, objects such as birds, fish, etc. are sorted and displayed as a problem.
  • the objects arranged as four birds 445 are displayed in the problem display window 420 .
  • These points or the types or types of various things may be preset as metadata for each problem type in the DB 200, and when the types of things are various, the server 100 determines a predetermined order or It can be arbitrarily selected and used.
  • the game can be ended when the player who has grasped the number of aligned objects displayed on the problem display window 420 inputs an answer through the number board 430 for answer input. Whether or not the correct answer at this time is also accumulated by the server 100 is the same as described above.
  • a game of the second type of the second level game is a "matching objects that are not aligned” game, and this game is also a game of a total of three items.
  • the second type of game “match objects unaligned” game
  • the second type of game is a game of “sort objects,” which is the first type of game shown in FIG. 5B, displaying the number of games, for example, in the problem display window 420.
  • sort objects For example, except that "4" is displayed as an unaligned object, that is, a new form, all are the same as those described with reference to FIG. 5B, and an example of the game screen is shown in FIG. 5C. Referring to FIG.
  • a game of the third type of the second level game is a "dot and object complex matching" game, in which a game of a total of 4 questions is played.
  • the third type of game, “Dot and Object Composite Matching” game is the first type of game “Sort Objects Aligned” game shown in FIG. 5B, displaying the number of games, for example, in the problem display window 420 For example, when displaying "5", it is the same as the method described with reference to FIG. 5B except that dots and objects, for example, sparrows are mixed and displayed in an aligned form, and an example of the game screen is shown in FIG. 5D . Referring to FIG.
  • 5D for the number “5” in question, three dots are configured by the server 100 and two are configured as birds, so that three dots and two birds are configured. It is a game in which is displayed on the problem display window 420 in an arranged form. Of course, it will be possible to display problems in an unaligned form when using dots and objects to increase the level of the game.
  • the difficulty can be adjusted by setting the complex number of points and objects for the number of games. For example, it may be understood that the difficulty of the game increases compared to the case where the number of more than half of the number is composed of objects and the remaining number is composed of points.
  • the third level game is classified into two types of games, and among them, the first type of game is a "sound and guess" game, in which a total of five items are played.
  • 5E is a diagram illustrating an example of a voice listening game among third-level games in the first game category according to an embodiment of the present invention.
  • the number of game problems is not displayed on the problem display window 420, but the number of points or objects representing the number of game problems is displayed.
  • An object, for example, the speaker 450 is displayed outside the window. Therefore, when the player selects the displayed speaker 450 using a mouse, etc., the game is performed by speaking the number of the game problem by voice, and the player listening to the voice and inputting the corresponding number through the number board 430. can
  • the server 100 may include a voice converter to output the voice corresponding to the number through the speaker of the output device 141 .
  • a voice converter since such a voice converter has a large capacity because it has to have a function of performing voice conversion of a plurality of characters including numbers in general, the voice output data corresponding to each number in the DB 200 is stored as metadata in the game. When the number of problems is determined, a method of performing audio output using the corresponding audio output data is also possible.
  • a game of the second type of the third level game is a "letter-and-match" game, wherein the characters may be Korean, English, Japanese, Chinese, or the like. This game is also played with a total of 5 questions.
  • 5F is a diagram illustrating an example of a letter-matching game among third-level games in the first game category according to an embodiment of the present invention.
  • the number of points or objects indicating the number of the game problem is not displayed on the problem display window 420 , but characters corresponding to the number of the game problem, for example, Hangul, are displayed.
  • FIG. 5F it can be seen that “4” is selected as the number of the game problem, and the Korean “four” 460 corresponding to “4” is displayed in the problem display window 420 .
  • characters corresponding to numbers are stored in the DB 100 as metadata, and when the number of game problems is determined, the server 100 uses the metadata stored in the DB 100 to store letters corresponding to the determined numbers. is extracted and displayed on the problem display window 420 .
  • the game can be performed by the player looking at the letters displayed on the problem display window 420 and inputting a number corresponding to the letter through the number plate 430 .
  • the server 100 allows the player to select the shape of the character before the start of the game, so that the game can be performed using the character in a language that the player can recognize. For example, if the game player can recognize only English, English is selected by the player, and the "letter match" game is performed, the English letters corresponding to the number of the game problem are displayed in the problem display window 420. By being displayed, the player will be able to smoothly play the game by recognizing English characters.
  • the server 100 may display the number itself that can be recognized worldwide without displaying the letters corresponding to the number of the game problem in the problem display window 420 in Korean.
  • An example is shown in Fig. 5g. Referring to FIG. 5G , the number "5" 470 representing the number "5" of the game problem is displayed on the problem display window 420, so that the player recognizes the number as it is and answers it through the number board 430 This game is played by entering
  • the focus is on improving difficult birth, which is sluggish in recognizing a number between 1 and 10.
  • the second game category is a "Compare and guess a large number" category, there are three game levels in this category, the fourth level game is a game of comparing the number of points to guess a large number, and the second level game is a game of guessing a large number by comparing the number of points. It is a game of matching the large number by comparing the number and the number of dots and objects, and the third level game is a game of matching the large number by comparing the number and the number of dots and objects.
  • the fourth level game is classified into two types of games, and among them, the first type of game is a "sorted dot" game, in which a total of 5 items are played.
  • 6A is a diagram illustrating an example of an aligned dot game among the fourth level games in the second game category according to an embodiment of the present invention.
  • the question input window 420 and the numeric board 430 for entering an answer are not displayed, but both windows 510 and 520 are displayed for displaying the problem. and the answer to the problem is input through two arrows 531 and 532 displayed between the two windows 510 and 520 .
  • the game starts with a game progress message of the character 410 for game progress, for example, "Guess which one is bigger ⁇ ", and two numbers corresponding to the problem by the server 100, for example For example, "2" and "7" are determined, and the number of dots corresponding to each determined number is displayed on each of the two open windows 510 and 520 .
  • the aligned form 511 of the dot corresponding to the number "2” is displayed in the problem display window 510 on the left, and the aligned form 521 of the dot corresponding to the number "7” is on the right
  • the problem display window 520 is displayed.
  • the player grasps the number of points displayed in the two windows, and selects the arrows 531 and 532 pointing to the window in which the larger number of points is displayed among the number of the two identified points to answer the problem identified by the player. can be entered.
  • the number of dots displayed on the left window 510 is “2” and the number of dots displayed on the right window 520 is “7”, a player who accurately grasps this selects an arrow 532 pointing to the right. to enter the answer.
  • emphasis is placed on improving difficult calculus by comparing the size of a number between 1 and 10.
  • a game of the second type of the fourth level game is a "unaligned dot” game, and this game is also played with a game of a total of 5 items.
  • the second type of game the “unaligned dot” game
  • the “aligned dot” game is aligned to the two problem display windows 510 and 520, respectively, in the “aligned dot” game, which is the first type of game shown in FIG. 6A .
  • All are the same as the method described with reference to FIG. 6A except for the display in the form of a dot that has not been displayed.
  • the points corresponding to the game numbers "3" and "7" of the comparison target are displayed in an unaligned form on the two problem display windows 510 and 520, respectively, as shown in FIG.
  • the 5th level game is classified into three types of games, and among them, the first type of game is a "sorted object" game, and a game with a total of three items is performed.
  • This game is different from the "aligned dots" game described with reference to FIG. 6A only in that the sorted objects, for example, sparrows, fish, etc., are sorted and displayed as a problem instead of the sorted dots.
  • the present game is arranged using objects instead of points in FIG. 6A. It will be easily understood that the present game can be performed by displaying the two problem display windows 510 and 520 in the form of an arrow to input the answer to the size comparison through the arrows 531 and 532 . Therefore, a detailed description of the present game will be omitted.
  • a game of the second type of the fifth level game is a "matching objects that are not aligned” game, and this game is also a game of a total of three items.
  • the present game is not aligned using objects instead of points in Fig. 6B
  • the present game can be performed by displaying the two problem display windows 510 and 520 in a non-existent form so that the answer to the size comparison can be entered through the arrows 531 and 532 . Accordingly, a detailed description of the present game will be omitted.
  • a game of the third type of the fifth level game is a "dot and object compound matching" game, in which a game of a total of 4 questions is played.
  • the third type of game “Dot and Object Composite Matching” game is the above-described first type game, “Parallel Matching Objects” game, when the number of games is displayed on the problem display windows 510 and 520. It is the same as the method described above, except that dots and objects, for example, birds are mixed and displayed in an aligned form. Therefore, a detailed description of the present game is also omitted.
  • the 6th level game is classified into two types of games, and among them, the first type of game is a "sound and guess" game, and a game with a total of 5 items is performed.
  • a speaker shape capable of displaying the number of game problems by voice instead of the aligned dots is displayed on the two problem display windows 510 and 520, respectively.
  • the only difference is that the game player selects the speakers displayed on the two problem display windows 510 and 520, respectively, listens to the corresponding number and compares the size. That is, it will be easily understood that the difference between the game in FIG. 5A and the game in FIG. 5E in the game of the first game category is grafted to the game in FIG. 6A among the games of the second game category to perform the present game.
  • the "letter-and-match" game which is the second type of game of the 6th level game, is also the third level of the above-described 1st category game, as described for the above-mentioned 1st type of game of the 6th level game. It will be easy to understand when applied to the game of FIG. 6A described above that, like the two types of games, letters corresponding to the number of problems are displayed on the two problem display windows 510 and 520, respectively, so that the gamer can understand the problem. can Therefore, a detailed description of the present game is also omitted.
  • the third game category is a "match the same number" category, and there are two game levels in this category, the 7th level game is a game of matching the number of points or objects by comparing the number of points or objects, and the 8th level game is a game with voice It is a game where you guess the same number by comparing them by listening or seeing the letters.
  • the 7th level game is divided into 2 types of games, the 1st type of game is a "Shoot the dots" game with a total of 5 questions, and the 2nd type of game is a "Shoot with objects" game with a total of 5 games. This is done.
  • FIG. 7 is a diagram illustrating an example of a matching game among seventh level games in a third game category according to an embodiment of the present invention.
  • all four windows (610, 620, 630, 640) for displaying the problem one window 610 among them is the window of the problem indicating the reference number, and the remaining three windows ( 620, 630, and 640) are windows of the problem for displaying a number to be compared with a reference number.
  • arrows 621 , 631 , and 641 for inputting an answer are displayed on the right side of each of the three windows 620 , 630 , and 640 , respectively.
  • the game starts with the game progress message of the character 410 for the game progress, for example, "Shall we find the same number as the one on the left?", the reference number corresponding to the problem by the server 100, For example, "4" is determined, and also three numbers to be compared with the reference number "4", for example "3", "4" and "5" are determined. At this time, one of the three numbers to be compared must be the same number as the reference number. That is, the remaining two numbers will be determined to be different numbers from the reference number.
  • the number of objects corresponding to the reference number for example, four birds
  • the form displayed on each of the windows 610 , 620 , 630 , and 640 may be a dot, an object, or a combination of a dot and an object.
  • dots are used to indicate. For example, the number of dots corresponding to the numbers “3”, “4”, and “5” are displayed in the windows 620 , 630 , and 640 on the right, respectively.
  • the player grasps the number of objects displayed on the left window 610 as a reference number, and also identifies the number of points displayed on the right window 620 , 630 , and 640 , respectively, and is the same as the left reference number.
  • the player grasps the number of objects displayed on the left window 610 as a reference number, and also identifies the number of points displayed on the right window 620 , 630 , and 640 , respectively, and is the same as the left reference number.
  • an answer to the problem identified by the user may be input.
  • the emphasis is placed on improving difficult calculation by comparing the sizes of numbers 1 to 10 to find the same number.
  • the 8th level game is classified into two types of games, the first type of game is a "sound and guess” game, and a total of 5 questions is played, and the second type of game is a "letter and guess” game. A total of 5 questions are played.
  • each window (610, 620, 630, 640) hear the number by voice through the speaker or recognize the number through the displayed Hangul characters, and the same number of dots displayed on the right window (620, 630, 640) or It can be seen that this can be performed by finding the number of objects and inputting answers through arrows 621 , 631 , and 641 .
  • the 4th game category is a "match hidden number" category, this category has two game levels, the 9th level game is a game of matching the hidden number of dots or objects, and the 10th level game is a dot and object complex form. It is a game of guessing the hidden numbers.
  • the 9th level game is divided into 2 types of games, the 1st type of game is a "dots" game with a total of 5 questions, and the 2nd type of game with a "singing" game with a total of 5 Dog games are played.
  • the 10th level game consists of one type of game, and is a "dot and object complex matching" game with a total of 10 questions.
  • the games of the 4th game category, the 9th level game and the 10th level game are all matching games, and the difference between the three types of games in the two level games is that the number of game problems is It is expressed as a compound of dots and objects.
  • the form displayed as a problem is a dot or an object or a compound of dots and objects.
  • the "point and object compound matching" which is the 10th level game, will be described.
  • FIG. 8 is a diagram illustrating an example of a point and object complex matching game, which is a 10th level game in the fourth game category according to an embodiment of the present invention.
  • the game starts with a game progress message of the character 410 for game progress, for example, "Guess how many there were in all ⁇ ", and the server 100 responds to the problem
  • the number of game problems for example, the number of "9” is determined, and the number of dots and objects corresponding to the determined number are displayed in the open problem display window 420 as a complex form, specifically outside the window .
  • one window 421 of the problem input window 420 is closed after a certain period of time, so that the number of points and object complex shapes displayed on the problem input window 420 is known.
  • the game is played so that the player enters an answer through the number board 430 for the number of the original dot and object complex form, that is, the number indicated in FIG. 8A .
  • the game in the present embodiment is intended to provide a learning form in which the displayed number of numbers is memorized and input as an answer.
  • the embodiment with reference to FIG. 8 is another form, and in the case where an object is a dynamic object, for example, a balloon or a bird, after the balloon or bird is displayed according to the number of problems, a preset time period, for example 3 It can also be implemented to provide a form that remembers the number of numbers indicated earlier by flying away after seconds and then entering them as an answer.
  • a preset time period for example 3 It can also be implemented to provide a form that remembers the number of numbers indicated earlier by flying away after seconds and then entering them as an answer.
  • the focus is on improving difficult calculus to memorize and answer a number between 1 and 10.
  • a game of 100 questions for a total of 21 types of games with a total of 10 levels of games in a total of 4 game categories is performed to play a game for the difficult child or the poor in arithmetic learning according to the embodiment of the present invention.
  • the server 100 performs the diagnosis of difficulty in childbirth as a result of the accumulated judgment as a result of playing the game for a total of 100 items described above.
  • the server 100 identifies the diagnostic results for each game level, and at this time, the diagnostic results can be identified as “excellent”, “good” and “poor”, and the reference value to be determined in this way is It is preset. For example, out of a game of 10 questions, if 9 to 10 are correct, it is judged as “excellent”, if 8 is correct, it is judged as “good”, and if 7 or less are correct, it is judged as “poor.” , this is only an example, and judgment may be performed using a different reference value.
  • the server 100 can diagnose the overall game result through the number of correct answers to all 100 questions according to the result determined for each game level, and according to the diagnosis result, 4
  • Follow-up actions such as re-learning for all category games, re-learning for some categories or some level games, or ending learning can be performed.
  • the embodiments according to the present invention described above may be implemented in the form of program instructions that can be executed through various computer components and recorded in a computer-readable recording medium.
  • the computer-readable recording medium may include program instructions, data files, data structures, etc. alone or in combination.
  • the program instructions recorded on the computer-readable recording medium may be specially designed and configured for the present invention, or may be known and used by those skilled in the computer software field.
  • Examples of the computer-readable recording medium include a hard disk, a magnetic medium such as a floppy disk and a magnetic tape, an optical recording medium such as a CD-ROM, a DVD, and a magneto-optical medium such as a floppy disk.
  • program instructions include not only machine language codes such as those generated by a compiler, but also high-level language codes that can be executed by a computer using an interpreter or the like.
  • the hardware device may be configured to operate as one or more software modules to perform processing according to the present invention, and vice versa.

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Abstract

Disclosed are a method for providing a game for a person with dyscalculia or mathematical learning difficulty, and a server using same. This method comprises the steps in which: a game server sets two areas to be used for a game while providing, on a game screen, a character which progresses through the game; the game server sets a first area among the two areas as an area for displaying a problem and a second area among the two area as an area for inputting an answer, or sets both of the areas as areas for displaying problems and additionally sets a third area for inputting an answer in addition to the two areas; the game server displays, in the first area, a shape comprising points, objects, or a combination of points and objects in a number corresponding to a one-digit number, and displays, in the second area, a number board to which a game player who has comprehended the shape displayed in the first area can input an answer, or the game server displays, in each of the two areas, a shape comprising points, objects, or a combination of points and objects in a number corresponding to a one-digit number, and displays, in the third area, a selection key by which a game player who has comprehended the shapes displayed in the two areas can input an answer; and whether the answer input by the game player is correct is determined, and the determined results are cumulated to diagnose, after the completion of the game, the degree to which the dyscalculia in the game player has improved.

Description

난산자 또는 산수 학습 부진자를 위한 게임을 제공하는 방법 및 그를 이용한 서버A method for providing a game for difficult children or those who have difficulty learning arithmetic, and a server using the same
본 발명은 난산자 또는 산수 학습 부진자를 위한 게임을 제공하는 방법 및 그를 이용한 서버에 관한 것이다.The present invention relates to a method for providing a game for a child who has difficulty in giving birth or a poor arithmetic learner, and a server using the same.
산수 능력에서 말하는 직산(subitizing)은 세지 않고 한 번에 몇 개인지를 아는 능력을 말하며, 일반적으로 사람은 4-5개의 점을 한눈에 보고 몇 개인지를 알 수 있다고 한다.Subitizing in arithmetic ability refers to the ability to know how many numbers are at a time without counting, and in general, it is said that a person can see how many there are at a glance by looking at 4-5 points.
그런데, 대부분의 사람, 특히 아이는 어른이 알려주지 않아도 점이나 사물이 모여 있는 패턴을 발견하여 그 수를 볼 수 있으나, 일부의 아이는 이러한 패턴을 보지 못하여 10개 정도의 수도 직산하지 못하는 경우가 있다. 이러한 학습 장애를 난산증이라고 하며, 한 자릿수 덧셈, 뺄셈의 속도와 정확도를 측정해서 판단하게 된다. 이러한 난산증은 선천적인 경우도 있으나 다문화 가정 등에서 학습 부재 등으로 인해 발생하는 경우도 있다.However, most people, especially children, can find patterns of dots or objects and see the number without being informed by an adult, but some children do not see these patterns and cannot directly count 10 or so numbers. . This learning disability is called dyscalculia, and is judged by measuring the speed and accuracy of single-digit addition and subtraction. Dyscalculia may be congenital, but may also occur due to lack of learning in multicultural families.
이러한 난산증의 아이의 치료는 일찍 발견하지 못할 경우 만족할 만한 성과를 내기가 어려우므로, 난산증의 아이는 물론 산수 학습이 부진한 아이에 대해 병원 등에서의 치료가 필요하지만, 이 경우 많은 비용이 발생하게 되어 난산증 치료를 기피하거나 받지 못하는 경우가 빈번하다.Since it is difficult to obtain satisfactory results if the treatment of these dyscalculia children is not detected early, treatment in hospitals, etc. is necessary for children with dyscalculia as well as children with poor arithmetic learning, but in this case, a lot of costs are incurred. As a result, patients often avoid or fail to receive treatment for dyscalculia.
따라서, 난산증 개선에 효과적으로 도움을 줄 수 있도록 하는 난산 개선 방법이 요구된다.Therefore, there is a need for a method for improving dyscalculia that can effectively help improve dyscalculia.
본 발명이 해결하고자 하는 과제는 난산증은 물론 산수 학습이 부진한 아이의 치료에 효과적으로 도움을 주는 난산자 또는 산수 학습 부진자를 위한 게임을 제공하는 방법 및 그를 이용한 서버를 제공하는 것이다.The problem to be solved by the present invention is to provide a method for providing a game for dyscalculia, as well as a game for those who have difficulty in arithmetic or poor arithmetic learning, and a server using the same, which effectively helps in the treatment of a child who is poor in arithmetic learning.
상기한 바와 같은 본 발명의 목적을 달성하고, 후술하는 본 발명의 특징적인 효과를 실현하기 위한, 본 발명의 특징적인 구성은 하기와 같다.In order to achieve the object of the present invention as described above and to realize the characteristic effects of the present invention to be described later, the characteristic configuration of the present invention is as follows.
본 발명의 일 측면에 따르면, 난산자 또는 산수 학습 부진자를 위한 게임을 제공하는 방법을 제공하며, 이 방법은, 게임 서버가 게임 화면에 게임 진행을 수행하는 캐릭터를 제공함과 동시에, 게임을 위해 사용하기 위한 두 영역을 설정하는 단계, 상기 게임 서버가, 상기 두 영역 중 제1 영역을 문제를 표시하기 위한 영역으로 설정하고, 상기 두 영역 중 제2 영역을 답을 입력하기 위한 영역으로 설정하거나, 또는 상기 두 영역 모두를 문제를 표시하기 위한 영역으로 설정하고, 상기 두 영역 외에 답을 입력하기 위한 제3 영역으로 추가로 설정하는 단계, 상기 게임 서버가, 상기 제1 영역에 한 자리수의 숫자에 대응하는 개수의 점 또는 사물 또는 점과 사물이 복합된 형상을 표시하고, 상기 제2 영역에 게임자가 상기 제1 영역에 표시된 형상을 파악한 후에 답을 입력할 수 있는 숫자 판을 표시하거나, 또는 상기 두 영역 모두에 각각 한 자리수의 숫자에 대응하는 점 또는 사물 또는 점과 사물이 복합된 형상을 표시하고, 상기 제3 영역에 상기 게임자가 상기 두 영역에 표시된 형상을 파악한 후에 답을 입력할 수 있는 선택 키를 표시하는 단계, 그리고 상기 게임자로부터 입력된 답의 정답 여부를 판단하고, 판단 결과를 누적하여 게임 종료 후에 상기 게임자의 난산 개선 정도를 진단하는 단계를 포함한다.According to one aspect of the present invention, there is provided a method for providing a game for a child having difficulty in childbirth or poor arithmetic learning, wherein the method is used for the game while the game server provides a character performing game progress on the game screen setting two areas for answering, by the game server, setting, by the game server, a first area of the two areas as an area for displaying a problem, and setting a second area of the two areas as an area for inputting an answer; or setting both of the areas as areas for displaying problems, and additionally setting as a third area for inputting an answer in addition to the two areas, the game server inserting a single-digit number in the first area. Displaying a corresponding number of dots or objects or a shape in which dots and objects are combined, and displaying a numeric board in which the player can input an answer after grasping the shape displayed in the first area in the second area, or A point or object corresponding to a single digit number is displayed in both areas, or a shape in which a dot and an object are combined, and in the third area, the game player can input an answer after identifying the shape displayed in the two areas. Displaying a selection key, determining whether the answer input from the player is correct, accumulating the determination results, and diagnosing the degree of improvement in difficulty in calculus of the player after the game is over.
본 발명의 다른 측면에 따르면, 난산자 또는 산수 학습 부진자를 위한 게임을 제공하는 서버를 제공하며, 이 게임 서버는, 통신부, 입출력부, 메모리 및 프로세서를 포함하며, 상기 통신부는 외부의 장치와 통신을 수행하고, 상기 입출력부는 외부로 정보를 표시하거나 음성을 출력하고, 외부로부터 입력되는 정보 또는 명령을 수신하며, 상기 메모리는 코드의 집합을 저장하도록 구성되고, 상기 코드는, 상기 입출력부를 통해 게임 화면에 게임 진행을 수행하는 캐릭터를 제공함과 동시에, 게임을 위해 사용하기 위한 두 영역을 설정하는 프로세스, 상기 두 영역 중 제1 영역을 문제를 표시하기 위한 영역으로 설정하고, 상기 두 영역 중 제2 영역을 답을 입력하기 위한 영역으로 설정하거나, 또는 상기 두 영역 모두를 문제를 표시하기 위한 영역으로 설정하고, 상기 두 영역 외에 답을 입력하기 위한 제3 영역으로 추가로 설정하는 프로세스, 상기 통신부를 통해 외부의 데이터베이스와 통신하고 상기 입출력부를 통해, 상기 제1 영역에 한 자리수의 숫자에 대응하는 개수의 점 또는 사물 또는 점과 사물이 복합된 형상을 표시하고, 상기 제2 영역에 게임자가 상기 제1 영역에 표시된 형상을 파악한 후에 답을 입력할 수 있는 숫자 판을 표시하거나, 또는 상기 두 영역 모두에 각각 한 자리수의 숫자에 대응하는 점 또는 사물 또는 점과 사물이 복합된 형상을 표시하고, 상기 제3 영역에 상기 게임자가 상기 두 영역에 표시된 형상을 파악한 후에 답을 입력할 수 있는 선택 키를 표시하는 프로세스, 그리고 상기 입출력부를 통해 상기 게임자로부터 입력된 답의 정답 여부를 판단하고, 판단 결과를 누적하여 게임 종료 후에 상기 게임자의 난산 개선 정도를 진단하는 프로세스를 실행하도록 상기 프로세서를 제어하는 데 사용된다.According to another aspect of the present invention, there is provided a server for providing a game for a person having difficulty in childbirth or learning arithmetic, wherein the game server includes a communication unit, an input/output unit, a memory and a processor, wherein the communication unit communicates with an external device and the input/output unit displays information or outputs a voice to the outside, receives information or commands input from the outside, the memory is configured to store a set of codes, the code is a game through the input/output unit A process of providing a character to perform game progress on the screen and at the same time setting two areas to be used for a game, setting a first area among the two areas as an area for displaying a problem, and a second area among the two areas A process of setting an area as an area for inputting an answer, or setting both of the areas as an area for displaying a problem, and additionally setting a third area for inputting an answer in addition to the two areas, the communication unit communicates with an external database through the input/output unit, displays a number of dots or objects corresponding to a single digit number in the first area, or a composite shape of points and objects in the first area, and in the second area, the gamer After grasping the shape displayed in area 1, a numeric board for inputting an answer is displayed, or a point or thing corresponding to a single digit number in both areas, or a shape in which a point and a thing are combined, A process of displaying a selection key for inputting an answer after the player recognizes the shape displayed in the two areas in the third area, and determining whether the answer inputted from the player through the input/output unit is correct, and the result of the determination is used to control the processor to execute a process of accumulating and diagnosing the degree of improvement of difficulty in difficulty of the game player after the game ends.
본 발명의 실시예에 따르면, 난산증은 물론 산수 학습이 부진한 아이의 치료에 효과적으로 도움을 주는 난산 개선 효과를 제공할 수 있다.According to an embodiment of the present invention, it is possible to provide an effect of improving dyscalculia, which effectively helps in the treatment of a child who is poor in arithmetic learning as well as dyscalculia.
또한, 난산의 경우 외부에 숨기려는 경향이 있는데, 이러한 점을 고려하여 난산자 또는 산수 학습 부진자들이 튜터없이 집에서 스스로 학습하여 난산 개선이 가능하므로 튜터가 불필요하다는 효과를 제공할 수 있다.In addition, in the case of difficult childbirth, there is a tendency to hide it from the outside. Considering this point, it is possible to improve difficult childbirth by learning at home without a tutor for those who have difficulty or poor arithmetic learning, thereby providing the effect that a tutor is unnecessary.
또한, 난산 개선을 위한 학습을 난산 개선 정도에 따라 반복 학습함으로써 효과적인 난산 개선이 가능하다.In addition, it is possible to effectively improve difficult labor by repeatedly learning the learning for difficult labor according to the degree of improvement in difficult labor.
도 1은 본 발명의 실시예에 따른 난산자 또는 산수 학습 부진자를 위한 게임 서버의 개략적인 구성을 나타내는 도면이다.1 is a diagram showing a schematic configuration of a game server for a person having difficulty in giving birth or learning arithmetic according to an embodiment of the present invention.
도 2는 본 발명의 실시예에 따른 난산자 또는 산수 학습 부진자를 위한 게임의 분류를 나타낸 도면이다.2 is a view showing the classification of a game for a difficult child or poor arithmetic learning according to an embodiment of the present invention.
도 3은 본 발명의 실시예에 따른 난산자 또는 산수 학습 부진자를 위한 게임 방법의 개략적인 흐름도이다.3 is a schematic flowchart of a game method for a difficult child or a poor arithmetic learner according to an embodiment of the present invention.
도 4a는 본 발명의 실시예에 따른 난산자 또는 산수 학습 부진자를 위한 위한 게임의 초기 화면을 도시한 도면이다.FIG. 4A is a diagram illustrating an initial screen of a game for a person who has difficulty giving birth or a person who has difficulty learning arithmetic according to an embodiment of the present invention.
도 4b는 본 발명의 실시예에 따른 난산자 또는 산수 학습 부진자를 위한 게임의 진행 화면을 도시한 도면이다.4B is a diagram illustrating a progress screen of a game for a person who has difficulty giving birth or a person who has difficulty learning arithmetic according to an embodiment of the present invention.
도 5a는 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제1 레벨 게임 중 정렬된 점 맞추기 게임의 예를 도시한 도면이다. 5A is a diagram illustrating an example of an aligned dot game among first-level games in a first game category according to an embodiment of the present invention.
도 5b는 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제2 레벨 게임 중 정렬된 사물 맞추기 게임의 예를 도시한 도면이다. 5B is a diagram illustrating an example of an aligned object matching game among second-level games in the first game category according to an embodiment of the present invention.
도 5c는 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제2 레벨 게임 중 정렬되지 않은 사물 맞추기 게임의 예를 도시한 도면이다. 5C is a diagram illustrating an example of an unaligned object matching game among second-level games in the first game category according to an embodiment of the present invention.
도 5d는 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제2 레벨 게임 중 점과 사물 복합 맞추기 게임의 예를 도시한 도면이다. 5D is a diagram illustrating an example of a dot and object complex matching game among second level games in the first game category according to an embodiment of the present invention.
도 5e는 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제3 레벨 게임 중 음성 듣고 맞추기 게임의 예를 도시한 도면이다. 5E is a diagram illustrating an example of a voice listening game among third-level games in the first game category according to an embodiment of the present invention.
도 5f는 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제3 레벨 게임 중 글자 보고 맞추기 게임의 예를 도시한 도면이다. 5F is a diagram illustrating an example of a letter-matching game among third-level games in the first game category according to an embodiment of the present invention.
도 5g는 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제3 레벨 게임 중 숫자 문자 보고 맞추기 게임의 예를 도시한 도면이다. FIG. 5G is a diagram illustrating an example of a number-letter matching game among third-level games in the first game category according to an embodiment of the present invention.
도 6a는 본 발명의 실시예에 따른 제2 게임 카테고리 내의 제4 레벨 게임 중 정렬된 점 맞추기 게임의 예를 도시한 도면이다. 6A is a diagram illustrating an example of an aligned dot game among the fourth level games in the second game category according to an embodiment of the present invention.
도 6b는 본 발명의 실시예에 따른 제2 게임 카테고리 내의 제4 레벨 게임 중 정렬되지 않은 점 맞추기 게임의 예를 도시한 도면이다. 6B is a diagram illustrating an example of an unaligned dot game among the fourth level games in the second game category according to an embodiment of the present invention.
도 7은 본 발명의 실시예에 따른 제3 게임 카테고리 내의 제7 레벨 게임 중 사물 맞추기 게임의 예를 도시한 도면이다. 7 is a diagram illustrating an example of a matching game among seventh level games in a third game category according to an embodiment of the present invention.
도 8은 본 발명의 실시예에 따른 제4 게임 카테고리 내의 제10 레벨 게임인 점과 사물 복합 맞추기 게임의 예를 도시한 도면이다. 8 is a diagram illustrating an example of a point and object complex matching game, which is a 10th level game in the fourth game category according to an embodiment of the present invention.
도 9는 본 발명의 실시예에 따른 난산자 또는 산수 학습 부진자를 위한 게임의 진행 결과로 판단된 진단 결과를 도시한 도면이다.9 is a diagram illustrating a diagnosis result determined as a result of a game for a person having difficulty in giving birth or a person having difficulty learning arithmetic according to an embodiment of the present invention.
후술하는 본 발명에 대한 상세한 설명은, 본 발명이 실시될 수 있는 특정 실시예를 예시로서 도시하는 첨부 도면을 참조한다. 이들 실시예는 당업자가 본 발명을 실시할 수 있기에 충분하도록 상세히 설명된다. 본 발명의 다양한 실시예는 서로 다르지만 상호 배타적일 필요는 없음이 이해되어야 한다. 예를 들어, 여기에 기재되어 있는 특정 형상, 구조 및 특성은 일 실시예에 관련하여 본 발명의 정신 및 범위를 벗어나지 않으면서 다른 실시예로 구현될 수 있다. 또한, 각각의 개시된 실시예 내의 개별 구성요소의 위치 또는 배치는 본 발명의 정신 및 범위를 벗어나지 않으면서 변경될 수 있음이 이해되어야 한다. 따라서, 후술하는 상세한 설명은 한정적인 의미로서 취하려는 것이 아니며, 본 발명의 범위는, 적절하게 설명된다면, 그 청구항들이 주장하는 것과 균등한 모든 범위와 더불어 첨부된 청구항에 의해서만 한정된다. 도면에서 유사한 참조부호는 여러 측면에 걸쳐서 동일하거나 유사한 기능을 지칭한다.DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS [0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS [0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS [0023] Reference is made to the accompanying drawings, which show by way of illustration specific embodiments in which the invention may be practiced. These embodiments are described in sufficient detail to enable those skilled in the art to practice the present invention. It should be understood that the various embodiments of the present invention are different but need not be mutually exclusive. For example, certain shapes, structures, and characteristics described herein with respect to one embodiment may be embodied in other embodiments without departing from the spirit and scope of the invention. In addition, it should be understood that the location or arrangement of individual components within each disclosed embodiment may be changed without departing from the spirit and scope of the present invention. Accordingly, the detailed description set forth below is not intended to be taken in a limiting sense, and the scope of the invention, if properly described, is limited only by the appended claims, along with all scope equivalents to those claimed. Like reference numerals in the drawings refer to the same or similar functions throughout the various aspects.
명세서 전체에서, 어떤 부분이 어떤 구성요소를 "포함"한다고 할 때, 이는 특별히 반대되는 기재가 없는 한 다른 구성요소를 제외하는 것이 아니라 다른 구성요소를 더 포함할 수 있는 것을 의미한다. 또한, 명세서에 기재된 "…부", "…기", "모듈" 등의 용어는 적어도 하나의 기능이나 동작을 처리하는 단위를 의미하며, 이는 하드웨어나 소프트웨어 또는 하드웨어 및 소프트웨어의 결합으로 구현될 수 있다. Throughout the specification, when a part "includes" a certain element, it means that other elements may be further included, rather than excluding other elements, unless otherwise stated. In addition, terms such as “…unit”, “…group”, and “module” described in the specification mean a unit that processes at least one function or operation, which may be implemented by hardware or software or a combination of hardware and software. have.
이하, 본 발명이 속하는 기술분야에서 통상의 지식을 가진 자가 본 발명을 용이하게 실시할 수 있도록 하기 위하여, 본 발명의 바람직한 실시예들에 관하여 첨부된 도면을 참조하여 상세히 설명하기로 한다.Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings in order to enable those of ordinary skill in the art to easily practice the present invention.
도 1은 본 발명의 실시예에 따른 난산자 또는 산수 학습 부진자를 위한 게임 서버의 개략적인 구성을 나타내는 도면이다.1 is a diagram showing a schematic configuration of a game server for a person having difficulty in giving birth or learning arithmetic according to an embodiment of the present invention.
도 1에 도시된 바와 같이, 본 발명의 게임 서버(100)는 적어도 하나의 프로세서(110), 메모리(120), 통신부(130), 입출력부(140) 및 통신 버스(150)를 포함한다.1 , the game server 100 of the present invention includes at least one processor 110 , a memory 120 , a communication unit 130 , an input/output unit 140 , and a communication bus 150 .
프로세서(110)는 범용 CPU(Central Processing Unit), 마이크로프로세서, ASIC(Application-Specific Integrated Circuit), 또는 본 출원의 해결수단에서 프로그램 실행을 제어하기 위한 하나 이상의 집적 회로일 수 있다.The processor 110 may be a general-purpose central processing unit (CPU), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits for controlling program execution in the solution of the present application.
메모리(120)는 ROM(Read-Only Memory) 또는 명령을 저장할 수 있는 다른 유형의 정적 저장 장치, 또는 RAM(Random Access Memory) 또는 정보 및 명령을 저장할 수 있는 다른 유형의 동적 저장 장치일 수 있거나, 또는 EEPROM(Electrically Erasable Programmable Read-Only Memory), CD-ROM(Compact Disc Read-Only Memory) 또는 다른 컴팩트 디스크 저장 장치 또는 광 디스크 저장 장치(압축 광 디스크, 레이저 디스크, 광 디스크, 디지털 다용도 디스크, 블루 레이 디스크 등을 포함함), 자기 디스크 저장 매체 또는 다른 자기 저장 장치, 또는 명령 또는 데이터 구조의 형태로 예상 프로그램 코드를 운반하거나 저장할 수 있으면서 컴퓨터에 의해 액세스될 수 있는 임의의 다른 매체일 수 있으며, 이것은 제한되지 않는다. 메모리(120)는 독립적으로 존재할 수 있으며, 통신 버스(150)에 의해 프로세서(110)에 연결된다. Memory 120 can be read-only memory (ROM) or other type of static storage that can store instructions, or random access memory (RAM) or other type of dynamic storage that can store information and instructions; or Electronically Erasable Programmable Read-Only Memory (EEPROM), Compact Disc Read-Only Memory (CD-ROM), or other compact disc storage device or optical disc storage device (compressed optical disc, laser disc, optical disc, digital versatile disc, blue ray disk, etc.), a magnetic disk storage medium or other magnetic storage device, or any other medium that can carry or store expected program code in the form of instructions or data structures and that can be accessed by a computer; This is not limited. The memory 120 may exist independently and is coupled to the processor 110 by a communication bus 150 .
통신부(130)는 다른 장치 또는 통신 네트워크와 통신을 수행하며, 다양한 통신 기술로 구현될 수 있다. 즉, 와이파이(WIFI), WCDMA(Wideband CDMA), HSDPA(High Speed Downlink Packet Access), HSUPA(High Speed Uplink Packet Access), HSPA(High Speed Packet Access), 모바일 와이맥스(Mobile WiMAX), 와이브로(WiBro), LTE(Long Term Evolution), 블루투스(bluetooth), 적외선 통신(IrDA, infrared data association), NFC(Near Field Communication), 지그비(Zigbee), 무선랜 기술 등이 적용될 수 있다. 또한, 인터넷과 연결되어 서비스를 제공하는 경우 인터넷에서 정보 전송을 위한 표준 프로토콜인 TCP/IP를 따를 수 있다.The communication unit 130 communicates with other devices or communication networks, and may be implemented using various communication technologies. That is, Wi-Fi (WIFI), WCDMA (Wideband CDMA), HSDPA (High Speed Downlink Packet Access), HSUPA (High Speed Uplink Packet Access), HSPA (High Speed Packet Access), Mobile WiMAX (Mobile WiMAX), WiBro (WiBro) , LTE (Long Term Evolution), Bluetooth (bluetooth), infrared data association (IrDA), NFC (Near Field Communication), Zigbee, wireless LAN technology, etc. may be applied. In addition, when a service is provided by being connected to the Internet, TCP/IP, which is a standard protocol for information transmission on the Internet, may be followed.
입출력부(140)는 구체적으로는 출력 장치(141)와 입력 장치(142)로 구성되며, 출력 장치(141)는 프로세서(110)와 통신하고, 복수의 방식으로 정보를 디스플레이하거나 음성을 출력할 수 있다. 예를 들어, 출력 장치(141)는 LCD(Liquid Crystal Display, LCD), LED(Light Emitting Diode, LED) 디스플레이, OLED(Organic Light Emitting Diode) 디스플레이, 스피커 등일 수 있다. 입력 장치(142)는 프로세서(110)와 통신하고, 복수의 방식으로 사용자의 입력을 수신할 수 있다. 예를 들어, 입력 장치(142)는 마우스, 키보드, 터치 스크린 또는 센싱 장치일 수 있다.The input/output unit 140 specifically includes an output device 141 and an input device 142 , and the output device 141 communicates with the processor 110 and displays information or outputs voice in a plurality of ways. can For example, the output device 141 may be a Liquid Crystal Display (LCD), a Light Emitting Diode (LED) display, an Organic Light Emitting Diode (OLED) display, or a speaker. The input device 142 may communicate with the processor 110 and receive user input in a plurality of ways. For example, the input device 142 may be a mouse, a keyboard, a touch screen, or a sensing device.
한편, 게임 서버(100)는 본 발명의 실시예에 따른 난산자 또는 산수 학습 부진자를 위한 게임에서 사용되는 각종의 데이터를 데이터베이스(database, DB)(200)에 저장하여 사용할 수 있다. 이러한 DB(200)는 플래시 메모리 타입(flash memory type), 하드디스크 타입(hard disk type), 멀티미디어 카드 마이크로 타입(multimedia card micro type), 카드 타입의 메모리(예를 들어 SD 또는 XD 메모리), 램(Random Access Memory, RAM), SRAM(Static Random Access Memory), 롬(ReadOnly Memory, ROM), EEPROM(Electrically Erasable Programmable ReadOnly Memory), PROM(Programmable ReadOnly Memory), 자기 메모리, 자기 디스크, 광디스크 중 적어도 하나의 타입의 저장 매체를 포함할 수 있으며, 이에 한정되지 않으며 데이터를 저장할 수 있는 모든 매체를 포함할 수 있다. 또한, DB(200)는 게임 서버(100)의 내부에 설치되거나, 이와는 달리 게임 서버(100)와 분리 설치되어 게임 서버(100)와의 통신을 통해 데이터를 전송하거나 수신되는 데이터를 기록할 수 있다.Meanwhile, the game server 100 may store and use various types of data used in a game for a difficult child or a poor arithmetic learner in a database (DB) 200 according to an embodiment of the present invention. The DB 200 includes a flash memory type, a hard disk type, a multimedia card micro type, a card type memory (eg SD or XD memory), and a RAM. At least one of (Random Access Memory, RAM), SRAM (Static Random Access Memory), ROM (ReadOnly Memory, ROM), EEPROM (Electrically Erasable Programmable ReadOnly Memory), PROM (Programmable ReadOnly Memory), magnetic memory, magnetic disk, and optical disk It may include a type of storage medium, but is not limited thereto, and may include any medium capable of storing data. In addition, the DB 200 may be installed inside the game server 100 or installed separately from the game server 100 to transmit data or record received data through communication with the game server 100 . .
한편, DB(200)에는 난산자 또는 산수 학습 부진자를 위해 사용되는 게임 카테고리가 설정되어 있다. 이러한 게임 카테고리는 난산자 또는 산수 학습 부진자를 위한 학습 방법의 카테고리에 해당하며, 난산 개선의 레벨에 따른 카테고리로도 지칭될 수 있다. 본 발명의 실시예에서는 4개의 게임 카테고리를 제공하지만 이것으로만 한정되는 것은 아니다. 예를 들어, 4개의 카테고리로는 제1 게임 카테고리인"1~10의 숫자 맞추기", 제2 게임 카테고리인 "비교하여 큰 수 맞추기", 제3 게임 카테고리인"같은 수 맞추기" 및 제4 게임 카테고리인"가린 수 맞추기"가 있으며, 앞의 카테고리에서 뒤의 카테고리로 갈수록 난산 개선의 레벨이 높아지는 것으로 간주될 수 있다. 즉, 제4 게임 카테고리가 가장 높은 난산 개선 레벨의 학습 게임인 것을 나타낸다.On the other hand, in the DB 200, a game category used for the difficult child or the poor arithmetic learning is set. This game category corresponds to a category of a learning method for a person having difficulty in arithmetic or arithmetic learning, and may also be referred to as a category according to a level of improvement in difficulty in childbirth. An embodiment of the present invention provides four game categories, but is not limited thereto. For example, as four categories, the first game category "Guess the numbers 1 to 10", the second game category "Summarize a larger number", the third game category "Say the same number", and the fourth game There is a category of "matching the number", and it can be considered that the level of improvement of difficulty in childbirth increases from the previous category to the next category. That is, it indicates that the fourth game category is a learning game with the highest difficulty in difficulty improvement level.
또한, 4개의 게임 카테고리에는 각각 적어도 한 개의 게임 레벨이 존재할 수 있다. 예를 들어, 도 2에 도시된 표를 참조하면, 제1 게임 카테고리에 3개 레벨의 게임이 있고, 제2 게임 카테고리에 3개 레벨의 게임이 있으며, 제3 게임 카테고리에 2개 레벨의 게임이 있고, 제4 게임 카테고리에 역시 2개 레벨의 게임이 있다. 이와 같이, 본 발명의 실시예에 따른 난산자 또는 산수 학습 부진자를 위한 게임으로는 전체 4개의 게임 카테고리에 총 10개 레벨의 게임이 할당되어 있다. In addition, at least one game level may exist in each of the four game categories. For example, referring to the table shown in FIG. 2 , a first game category has a game of three levels, a second game category has a game of three levels, and a third game category has a game of two levels. There is also a game of two levels in the fourth game category. As described above, as the game for the difficult child or the arithmetic learning poor according to the embodiment of the present invention, a total of 10 levels of games are allocated to a total of 4 game categories.
또한, 각 레벨의 게임에도 여러 유형의 게임이 제공된다. 도 2의 예를 들면, 각 레벨별로 2개 내지 4개 유형의 게임이 제공됨을 알 수 있다.Also, different types of games are provided for each level of the game. For the example of FIG. 2 , it can be seen that 2 to 4 types of games are provided for each level.
또한, 각 유형의 게임은 3개 내지 5개 문항의 게임으로 이루어지며, 각 레벨의 게임의 문항 수가 총 10개 문항이 되도록 각 유형별로 적절한 게임의 수가 할당되어 있다. 구체적인, 게임 유형과 문항 수는 도 2를 참조하며, 도 2에 도시된 게임 카테고리, 게임 레벨, 게임 유형 및 문항 수는 단지 예일 뿐으로, 이외의 다양한 형태의 게임 방식이 제공될 수 있다.In addition, each type of game consists of a game of 3 to 5 questions, and the appropriate number of games is allocated to each type so that the number of questions in each level of the game is a total of 10 questions. Specifically, the game type and the number of items refer to FIG. 2 , and the game category, game level, game type, and number of items shown in FIG. 2 are only examples, and various other game methods may be provided.
이와 같이 구성된 본 발명의 실시예에 따른 게임 서버(100)를 이용하여 산수 능력 향상을 위한 게임을 제공하는 방법을 도 3을 참조하여 설명한다.A method of providing a game for improving arithmetic ability using the game server 100 according to an embodiment of the present invention configured as described above will be described with reference to FIG. 3 .
먼저, 서버(100)는 소정 공간 상의 소정의 위치에 캐릭터를 제공하고, 캐릭터를 사용하여 본 발명의 실시예에 따른 산수 능력 향상을 위한 게임을 진행하는 프로세스를 수행할 수 있다(S310). First, the server 100 may provide a character at a predetermined position in a predetermined space, and perform a process of playing a game for improving arithmetic ability according to an embodiment of the present invention using the character (S310).
도 4a를 참조하면, 게임이 시작된 후, 게임 화면 상에 캐릭터(410)가 실내 공간이 표현된 화면의 중앙 부분에 위치한 상태가 출력 장치(141)를 통해 디스플레이되고 있음을 알 수 있다. 이 때, 캐릭터(410)는 게임의 진행을 위해 출력 장치(141) 중 스피커를 통해 게임 진행에 대한 멘트를 출력한다.Referring to FIG. 4A , after the game starts, it can be seen that the state in which the character 410 is positioned at the center of the screen on which the indoor space is expressed is being displayed through the output device 141 on the game screen. At this time, the character 410 outputs a comment about the game progress through the speaker of the output device 141 for the progress of the game.
또한, 서버(100)는 화면 상의 소정의 영역에 학습을 위한 문제를 표시하기 위한 시각적 효과, 예를 들어 실내의 창문 형태의 그림(가령, 도 4의 참조번호(420))을 표시하고, 또한 다른 영역에는 표시된 문제에 대한 게임자의 답을 입력하기 위한 시각적 효과, 예를 들어 숫자 판 형태의 그림(가령, 도 4의 참조번호(430))을 제공한다(S320). 이 때, 게임자의 답을 입력하기 위한 시각적 효과는 추후 설명될 또 다른 창문 형태의 그림이거나 또는 다른 형태의 시각적 효과일 수도 있다. 또한, 문제가 표시되기 전의 시각적 효과, 즉 창문(420)은 닫힌 상태로 표시되어 아직 문제가 표시되지 않았음을 나타낸다.In addition, the server 100 displays a visual effect for displaying a problem for learning in a predetermined area on the screen, for example, a picture in the form of an indoor window (eg, reference number 420 in FIG. 4 ), and also In another area, a visual effect for inputting an answer of the player to the displayed problem, for example, a figure in the form of a number plate (eg, reference number 430 in FIG. 4 ) is provided ( S320 ). At this time, the visual effect for inputting the player's answer may be another window type picture or another type of visual effect to be described later. Also, the visual effect before the problem is displayed, i.e., the window 420 is shown closed, indicating that the problem has not yet been displayed.
그 후, 서버(100)는, 도 4b에 도시된 바와 같이, 창문(420)을 열어서 창 밖으로 문제가 표시되도록 하여 게임이 시작되었음을 나타낼 수 있다. Thereafter, the server 100 may indicate that the game has started by opening the window 420 to display the problem outside the window, as shown in FIG. 4B .
이 때, 서버(100)는 문제 표시를 위한 시각적 효과(도 4의 참조번호(420))를 통해 문제를 표시함에 있어서, 디폴트로 결정되거나 또는 사용자에 의해 결정된 데이터베이스(200)에 포함된 특정 게임 카테고리 내의 특정 게임 레벨의 특정 유형의 게임의 문항에 대응하는 문제를 참조하여 제공할 수 있다(S330). 도 4b를 참조하면, 창문(420)에 직산 학습을 위해 점(440)이 표시되고 이러한 점의 개수에 대한 답이 게임자에 의해 숫자 판(430)을 통해 해당되는 숫자로서 입력될 것이다. 여기서, 문제 표시를 위한 창문(420)에는 정렬된 점, 정렬되지 않은 점, 정렬된 사물, 정렬되지 않은 사물, 점과 사물의 조합, 음성 출력 표시, 글자 등의 형태로서 문제가 표시될 수 있다. 이 때, 음성 출력 표시의 경우 게임자에 의해 선택되는 때에 문제에 해당하는 숫자가 스피커를 통해 음성으로 출력되는 것을 의미한다. 또한, 답을 입력하기 위한 숫자 판(430)에는 숫자 입력을 위한 숫자 판이 표시될 수 있으나, 이외에도, 창문 선택 표시 등의 형태로서 답을 입력할 수 있도록 할 수 있다.At this time, when the server 100 displays the problem through the visual effect (reference number 420 in FIG. 4 ) for displaying the problem, a specific game included in the database 200 determined by default or determined by the user It may be provided with reference to a problem corresponding to a question of a specific type of game of a specific game level in a category (S330). Referring to FIG. 4B , points 440 are displayed for direct calculation in the window 420 , and an answer to the number of these points will be input as a corresponding number by the player through the number board 430 . Here, in the window 420 for displaying the problem, the problem may be displayed in the form of an aligned point, an unaligned point, an aligned thing, an unaligned thing, a combination of a point and a thing, a voice output display, letters, etc. . In this case, in the case of the voice output display, it means that the number corresponding to the problem is output as a voice through the speaker when it is selected by the game player. In addition, the number board 430 for inputting an answer may display a number board for inputting a number, but in addition, an answer may be input in the form of a window selection display or the like.
여기서, 직산 학습을 위해 표시되는 패턴은 난산 개선을 위해 산수 감각을 키우는 데 필요하며 또한 우수한 패턴이 연구되거나 개발되어 사용되며, 이러한 패턴의 경우 예를 들어, 2의 배수 방식, 비정형 패턴 등이 조합되어 사용될 수 있다.Here, the pattern displayed for direct arithmetic learning is necessary to develop a sense of arithmetic to improve difficult childbirth, and excellent patterns are studied or developed and used, and in the case of these patterns, for example, a multiple of 2 method, atypical patterns, etc. are combined and can be used
한편, 답을 입력하기 위한 시각적 효과, 즉 숫자 판(430)을 통한 게임자의 답은 문제 표시로부터 일정 시간이 경과할 때까지만 입력될 수 있도록 설정될 수 있지만 이것으로만 한정되는 것은 아니다. 예를 들어, 도 4b에 도시된 바와 같이, 창문(420)에 문제가 표시되고 숫자 판(430)에 답을 입력할 수 있도록 숫자 배열이 표시된 후로부터 예를 들어 3초가 지나면 서버(100)는 게임에 사용되는 시각적 효과, 즉 창문(420)을 닫아서 게임자가 문제를 볼 수 없도록 할 수 있다. 이 때, 문제를 표시하는 창문(420)이 닫힌 후에도 문제에 대한 답을 입력할 수 있도록 숫자 판(430)을 통한 입력이 가능하도록 할 수 있다. 즉, 문제를 위한 창문(420)이 닫히는 임계 시간과 답을 입력하기 위한 숫자 판(430)을 통한 입력이 가능하도록 하는 임계 시간이 서로 같거나 또는 서로 다를 수도 있다. On the other hand, the visual effect for inputting the answer, that is, the player's answer through the number board 430 may be set to be input only until a predetermined time elapses from the problem display, but is not limited thereto. For example, as shown in FIG. 4B , for example, 3 seconds after a problem is displayed on the window 420 and an array of numbers is displayed so that an answer can be entered on the number board 430 , the server 100 is A visual effect used in the game, i.e., the window 420 can be closed so that the player cannot see the problem. At this time, even after the window 420 displaying the problem is closed, it may be possible to input through the numeric keypad 430 so that the answer to the problem can be entered. That is, the threshold time for closing the window 420 for the problem and the threshold time for allowing input through the numeric keypad 430 for inputting an answer may be the same or different from each other.
이와 같이, 답을 입력하기 위한 시각적 효과, 즉 숫자 판(430)을 통해 게임자의 답이 입력되면(S340), 서버(100)는 입력된 답이 문제를 표시하기 위한 시각적 효과, 즉 창문(420)에 표시된 문제의 정답인지를 판단한다(S350).In this way, when the player's answer is input through the visual effect for inputting the answer, that is, the number board 430 ( S340 ), the server 100 displays the input answer as a visual effect for displaying the problem, that is, the window 420 . ), it is determined whether the correct answer to the displayed question is (S350).
그 후, 서버(100)는 게임자로부터 입력된 답이 정답인지 오답인지를 판단한 후 그 판단 결과를 게임이 종료될 때까지 누적한다(S360). 이 때, 서버(100)는 게임 유형에 따라 개별적으로 게임 결과를 누적한다.Thereafter, the server 100 determines whether the answer input from the player is a correct answer or an incorrect answer, and accumulates the determination result until the game ends (S360). At this time, the server 100 accumulates the game results individually according to the game type.
그리고, 게임이 종료되면, 누적된 게임 결과에 따라 각 게임 레벨별로 난산자 또는 산수 학습 부진자를 위한 게임 학습의 진단 결과를 표시한다(S370). 이러한 게임 학습의 진단 결과는 난산 개선의 정도로서 파악될 수 있다.Then, when the game is finished, the diagnosis result of game learning for each game level is displayed according to the accumulated game results for the difficult child or for the poor in arithmetic learning ( S370 ). The diagnosis result of such game learning can be grasped as the degree of improvement in difficult labor.
이러한 게임 학습 진단 결과에 따라 게임자는 모든 학습 재반복, 일부 학습 재반복, 학습 종료 등의 후속 처리가 수행될 수 있다.According to the result of the game learning diagnosis, the gamer may perform subsequent processing such as repeating all learning, repeating some learning, and ending learning.
한편, 상기 단계(S330)에서, 창문(420)을 통해 문제를 표시하는 경우, 문제 대부분 또는 전부는 10이하의 숫자에 해당되는 문제로서, 문제가 미리 설정되어 있을 수 있으나, 그렇지 않은 경우에는 문제의 유형이 결정된 후 문제를 위한 숫자가 설정될 수 있다. 이 경우, 서버(100)는 1~10의 숫자 중에서 하나의 숫자를 선택하거나 또는 난수 발생기 등을 통해 난수를 발생시켜서 숫자를 선택할 수 있도록 구현될 수 있다.On the other hand, in the above step (S330), when the problem is displayed through the window 420, most or all of the problems are problems corresponding to numbers 10 or less, and the problem may be preset, but if not, the problem After the type of is determined, a number for the problem can be established. In this case, the server 100 may be implemented to select a number by selecting one number from among numbers 1 to 10 or by generating a random number through a random number generator or the like.
이하, 도 2에 도시된 게임 카테고리에 속한 게임 유형별로 도면을 참조하여 구체적으로 설명한다.Hereinafter, each game type belonging to the game category shown in FIG. 2 will be described in detail with reference to the drawings.
1. 제1 게임 카테고리(1~10의 숫자 맞추기)1. 1st game category (Guess the numbers from 1 to 10)
제1 게임 카테고리는 "1~10의 숫자 맞추기"카테고리이고, 이 카테고리에는 3개의 게임 레벨이 있으며, 제1 레벨 게임은 점의 개수를 맞추는 게임이고, 제2 레벨 게임은 사물의 개수 및 점과 사물 복합의 개수를 맞추는 게임이며, 제3 레벨 게임은 1~10 사이의 숫자를 음성을 듣거나 글자를 보고 맞추는 게임이다.The first game category is the category of "Guess the number from 1 to 10", this category has 3 game levels, the first level game is a game of guessing the number of dots, and the second level game is the game of matching the number of objects and the dots It is a game of guessing the number of compound objects, and the third level game is a game of guessing numbers between 1 and 10 by listening to the voice or looking at the letters.
먼저, 제1 레벨 게임에 대해 설명한다. 제1 레벨 게임은 2개 유형의 게임으로 분류되며, 제1 유형의 게임은 "정렬된 점 맞추기" 게임으로 총 5개 문항의 게임이 수행된다.First, the first level game will be described. The first-level game is classified into two types of games, and the first-type game is a "sorted dot" game, in which a total of five questions are played.
도 5a는 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제1 레벨 게임 중 정렬된 점 맞추기 게임의 예를 도시한 도면이다. 5A is a diagram illustrating an example of an aligned dot game among first-level games in a first game category according to an embodiment of the present invention.
도 5a를 참조하면, 게임 진행을 위한 캐릭터(410)의 게임 진행 멘트, 예를 들어 "점은 모두 몇 개일까?"와 함께 게임이 시작되며, 서버(100)에 의해 문제에 대응되는 "5"의 숫자가 결정되고, 결정된 숫자에 해당되는 개수의 점이 열려 있는 창문(420)에, 구체적으로는 창 밖에 정렬된 형태로 표시된다. 이 때, 점의 정렬된 형태는 숫자에 따라 한 개 이상의 형태가 미리 설정되어 있을 수 있다. Referring to FIG. 5A , the game starts with a game progress message of the character 410 for game progress, for example, "how many dots are there in all?", and "5" corresponding to the problem by the server 100 The number of is determined, and the number of dots corresponding to the determined number is displayed on the open window 420 , specifically arranged outside the window. In this case, one or more shapes may be preset according to the number in which the dots are arranged.
본 예에서의 답은 점의 개수에 해당하는 숫자이므로, 답을 입력하기 위한 시각적 효과는 숫자 판(430) 형태로서 표시된다.Since the answer in this example is a number corresponding to the number of dots, the visual effect for inputting the answer is displayed in the form of a number board 430 .
그 후, 게임자는 자신이 파악한 점의 개수에 해당하는 숫자를 입력 장치(142)의 마우스나 터치 스크린 등을 사용하여 숫자 판(430)에서 선택하여 입력한다. 이 때, 게임자는 미리 설정된 시간까지, 즉 문제를 표시한 창문(420)이 닫히거나 또는 숫자 판(430)을 통한 답의 입력이 안될 때까지 답을 입력할 수 있다.Thereafter, the player selects and inputs a number corresponding to the number of points he or she has grasped from the number board 430 using a mouse or a touch screen of the input device 142 . At this time, the player may input an answer until a preset time, that is, until the window 420 displaying the problem is closed or the answer is not input through the number board 430 .
다음에, 화면을 통해서는 표시되지 않지만, 서버(100)는 게임자가 입력한 답의 정답 여부를 판단하고, 그 판단 결과를 이전의 판단 결과에 누적함으로써, 추후의 게임자의 난산 개선 진단에 사용할 수 있다.Next, although not displayed through the screen, the server 100 determines whether the answer entered by the player is correct or not, and accumulates the determination result in the previous determination result, so that it can be used for the diagnosis of improvement of difficulty in the game player in the future. have.
이와 같은 형태로, 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제1 레벨 게임 중 정렬된 점 맞추기 게임이 제공될 수 있으며, 이는 하나의 예일 뿐이며, 다른 형태로의 진행도 가능할 것이다.In this form, an aligned dot-matching game among the first-level games in the first game category according to the embodiment of the present invention may be provided, and this is only one example, and other forms may also be used.
다음, 제1 레벨 게임의 제2 유형의 게임은 "정렬되지 않은 점 맞추기" 게임으로 이 게임도 또한 총 5개 문항의 게임이 수행된다. 여기서, 제2 유형의 게임인"정렬되지 않은 점 맞추기" 게임은 도 5a에 도시된 제1 유형의 게임인 "정렬된 점 맞추기" 게임에서, 문제 표시 창문(420)에 게임의 숫자, 예를 들어 "5"를 정렬되지 않은 점 형태로 표시하는 것 외에는 모두 도 5a를 참조하여 설명한 방식과 동일하다. 예를 들어, 5개의 점을 도 4b에 도시된 바와 같이, 문제 표시 창문(420)에 정렬되지 않은 형태로 표시하는 방식의 게임이다. 이는 정렬되지 않은 점의 형태가 정렬된 점의 형태에 비해 보다 높은 레벨의 게임으로 인정되는 것에 의해 이해될 수 있다. 따라서, 제2 유형의 게임에 대한 구체적인 설명은 생략한다.Next, a game of the second type of the first level game is a "unaligned dot" game, and this game is also a game of a total of 5 items. Here, the "unaligned dot" game, which is the second type of game, is the "sorted dot" game, which is the first type of game shown in FIG. 5A, in which the number of games, for example, is displayed in the problem display window 420. For example, except for displaying "5" in the form of unaligned dots, all are the same as those described with reference to FIG. 5A . For example, as shown in FIG. 4B , it is a game in which five dots are displayed in an unaligned form on the problem display window 420 . This can be understood by the fact that the form of unaligned dots is recognized as a higher level game compared to the form of aligned dots. Accordingly, a detailed description of the second type of game will be omitted.
다음, 제2 레벨 게임에 대해 설명한다. 제2 레벨 게임은 3개 유형의 게임으로 분류되며, 그 중 제1 유형의 게임은 "정렬된 사물 맞추기" 게임으로 총 3개 문항의 게임이 수행된다. Next, the second level game will be described. The second level game is classified into three types of games, and among them, the first type of game is a “sorted objects” game, in which a total of three questions is played.
이 게임은 도 5a를 참조하여 설명한 "정렬된 점 맞추기" 게임에서, 정렬된 점 대신에 정렬된 사물, 예를 들어 새, 물고기 등의 사물을 정렬하여 문제로서 표시한다는 점만이 상이하다.This game differs from the "aligned dots" game described with reference to FIG. 5A only in that instead of the aligned dots, objects such as birds, fish, etc. are sorted and displayed as a problem.
예를 들어, 도 5b를 참조하면, 문제 표시 창문(420)에 4마리의 새(445)로서 정렬된 사물을 표시한 것을 알 수 있다. 이러한 점이나 각종의 사물의 형태나 그 종류는 DB(200)에서 문제 유형별 메타데이터로서 미리 설정되어 있을 수 있으며, 사물의 종류가 다양할 경우, 서버(100)가 문제 출제시에 미리 정해진 순서나 임의로 선택하여 사용할 수 있다.For example, referring to FIG. 5B , it can be seen that the objects arranged as four birds 445 are displayed in the problem display window 420 . These points or the types or types of various things may be preset as metadata for each problem type in the DB 200, and when the types of things are various, the server 100 determines a predetermined order or It can be arbitrarily selected and used.
본 예에서, 문제 표시 창문(420)에 표시된 정렬된 사물의 개수를 파악한 게임자가 답 입력을 위한 숫자 판(430)을 통해 답을 입력함으로써 본 게임이 종료될 수 있다. 이 때의 정답 여부도 또한 서버(100)에 의해 누적되는 것에 대해서는 이미 설명한 바와 같다.In this example, the game can be ended when the player who has grasped the number of aligned objects displayed on the problem display window 420 inputs an answer through the number board 430 for answer input. Whether or not the correct answer at this time is also accumulated by the server 100 is the same as described above.
다음, 제2 레벨 게임의 제2 유형의 게임은 "정렬되지 않은 사물 맞추기" 게임으로 이 게임도 또한 총 3개 문항의 게임이 수행된다. 여기서, 제2 유형의 게임인"정렬되지 않은 사물 맞추기" 게임은 도 5b에 도시된 제1 유형의 게임인 "정렬된 사물 맞추기" 게임에서, 문제 표시 창문(420)에 게임의 숫자, 예를 들어 "4"를 정렬되지 않은 사물, 즉 새 형태로 표시하는 것 외에는 모두 도 5b를 참조하여 설명한 방식과 동일하며, 그 게임 화면의 예가 도 5c에 도시되어 있다. 도 5c를 참조하면, 4마리의 새(445)를 문제 표시 창문(420)에 정렬되지 않은 형태로 표시하는 방식의 게임이다. 이것도 정렬되지 않은 사물의 형태가 정렬된 사물의 형태에 비해 보다 높은 레벨의 게임으로 인정되는 것에 의해 이해될 수 있다. 따라서, 제2 유형의 게임에 대한 구체적인 설명은 생략한다.Next, a game of the second type of the second level game is a "matching objects that are not aligned" game, and this game is also a game of a total of three items. Here, the second type of game, “match objects unaligned” game, is a game of “sort objects,” which is the first type of game shown in FIG. 5B, displaying the number of games, for example, in the problem display window 420. For example, except that "4" is displayed as an unaligned object, that is, a new form, all are the same as those described with reference to FIG. 5B, and an example of the game screen is shown in FIG. 5C. Referring to FIG. 5C , it is a game in which four birds 445 are displayed in an unaligned form on the problem display window 420 . This can also be understood by the fact that the shape of an unsorted object is recognized as a higher-level game than that of an aligned object. Accordingly, a detailed description of the second type of game will be omitted.
다음, 제2 레벨 게임의 제3 유형의 게임은 "점과 사물 복합 맞추기" 게임으로 이 게임은 총 4개 문항의 게임이 수행된다. 여기서, 제3 유형의 게임인"점과 사물 복합 맞추기" 게임은 도 5b에 도시된 제1 유형의 게임인 "정렬된 사물 맞추기" 게임에서, 문제 표시 창문(420)에 게임의 숫자, 예를 들어 "5"를 표시할 때 점과 사물, 예를 들어 참새를 섞어서 정렬된 형태로 표시한다는 점 외에는 도 5b를 참조하여 설명한 방식과 동일하며, 그 게임 화면의 예가 도 5d에 도시되어 있다. 도 5d를 참조하면, 문제의 숫자인 "5"에 대해 3개는 점으로 구성하고, 2개는 새로서 구성되도록 서버(100)에 의해 설정되고, 그에 따라, 3개의 점과 2마리의 새가 정렬된 형태로 문제 표시 창문(420)에 표시되는 방식의 게임이다. 물론, 게임 레벨을 좀 더 높이기 위해 점과 사물의 복합 사용시 정렬되지 않은 형태로의 문제 표시도 가능할 것이다. 또한, 게임의 숫자에 대해 점과 사물의 복합 개수를 설정하는 방식으로 난이도를 조정할 수도 있다. 예를 들어, 숫자에 대해 과반수 이상의 개수를 사물로 구성하고, 그 나머지 개수를 점으로 구성하는 것도 그렇지 않은 경우에 비해 게임의 난이도가 높아지는 것으로 이해될 수 있다.Next, a game of the third type of the second level game is a "dot and object complex matching" game, in which a game of a total of 4 questions is played. Here, the third type of game, “Dot and Object Composite Matching” game is the first type of game “Sort Objects Aligned” game shown in FIG. 5B, displaying the number of games, for example, in the problem display window 420 For example, when displaying "5", it is the same as the method described with reference to FIG. 5B except that dots and objects, for example, sparrows are mixed and displayed in an aligned form, and an example of the game screen is shown in FIG. 5D . Referring to FIG. 5D , for the number “5” in question, three dots are configured by the server 100 and two are configured as birds, so that three dots and two birds are configured. It is a game in which is displayed on the problem display window 420 in an arranged form. Of course, it will be possible to display problems in an unaligned form when using dots and objects to increase the level of the game. In addition, the difficulty can be adjusted by setting the complex number of points and objects for the number of games. For example, it may be understood that the difficulty of the game increases compared to the case where the number of more than half of the number is composed of objects and the remaining number is composed of points.
다음, 제3 레벨 게임에 대해 설명한다. 제3 레벨 게임은 2개 유형의 게임으로 분류되며, 그 중에서 제1 유형의 게임은 "음성 듣고 맞추기" 게임으로 총 5개 문항의 게임이 수행된다. Next, the third level game will be described. The third level game is classified into two types of games, and among them, the first type of game is a "sound and guess" game, in which a total of five items are played.
도 5e는 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제3 레벨 게임 중 음성 듣고 맞추기 게임의 예를 도시한 도면이다. 5E is a diagram illustrating an example of a voice listening game among third-level games in the first game category according to an embodiment of the present invention.
도 5e를 참조하면, 전술한 여러 게임들에서와 다르게, 문제 표시 창문(420)에 게임 문제의 숫자를 나타내는 점이나 사물의 개수가 표시되는 것이 아니라, 게임 문제의 숫자를 음성으로 출력할 수 있는 사물, 예를 들어 스피커(450)가 창 밖에 표시된다. 따라서, 게임자가 표시된 스피커(450)를 마우스 등을 사용하여 선택하면, 게임 문제의 숫자를 음성으로 말하고, 게임자가 음성을 듣고 해당하는 숫자를 숫자 판(430)을 통해 입력함으로써 본 게임이 수행될 수 있다.Referring to FIG. 5E , unlike in the various games described above, the number of game problems is not displayed on the problem display window 420, but the number of points or objects representing the number of game problems is displayed. An object, for example, the speaker 450 is displayed outside the window. Therefore, when the player selects the displayed speaker 450 using a mouse, etc., the game is performed by speaking the number of the game problem by voice, and the player listening to the voice and inputting the corresponding number through the number board 430. can
서버(100)는 숫자에 대응하는 음성을 출력 장치(141)의 스피커 등을 통해 출력할 수 있도록 음성 변환기를 포함할 수 있다. 그러나, 이러한 음성 변환기는 일반적으로 숫자를 포함하는 다수의 문자의 음성 변환을 수행하는 기능을 가져야 해서 그 용량이 크므로, DB(200) 내에 숫자별로 대응되는 음성 출력 데이터를 메타 데이터로서 저장하여 게임 문제의 숫자가 결정되는 때에 해당 음성 출력 데이터를 사용하여 음성 출력을 수행하는 방식도 가능하다.The server 100 may include a voice converter to output the voice corresponding to the number through the speaker of the output device 141 . However, since such a voice converter has a large capacity because it has to have a function of performing voice conversion of a plurality of characters including numbers in general, the voice output data corresponding to each number in the DB 200 is stored as metadata in the game. When the number of problems is determined, a method of performing audio output using the corresponding audio output data is also possible.
다음, 제3 레벨 게임의 제2 유형의 게임은 "글자 보고 맞추기" 게임으로, 여기서의 글자는 한글, 영어, 일어, 중국어 등일 수 있다. 이 게임도 또한 총 5개 문항의 게임이 수행된다. Next, a game of the second type of the third level game is a "letter-and-match" game, wherein the characters may be Korean, English, Japanese, Chinese, or the like. This game is also played with a total of 5 questions.
도 5f는 본 발명의 실시예에 따른 제1 게임 카테고리 내의 제3 레벨 게임 중 글자 보고 맞추기 게임의 예를 도시한 도면이다. 5F is a diagram illustrating an example of a letter-matching game among third-level games in the first game category according to an embodiment of the present invention.
도 5f를 참조하면, 문제 표시 창문(420)에 게임 문제의 숫자를 나타내는 점이나 사물의 개수가 표시되는 것이 아니라, 게임 문제의 숫자에 해당하는 글자, 예를 들어 한글을 표시한다. 도 5f를 참조하면, 게임 문제의 숫자로 "4"가 선택되고, "4"에 해당하는 한글 "넷"(460)이 문제 표시 창문(420)에 표시됨을 알 수 있다.Referring to FIG. 5F , the number of points or objects indicating the number of the game problem is not displayed on the problem display window 420 , but characters corresponding to the number of the game problem, for example, Hangul, are displayed. Referring to FIG. 5F , it can be seen that “4” is selected as the number of the game problem, and the Korean “four” 460 corresponding to “4” is displayed in the problem display window 420 .
이 때, DB(100)에는 숫자에 대응하는 글자가 메타데이터로서 저장되어 있고, 서버(100)는 게임 문제의 숫자가 결정되면 DB(100)에 저장된 메타데이터를 사용하여 결정된 숫자에 대응되는 글자를 추출하여 문제 표시 창문(420)에 표시하게 된다.At this time, characters corresponding to numbers are stored in the DB 100 as metadata, and when the number of game problems is determined, the server 100 uses the metadata stored in the DB 100 to store letters corresponding to the determined numbers. is extracted and displayed on the problem display window 420 .
따라서, 게임자는 문제 표시 창문(420)에 표시된 글자를 보고 해당 글자에 대응하는 숫자를 숫자 판(430)을 통해 입력함으로써 본 게임이 수행될 수 있다. Accordingly, the game can be performed by the player looking at the letters displayed on the problem display window 420 and inputting a number corresponding to the letter through the number plate 430 .
한편, 서버(100)는 본 게임의 시작 전에 게임자에 의해 글자의 형태를 선택할 수 있도록 하여, 게임자가 인식할 수 있는 언어 형태의 글자를 사용하여 본 게임이 수행되도록 할 수 있다. 예를 들어, 게임자가 영어만을 인식할 수 있는 경우, 게임자에 의해 영어가 선택되고, "글자 보고 맞추기" 게임이 수행되면, 게임 문제의 숫자에 해당하는 영어 글자가 문제 표시 창문(420)에 표시됨으로써, 게임자가 영어 글자를 인식하여 본 게임을 원활하게 수행할 수 있을 것이다.On the other hand, the server 100 allows the player to select the shape of the character before the start of the game, so that the game can be performed using the character in a language that the player can recognize. For example, if the game player can recognize only English, English is selected by the player, and the "letter match" game is performed, the English letters corresponding to the number of the game problem are displayed in the problem display window 420. By being displayed, the player will be able to smoothly play the game by recognizing English characters.
또한, 서버(100)는 문제 표시 창문(420)에 게임 문제의 숫자에 해당하는 글자를 한글로 표시하지 않고 전세계적으로 인식할 수 있는 숫자 자체를 표시할 수 있다. 그 예가 도 5g에 도시되어 있다. 도 5g를 참조하면, 게임 문제의 숫자 "5"를 그대로 나타내는 숫자 "5"(470)가 문제 표시 창문(420)에 표시됨으로써, 게임자가 해당 숫자를 그대로 인식하여 숫자 판(430)을 통해 답으로 입력함으로써 본 게임이 수행된다.In addition, the server 100 may display the number itself that can be recognized worldwide without displaying the letters corresponding to the number of the game problem in the problem display window 420 in Korean. An example is shown in Fig. 5g. Referring to FIG. 5G , the number "5" 470 representing the number "5" of the game problem is displayed on the problem display window 420, so that the player recognizes the number as it is and answers it through the number board 430 This game is played by entering
이상과 같이, 본 발명의 실시예에 따른 제1 게임 카테고리에서는 1~10 사이의 숫자를 인식하는 데 부진한 난산 개선에 중점을 두는 것이다.As described above, in the first game category according to an embodiment of the present invention, the focus is on improving difficult birth, which is sluggish in recognizing a number between 1 and 10.
2. 제2 게임 카테고리(비교하여 큰 수 맞추기)2. 2nd game category (compare and guess the big number)
제2 게임 카테고리는 "비교하여 큰 수 맞추기"카테고리이고, 이 카테고리에는 3개의 게임 레벨이 있으며, 제4 레벨 게임은 점의 개수를 비교하여 큰 수를 맞추는 게임이고, 제2 레벨 게임은 사물의 개수 및 점과 사물 복합의 개수를 비교하여 큰 수를 맞추는 게임이며, 제3 레벨 게임은 음성을 듣거나 글자를 보고 비교하여 큰 수를 맞추는 게임이다.The second game category is a "Compare and guess a large number" category, there are three game levels in this category, the fourth level game is a game of comparing the number of points to guess a large number, and the second level game is a game of guessing a large number by comparing the number of points. It is a game of matching the large number by comparing the number and the number of dots and objects, and the third level game is a game of matching the large number by comparing the number and the number of dots and objects.
먼저, 제4 레벨 게임에 대해 설명한다. 제4 레벨 게임은 2개 유형의 게임으로 분류되며, 그 중에서 제1 유형의 게임은 "정렬된 점 맞추기" 게임으로 총 5개 문항의 게임이 수행된다.First, the fourth level game will be described. The fourth level game is classified into two types of games, and among them, the first type of game is a "sorted dot" game, in which a total of 5 items are played.
도 6a는 본 발명의 실시예에 따른 제2 게임 카테고리 내의 제4 레벨 게임 중 정렬된 점 맞추기 게임의 예를 도시한 도면이다. 6A is a diagram illustrating an example of an aligned dot game among the fourth level games in the second game category according to an embodiment of the present invention.
도 6a를 참조하면, 전술한 도 5a에서와 달리 문제 입력 창문(420)과 답 입력을 위한 숫자 판(430)이 표시되는 것이 아니라, 두 개의 창문(510, 520)이 모두 문제 표시를 위해 표시되고, 문제의 답은 두 개의 창문(510, 520) 사이에 표시된 2개의 화살표(531, 532)를 통해 입력된다.Referring to FIG. 6A , unlike in FIG. 5A , the question input window 420 and the numeric board 430 for entering an answer are not displayed, but both windows 510 and 520 are displayed for displaying the problem. and the answer to the problem is input through two arrows 531 and 532 displayed between the two windows 510 and 520 .
먼저, 게임 진행을 위한 캐릭터(410)의 게임 진행 멘트, 예를 들어 "어느 쪽이 더 큰지 맞춰봐~"와 함께 게임이 시작되며, 서버(100)에 의해 문제에 대응되는 2개의 숫자, 예를 들어 "2"와 "7"이 결정되고, 결정된 각 숫자에 해당되는 개수의 점이 열려 있는 2개의 창문(510, 520) 각각에 표시된다. 예를 들어, 숫자 "2"에 해당하는 점의 졍렬된 형태(511)는 좌측의 문제 표시 창문(510)에 표시되고, 숫자 "7"에 해당하는 점의 정렬된 형태(521)는 우측의 문제 표시 창문(520)에 표시된다.First, the game starts with a game progress message of the character 410 for game progress, for example, "Guess which one is bigger~", and two numbers corresponding to the problem by the server 100, for example For example, "2" and "7" are determined, and the number of dots corresponding to each determined number is displayed on each of the two open windows 510 and 520 . For example, the aligned form 511 of the dot corresponding to the number "2" is displayed in the problem display window 510 on the left, and the aligned form 521 of the dot corresponding to the number "7" is on the right The problem display window 520 is displayed.
그 후, 게임자는 2개의 창문에 표시된 점들의 개수를 각각 파악한 후, 파악된 2개의 점들의 개수 중에서 더 큰 개수의 점이 표시된 창문을 가리키는 화살표(531, 532)를 선택함으로써 자신이 파악한 문제의 답을 입력할 수 있다. 본 예에서는 좌측 창문(510)에 표시된 점의 개수가 "2"이고, 우측 창문(520)에 표시된 점의 개수가 "7"이므로, 이를 정확하게 파악한 게임자라면 우측을 가리키는 화살표(532)를 선택하여 답을 입력할 것이다.Thereafter, the player grasps the number of points displayed in the two windows, and selects the arrows 531 and 532 pointing to the window in which the larger number of points is displayed among the number of the two identified points to answer the problem identified by the player. can be entered. In this example, since the number of dots displayed on the left window 510 is “2” and the number of dots displayed on the right window 520 is “7”, a player who accurately grasps this selects an arrow 532 pointing to the right. to enter the answer.
본 발명의 실시예에 따른 제2 게임 카테고리에서는 1~10 사이의 숫자의 크기를 비교를 수행하는 난산 개선에 중점을 두는 것이다.In the second game category according to an embodiment of the present invention, emphasis is placed on improving difficult calculus by comparing the size of a number between 1 and 10.
다음, 제4 레벨 게임의 제2 유형의 게임은 "정렬되지 않은 점 맞추기" 게임으로 이 게임도 또한 총 5개 문항의 게임이 수행된다. 여기서, 제2 유형의 게임인"정렬되지 않은 점 맞추기" 게임은 도 6a에 도시된 제1 유형의 게임인 "정렬된 점 맞추기" 게임에서, 2개의 문제 표시 창문(510, 520)에 각각 정렬되지 않은 점 형태로 표시하는 것 외에는 모두 도 6a를 참조하여 설명한 방식과 동일하다. 예를 들어, 비교 대상의 게임 숫자 "3"과 "7"에 해당하는 점을 도 6b에 도시된 바와 같이, 2개의 문제 표시 창문(510, 520)에 각각 정렬되지 않은 형태로 표시하는 방식의 게임이다. 이는 정렬되지 않은 점의 형태가 정렬된 점의 형태에 비해 보다 높은 레벨의 게임으로 인정되는 것에 의해 이해될 수 있다. 따라서, 제2 유형의 게임에 대한 구체적인 설명은 생략한다.Next, a game of the second type of the fourth level game is a "unaligned dot" game, and this game is also played with a game of a total of 5 items. Here, the second type of game, the “unaligned dot” game, is aligned to the two problem display windows 510 and 520, respectively, in the “aligned dot” game, which is the first type of game shown in FIG. 6A . All are the same as the method described with reference to FIG. 6A except for the display in the form of a dot that has not been displayed. For example, the points corresponding to the game numbers "3" and "7" of the comparison target are displayed in an unaligned form on the two problem display windows 510 and 520, respectively, as shown in FIG. 6b. It's a game. This can be understood by the fact that the form of unaligned dots is recognized as a higher level game compared to the form of aligned dots. Accordingly, a detailed description of the second type of game will be omitted.
다음, 제5 레벨 게임에 대해 설명한다. 제5 레벨 게임은 3개 유형의 게임으로 분류되며, 그 중에서 제1 유형의 게임은 "정렬된 사물 맞추기" 게임으로 총 3개 문항의 게임이 수행된다. Next, the fifth level game will be described. The 5th level game is classified into three types of games, and among them, the first type of game is a "sorted object" game, and a game with a total of three items is performed.
이 게임은 도 6a를 참조하여 설명한 "정렬된 점 맞추기" 게임에서, 정렬된 점 대신에 정렬된 사물, 예를 들어 참새, 물고기 등의 사물을 정렬하여 문제로서 표시한다는 점만이 상이하다.This game is different from the "aligned dots" game described with reference to FIG. 6A only in that the sorted objects, for example, sparrows, fish, etc., are sorted and displayed as a problem instead of the sorted dots.
따라서, 이러한 점과 사물 사이의 차이에 의해 수행되는 게임의 차이점에 대해서는 전술한 도 5b와 도 5a 사이의 차이에 따른 게임 진행을 참조하면, 본 게임이 도 6a에서 점 대신에 사물을 사용하여 정렬된 형태로 두 개의 문제 표시 창문(510, 520)에 표시하여 그 크기 비교에 대한 답을 화살표(531, 532)를 통해 입력하도록 함으로써 본 게임이 수행될 수 있다는 것이 쉽게 이해될 것이다. 따라서, 본 게임에 대한 구체적인 설명은 생략한다.Therefore, for the difference between the game performed by the difference between these points and objects, referring to the game progress according to the difference between FIGS. 5B and 5A described above, the present game is arranged using objects instead of points in FIG. 6A. It will be easily understood that the present game can be performed by displaying the two problem display windows 510 and 520 in the form of an arrow to input the answer to the size comparison through the arrows 531 and 532 . Therefore, a detailed description of the present game will be omitted.
다음, 제5 레벨 게임의 제2 유형의 게임은 "정렬되지 않은 사물 맞추기" 게임으로 이 게임도 또한 총 3개 문항의 게임이 수행된다. 여기서, 제2 유형의 게임인"정렬되지 않은 사물 맞추기" 게임도 전술한 도 4b와 도 5c 사이의 차이에 따른 게임 진행을 참조하면, 본 게임이 도 6b에서 점 대신에 사물을 사용하여 정렬되지 않은 형태로 두 개의 문제 표시 창문(510, 520)에 표시하여 그 크기 비교에 대한 답을 화살표(531, 532)를 통해 입력하도록 함으로써 본 게임이 수행될 수 있다는 것이 쉽게 이해될 것이다. 따라서, 본 게임에 대한 구체적인 설명은 생략한다.Next, a game of the second type of the fifth level game is a "matching objects that are not aligned" game, and this game is also a game of a total of three items. Here, referring to the game progress according to the difference between Figs. 4B and 5C in the second type of game, the "matching objects that are not aligned" game, the present game is not aligned using objects instead of points in Fig. 6B It will be easily understood that the present game can be performed by displaying the two problem display windows 510 and 520 in a non-existent form so that the answer to the size comparison can be entered through the arrows 531 and 532 . Accordingly, a detailed description of the present game will be omitted.
다음, 제5 레벨 게임의 제3 유형의 게임은 "점과 사물 복합 맞추기" 게임으로 이 게임은 총 4개 문항의 게임이 수행된다. 여기서, 제3 유형의 게임인"점과 사물 복합 맞추기" 게임은 전술한 제1 유형의 게임인 "정렬된 사물 맞추기" 게임에서, 문제 표시 창문(510, 520)에 게임의 숫자를 표시할 때 점과 사물, 예를 들어 새를 섞어서 정렬된 형태로 각각 표시한다는 점 외에는 상기에서 설명한 방식과 동일하다. 따라서, 본 게임에 대한 구체적인 설명도 생략한다.Next, a game of the third type of the fifth level game is a "dot and object compound matching" game, in which a game of a total of 4 questions is played. Here, the third type of game, “Dot and Object Composite Matching” game is the above-described first type game, “Parallel Matching Objects” game, when the number of games is displayed on the problem display windows 510 and 520. It is the same as the method described above, except that dots and objects, for example, birds are mixed and displayed in an aligned form. Therefore, a detailed description of the present game is also omitted.
다음, 제6 레벨 게임에 대해 설명한다. 제6 레벨 게임은 2개 유형의 게임으로 분류되며, 그 중에서 제1 유형의 게임은 "음성 듣고 맞추기" 게임으로 총 5개 문항의 게임이 수행된다. Next, the sixth level game will be described. The 6th level game is classified into two types of games, and among them, the first type of game is a "sound and guess" game, and a game with a total of 5 items is performed.
이 게임은 도 6a를 참조하여 설명한 "정렬된 점 맞추기" 게임에서, 정렬된 점 대신에 게임 문제의 숫자를 각각 음성으로 표시할 수 있는 스피커 형상을 2개의 문제 표시 창문(510, 520)에 각각 표시하고, 게임자가 2개의 문제 표시 창문(510, 520)에 표시된 스피커를 각각 선택하여 해당 숫자를 음성으로 듣고 그 크기를 비교하도록 한다는 점만이 상이하다. 즉, 제1 게임 카테고리의 게임에서 도 5a에서의 게임과 도 5e에서의 게임과의 차이점이 제2 게임 카테고리의 게임 중 도 6a에서의 게임에 접목되어 본 게임이 수행된다는 것이 쉽게 이해될 것이다.In this game, in the "aligned dots" game described with reference to FIG. 6A, a speaker shape capable of displaying the number of game problems by voice instead of the aligned dots is displayed on the two problem display windows 510 and 520, respectively. The only difference is that the game player selects the speakers displayed on the two problem display windows 510 and 520, respectively, listens to the corresponding number and compares the size. That is, it will be easily understood that the difference between the game in FIG. 5A and the game in FIG. 5E in the game of the first game category is grafted to the game in FIG. 6A among the games of the second game category to perform the present game.
따라서, 전술한 도 5e의 게임 내용과 도 6a의 게임 내용을 참조하면 제6 레벨의 제1 유형의 게임인 비교하여 큰 수 맞추기 카테고리 게임에서 "음성 듣고 맞추기"게임의 내용에 대해 당업자가 쉽게 이해할 것이므로, 구체적인 설명은 생략한다.Therefore, referring to the game content of FIG. 5E and the game content of FIG. 6A described above, a person skilled in the art can easily understand the content of a "sound and match" game in a game of the first type of game of the sixth level, a game of a large number matching category. Therefore, a detailed description thereof will be omitted.
다음, 제6 레벨 게임의 제2 유형의 게임인 "글자 보고 맞추기" 게임도 전술한 제6 레벨 게임의 제1 유형의 게임에 대해서 설명한 바와 같이, 전술한 제1 카테고리 게임 중 제3 레벨의 제2 유형의 게임과 같이, 2개의 문제 표시 창문(510, 520)에 문제 숫자에 해당하는 글자를 각각 표시하여 게임자가 문제를 파악할 수 있게 한다는 점을 전술한 도 6a의 게임에 적용하면 쉽게 이해될 수 있다. 따라서, 본 게임에 대해서도 구체적인 설명은 생략한다.Next, the "letter-and-match" game, which is the second type of game of the 6th level game, is also the third level of the above-described 1st category game, as described for the above-mentioned 1st type of game of the 6th level game. It will be easy to understand when applied to the game of FIG. 6A described above that, like the two types of games, letters corresponding to the number of problems are displayed on the two problem display windows 510 and 520, respectively, so that the gamer can understand the problem. can Therefore, a detailed description of the present game is also omitted.
3. 제3 게임 카테고리(같은 수 맞추기)3. 3rd game category (match the same number)
제3 게임 카테고리는 "같은 수 맞추기"카테고리이고, 이 카테고리에는 2개의 게임 레벨이 있으며, 제7 레벨 게임은 점이나 사물의 개수를 비교하여 같은 수를 맞추는 게임이고, 제8 레벨 게임은 음성을 듣거나 글자를 보고 비교하여 같은 수를 맞추는 게임이다.The third game category is a "match the same number" category, and there are two game levels in this category, the 7th level game is a game of matching the number of points or objects by comparing the number of points or objects, and the 8th level game is a game with voice It is a game where you guess the same number by comparing them by listening or seeing the letters.
먼저, 제7 레벨 게임에 대해 설명한다. 제7 레벨 게임은 2개 유형의 게임으로 분류되며, 제1 유형의 게임은 "점 맞추기" 게임으로 총 5개 문항의 게임이고, 제2 유형의 게임은 "사물 맞추기" 게임으로 총 5개의 게임이 수행된다.First, the 7th level game will be described. The 7th level game is divided into 2 types of games, the 1st type of game is a "Shoot the dots" game with a total of 5 questions, and the 2nd type of game is a "Shoot with objects" game with a total of 5 games. This is done.
전술한 바에 기초하면, 제1 유형의 게임인"점 맞추기 게임과 제2 유형의 게임인 "사물 맞추기" 게임의 경우, 그 차이점은 문제로 표시되는 형태가 점이냐 사물이냐의 차이만 있을 뿐이므로, 설명의 편의를 위해 본 실시예에서는 제2 유형이 게임인 "사물 맞추기" 게임에 대해서만 설명한다.Based on the foregoing, in the case of the first type of game, the "dot-matching game," and the second-type game, the "object-matching" game, the only difference is whether the form displayed as a problem is a dot or an object. , For convenience of explanation, in this embodiment, only the "object match" game, in which the second type is a game, will be described.
도 7은 본 발명의 실시예에 따른 제3 게임 카테고리 내의 제7 레벨 게임 중 사물 맞추기 게임의 예를 도시한 도면이다. 7 is a diagram illustrating an example of a matching game among seventh level games in a third game category according to an embodiment of the present invention.
도 7을 참조하면, 문제를 표시하기 위한 창문이 모두 4개(610, 620, 630, 640)이고, 그 중에서 1개의 창문(610)은 기준 숫자를 나타내는 문제의 창문이며, 나머지 3개의 창문(620, 630, 640)은 기준 숫자와 비교되기 위한 숫자를 표시하기 위한 문제의 창문이다. Referring to FIG. 7 , all four windows (610, 620, 630, 640) for displaying the problem, one window 610 among them is the window of the problem indicating the reference number, and the remaining three windows ( 620, 630, and 640) are windows of the problem for displaying a number to be compared with a reference number.
또한, 3개의 창문(620, 630, 640) 각각의 우측에는 답을 입력하기 위한 화살표(621, 631, 641)가 각각 표시되어 있다. In addition, arrows 621 , 631 , and 641 for inputting an answer are displayed on the right side of each of the three windows 620 , 630 , and 640 , respectively.
먼저, 게임 진행을 위한 캐릭터(410)의 게임 진행 멘트, 예를 들어 "왼쪽에 있는 것과 같은 수를 찾아볼까?"와 함께 게임이 시작되며, 서버(100)에 의해 문제에 대응되는 기준 숫자, 예를 들어 "4"가 결정되고, 또한 기준 숫자 "4"와 비교되기 위한 3개의 숫자, 예를 들어 "3", "4" 및 "5"가 결정된다. 이 때 비교되기 위한 3개의 숫자 중 1개는 기준 숫자와 동일한 숫자여야 한다. 즉, 나머지 2개의 숫자는 기준 숫자와 다른 숫자로 결정될 것이다.First, the game starts with the game progress message of the character 410 for the game progress, for example, "Shall we find the same number as the one on the left?", the reference number corresponding to the problem by the server 100, For example, "4" is determined, and also three numbers to be compared with the reference number "4", for example "3", "4" and "5" are determined. At this time, one of the three numbers to be compared must be the same number as the reference number. That is, the remaining two numbers will be determined to be different numbers from the reference number.
그 후, 기준 숫자에 해당되는 개수의 사물, 예를 들어, 4마리의 새가 열려 있는 좌측 창문(610)에 표시되고, 비교되는 3개의 숫자에 해당되는 개수의 사물 또는 점이 3개의 창문(620, 630, 640)에 각각 표시된다. 이 때, 각 창문(610, 620, 630, 640)에 표시되는 형태는 점, 사물 또는 점과 사물의 조합일 수 있다. 본 예에서는 점을 사용하여 표시한다. 예를 들어, 숫자 "3", "4" 및 "5"에 해당하는 개수의 점이 우측의 창문(620, 630, 640)에 각각 표시된다. Thereafter, the number of objects corresponding to the reference number, for example, four birds, is displayed on the open left window 610 , and the number of objects or dots corresponding to the three numbers to be compared is displayed in the three windows 620 . , 630 and 640) respectively. In this case, the form displayed on each of the windows 610 , 620 , 630 , and 640 may be a dot, an object, or a combination of a dot and an object. In this example, dots are used to indicate. For example, the number of dots corresponding to the numbers “3”, “4”, and “5” are displayed in the windows 620 , 630 , and 640 on the right, respectively.
그 후, 게임자는 좌측의 창문(610)에 표시된 사물들의 개수를 기준 숫자로서 파악하고, 또한 우측의 창문(620, 630, 640)에 각각 표시된 점들의 개수를 파악한 후, 좌측의 기준 숫자와 동일한 숫자로 파악된 창문(630) 옆에 있는 화살표(631)를 선택함으로써 자신이 파악한 문제의 답을 입력할 수 있다. Thereafter, the player grasps the number of objects displayed on the left window 610 as a reference number, and also identifies the number of points displayed on the right window 620 , 630 , and 640 , respectively, and is the same as the left reference number. By selecting the arrow 631 next to the window 630 identified as a number, an answer to the problem identified by the user may be input.
본 발명의 실시예에 따른 제3 게임 카테고리에서는 1~10 사이의 숫자의 크기를 서로 비교하여 같은 숫자를 찾도록 하는 난산 개선에 중점을 두는 것이다.In the third game category according to the embodiment of the present invention, the emphasis is placed on improving difficult calculation by comparing the sizes of numbers 1 to 10 to find the same number.
다음, 제8 레벨 게임에 대해 설명한다. 제8 레벨 게임은 2개 유형의 게임으로 분류되며, 제1 유형의 게임은 "음성 듣고 맞추기" 게임으로 총 5개 문항의 게임이 수행되고, 제2 유형의 게임은 "글자 보고 맞추기" 게임으로 총 5개 문항의 게임이 수행된다. Next, the eighth level game will be described. The 8th level game is classified into two types of games, the first type of game is a "sound and guess" game, and a total of 5 questions is played, and the second type of game is a "letter and guess" game. A total of 5 questions are played.
제8 레벨 게임의 두 가지 유형, 즉 제1 유형 게임과 제2 유형 게임은 도 5e를 참조하여 설명한 "음성 듣고 맞추기" 게임과 도 5f를 참조하여 설명한 "글자 보고 맞추기" 게임에서와 같이, 게임 문제의 숫자를 점이나 사물 등의 형태로 표시하는 대신에 음성으로 표시할 수 있는 스피커 형상이나 한글 등의 글자를 문제 표시 창문(420)에 표시하는 형태를 참조하여, 도 7에서, 각각의 창문(610, 620, 630, 640)에 표시된 스피커를 통해 해당 숫자를 음성으로 듣거나 또는 표시된 한글 글자를 통해 해당 숫자를 인식하고, 우측의 창문(620, 630, 640)에 표시된 같은 개수의 점이나 사물의 수를 찾아서 화살표(621, 631, 641)를 통해 답을 입력함으로써 수행될 수 있음을 알 수 있다.There are two types of eighth level games, namely type 1 games and type 2 games, as in the "Listen and Match" game described with reference to FIG. 5E and the "Learn and Match" game described with reference to FIG. 5F, the game Instead of displaying the number of the problem in the form of dots or objects, referring to the form of displaying the speaker shape or Hangul characters that can be displayed by voice on the problem display window 420, in FIG. 7 , each window (610, 620, 630, 640) hear the number by voice through the speaker or recognize the number through the displayed Hangul characters, and the same number of dots displayed on the right window (620, 630, 640) or It can be seen that this can be performed by finding the number of objects and inputting answers through arrows 621 , 631 , and 641 .
따라서, 전술한 도 5e, 도 5f 및 도 7을 참조하면, 본 발명의 실시예에 따른 제8 레벨의 게임의 두 가지 유형의 게임에 대해 쉽게 이해할 것이다. 따라서, 본 게임에 대한 구체적인 설명은 생략한다. Accordingly, referring to Figs. 5e, 5f and 7 described above, it will be easy to understand the two types of games of the eighth level game according to the embodiment of the present invention. Therefore, a detailed description of the present game will be omitted.
4. 제4 게임 카테고리(가린 수 맞추기)4. 4th game category (match the hidden numbers)
제4 게임 카테고리는 "가린 수 맞추기"카테고리이고, 이 카테고리에는 2개의 게임 레벨이 있으며, 제9 레벨 게임은 점이나 사물의 가린 개수를 맞추는 게임이고, 제10 레벨 게임은 점과 사물 복합 형태의 가린 개수를 맞추는 게임이다.The 4th game category is a "match hidden number" category, this category has two game levels, the 9th level game is a game of matching the hidden number of dots or objects, and the 10th level game is a dot and object complex form. It is a game of guessing the hidden numbers.
먼저, 제9 레벨 게임은 2개 유형의 게임으로 분류되며, 제1 유형의 게임은 "점 맞추기" 게임으로 총 5개 문항의 게임이고, 제2 유형의 게임은 "사물 맞추기" 게임으로 총 5개의 게임이 수행된다.First, the 9th level game is divided into 2 types of games, the 1st type of game is a "dots" game with a total of 5 questions, and the 2nd type of game with a "singing" game with a total of 5 Dog games are played.
또한, 제10 레벨 게임은 1개 유형의 게임으로 이루어지며, "점과 사물 복합 맞추기" 게임으로 총 10개 문항의 게임이다.In addition, the 10th level game consists of one type of game, and is a "dot and object complex matching" game with a total of 10 questions.
한편, 제4 게임 카테고리의 게임인 제9 레벨 게임과 제10 레벨 게임은 모두 가린 수를 맞추는 게임으로, 두 개의 레벨 게임의 총 3가지 유형의 게임들의 차이는 게임 문제의 숫자가 점, 사물 또는 점과 사물의 복합으로 표시된다는 점이다. 이들에 대해서는 전술한 설명에서 이미 점, 사물 또는 점과 사물의 복합으로 표시되는 형태의 게임을 통해 확인한 바와 같이, 문제로 표시되는 형태가 점이냐 사물이냐 또는 점과 사물의 복합이냐만 상이하다는 것을 알 수 있으므로, 본 실시예에서는 제10 레벨 게임인 "점과 사물 복합 맞추기"에 대해서만 설명한다.On the other hand, the games of the 4th game category, the 9th level game and the 10th level game, are all matching games, and the difference between the three types of games in the two level games is that the number of game problems is It is expressed as a compound of dots and objects. As for these, as we have already confirmed through games in the form of dots, objects, or a combination of dots and objects in the above description, the only difference is that the form displayed as a problem is a dot or an object or a compound of dots and objects. As can be seen, in the present embodiment, only the "point and object compound matching", which is the 10th level game, will be described.
도 8은 본 발명의 실시예에 따른 제4 게임 카테고리 내의 제10 레벨 게임인 점과 사물 복합 맞추기 게임의 예를 도시한 도면이다. 8 is a diagram illustrating an example of a point and object complex matching game, which is a 10th level game in the fourth game category according to an embodiment of the present invention.
도 8의 (a)를 참조하면, 게임 진행을 위한 캐릭터(410)의 게임 진행 멘트, 예를 들어 "모두 몇 개 였는지 맞춰봐~"와 함께 게임이 시작되며, 서버(100)에 의해 문제에 대응되는 게임 문제의 숫자, 예를 들어"9"의 숫자가 결정되고, 결정된 숫자에 해당되는 개수의 점과 사물이 복합적인 형태로서 열려 있는 문제 표시 창문(420)에, 구체적으로는 창 밖에 표시된다. Referring to (a) of FIG. 8 , the game starts with a game progress message of the character 410 for game progress, for example, "Guess how many there were in all~", and the server 100 responds to the problem The number of game problems, for example, the number of "9" is determined, and the number of dots and objects corresponding to the determined number are displayed in the open problem display window 420 as a complex form, specifically outside the window .
그 후, 도 8의 (b)에 도시된 바와 같이, 일정 시간 후에 문제 입력 창문(420)의 한 쪽 창문(421)이 닫혀서 문제 입력 창문(420)에 표시된 점과 사물 복합 형태의 개수를 알 수 없도록 가린 후에 원래의 점과 사물의 복합 형태의 개수, 즉 도 8의 (a)에서 표시된 개수에 대해 게임자가 숫자 판(430)을 통해 답을 입력하도록 게임이 수행된다.Then, as shown in (b) of FIG. 8, one window 421 of the problem input window 420 is closed after a certain period of time, so that the number of points and object complex shapes displayed on the problem input window 420 is known. After blocking the number, the game is played so that the player enters an answer through the number board 430 for the number of the original dot and object complex form, that is, the number indicated in FIG. 8A .
즉, 본 실시예에서의 게임은 먼저 표시한 개수의 숫자를 기억했다가 답으로 입력하도록 하는 학습 형태를 제공하기 위한 것이다.That is, the game in the present embodiment is intended to provide a learning form in which the displayed number of numbers is memorized and input as an answer.
한편, 도 8을 참조한 실시예는, 다른 형태로서, 사물이 동적인 사물, 예를 들어 풍선이나 새와 같은 경우, 풍선이나 새가 문제의 개수에 맞게 표시된 후 미리 설정된 일정 시간, 예를 들어 3초 후에 날아가서 사라짐으로써 먼저 표시한 개수의 숫자를 기억했다가 답으로 입력하도록 하는 형태를 제공하도록 구현될 수도 있다.On the other hand, the embodiment with reference to FIG. 8 is another form, and in the case where an object is a dynamic object, for example, a balloon or a bird, after the balloon or bird is displayed according to the number of problems, a preset time period, for example 3 It can also be implemented to provide a form that remembers the number of numbers indicated earlier by flying away after seconds and then entering them as an answer.
본 발명의 실시예에 따른 제4 게임 카테고리에서는 1~10 사이의 숫자를 기억했다가 답하도록 하는 난산 개선에 중점을 두는 것이다.In the fourth game category according to an embodiment of the present invention, the focus is on improving difficult calculus to memorize and answer a number between 1 and 10.
이상과 같이, 총 4개의 게임 카테고리 총 10개 레벨의 게임으로 총 21개 유형의 게임에 대해 전체적으로 100개 문항의 게임을 진행하여 본 발명의 실시예에 따른 난산자 또는 산수 학습 부진자를 위한 게임을 제공하게 된다.As described above, a game of 100 questions for a total of 21 types of games with a total of 10 levels of games in a total of 4 game categories is performed to play a game for the difficult child or the poor in arithmetic learning according to the embodiment of the present invention. will provide
한편, 서버(100)는 상기한 총 100개 문항의 게임을 진행한 결과로 누적된 판단 결과로서 난산 개선 진단을 수행하게 된다. 도 9의 예를 참조하면, 서버(100)는 각 게임 레벨별로 진단 결과를 파악하는데, 이 때 진단 결과로는 "우수", "양호" 및 "미달"로서 파악할 수 있고, 이렇게 파악하는 기준값은 미리 설정되어 있다. 예를 들어, 10개 문항의 게임 중에서 9~10개가 정답이면 "우수"로 판단하고, 8개가 정답이면 "양호"로 판단하며, 7개 이하가 정답이면 "미달"로 판단하도록 설정될 수 있지만, 이것은 하나의 예일 뿐이며, 이와는 다른 기준값을 사용하여 판단이 수행될 수 있다.On the other hand, the server 100 performs the diagnosis of difficulty in childbirth as a result of the accumulated judgment as a result of playing the game for a total of 100 items described above. Referring to the example of FIG. 9 , the server 100 identifies the diagnostic results for each game level, and at this time, the diagnostic results can be identified as “excellent”, “good” and “poor”, and the reference value to be determined in this way is It is preset. For example, out of a game of 10 questions, if 9 to 10 are correct, it is judged as “excellent”, if 8 is correct, it is judged as “good”, and if 7 or less are correct, it is judged as “poor.” , this is only an example, and judgment may be performed using a different reference value.
또한, 서버(100)는 각 게임 레벨별로 판단된 결과에 따라 전체 100개 문항에 대한 정답 개수를 통해 전체적인 게임의 결과를 진단할 수 있으며, 이러한 진단 결과에 따라 본 발명의 실시예에 따른 4개 카테고리 게임 전체에 대한 재학습, 일부 카테고리 또는 일부 레벨 게임에 대한 재학습 또는 학습 종료 등과 같은 후속 조치를 수행할 수 있다.In addition, the server 100 can diagnose the overall game result through the number of correct answers to all 100 questions according to the result determined for each game level, and according to the diagnosis result, 4 Follow-up actions such as re-learning for all category games, re-learning for some categories or some level games, or ending learning can be performed.
한편, 상기에서 서버(100)가 수행하는 것으로 설명된 프로세스들은 서버(100)의 프로세서(110)에 의해 수행되는 것으로 이해될 수 있을 것이다.Meanwhile, the processes described as being performed by the server 100 above may be understood as being performed by the processor 110 of the server 100 .
이상 설명된 본 발명에 따른 실시예들은 다양한 컴퓨터 구성요소를 통하여 수행될 수 있는 프로그램 명령어의 형태로 구현되어 컴퓨터 판독 가능한 기록 매체에 기록될 수 있다. 상기 컴퓨터 판독 가능한 기록 매체는 프로그램 명령어, 데이터 파일, 데이터 구조 등을 단독으로 또는 조합하여 포함할 수 있다. 상기 컴퓨터 판독 가능한 기록 매체에 기록되는 프로그램 명령어는 본 발명을 위하여 특별히 설계되고 구성된 것들이거나 컴퓨터 소프트웨어 분야의 당업자에게 공지되어 사용 가능한 것일 수도 있다. 컴퓨터 판독 가능한 기록 매체의 예에는, 하드 디스크, 플로피 디스크 및 자기 테이프와 같은 자기 매체, CD-ROM, DVD와 같은 광기록 매체, 플롭티컬 디스크(floptical disk)와 같은 자기-광 매체(magneto-optical media), 및 ROM, RAM, 플래시 메모리 등과 같은 프로그램 명령어를 저장하고 수행하도록 특별히 구성된 하드웨어 장치가 포함된다. 프로그램 명령어의 예에는, 컴파일러에 의해 만들어지는 것과 같은 기계어 코드뿐만 아니라 인터프리터 등을 사용해서 컴퓨터에 의해서 실행될 수 있는 고급 언어 코드도 포함된다. 상기 하드웨어 장치는 본 발명에 따른 처리를 수행하기 위해 하나 이상의 소프트웨어 모듈로서 작동하도록 구성될 수 있으며, 그 역도 마찬가지이다.The embodiments according to the present invention described above may be implemented in the form of program instructions that can be executed through various computer components and recorded in a computer-readable recording medium. The computer-readable recording medium may include program instructions, data files, data structures, etc. alone or in combination. The program instructions recorded on the computer-readable recording medium may be specially designed and configured for the present invention, or may be known and used by those skilled in the computer software field. Examples of the computer-readable recording medium include a hard disk, a magnetic medium such as a floppy disk and a magnetic tape, an optical recording medium such as a CD-ROM, a DVD, and a magneto-optical medium such as a floppy disk. media), and hardware devices specially configured to store and execute program instructions, such as ROM, RAM, flash memory, and the like. Examples of program instructions include not only machine language codes such as those generated by a compiler, but also high-level language codes that can be executed by a computer using an interpreter or the like. The hardware device may be configured to operate as one or more software modules to perform processing according to the present invention, and vice versa.
이상에서 본 발명이 구체적인 구성요소 등과 같은 특정 사항들과 한정된 실시예 및 도면에 의해 설명되었으나, 이는 본 발명의 보다 전반적인 이해를 돕기 위해서 제공된 것일 뿐, 본 발명이 상기 실시예들에 한정되는 것은 아니며, 본 발명이 속하는 기술분야에서 통상적인 지식을 가진 자라면 이러한 기재로부터 다양한 수정 및 변형을 꾀할 수 있다.In the above, the present invention has been described with specific matters such as specific components and limited embodiments and drawings, but these are provided to help a more general understanding of the present invention, and the present invention is not limited to the above embodiments. , those of ordinary skill in the art to which the present invention pertains can devise various modifications and variations from these descriptions.
따라서, 본 발명의 사상은 상기 설명된 실시예에 국한되어 정해져서는 아니 되며, 후술하는 특허청구범위뿐만 아니라 이 특허청구범위와 균등하게 또는 등가적으로 변형된 모든 것들은 본 발명의 사상의 범주에 속한다고 할 것이다.Therefore, the spirit of the present invention should not be limited to the above-described embodiments, and not only the claims described below, but also all modifications equivalently or equivalently to the claims described below belong to the scope of the spirit of the present invention. will do it

Claims (10)

  1. 난산자 또는 산수 학습 부진자를 위한 게임을 제공하는 방법으로서,As a method of providing a game for the difficult child or arithmetic learner,
    게임 서버가 게임 화면에 게임 진행을 수행하는 캐릭터를 제공함과 동시에, 게임을 위해 사용하기 위한 두 영역을 설정하는 단계,The game server provides the character performing the game progress on the game screen, and at the same time, setting up two areas to use for the game;
    상기 게임 서버가, 상기 두 영역 중 제1 영역을 문제를 표시하기 위한 영역으로 설정하고 상기 두 영역 중 제2 영역을 답을 입력하기 위한 영역으로 설정하거나, 또는 상기 두 영역 모두를 문제를 표시하기 위한 영역으로 설정하고 상기 두 영역 외에 답을 입력하기 위한 제3 영역으로 추가로 설정하는 단계, the game server sets a first area of the two areas as an area for displaying a problem and a second area of the two areas as an area for inputting an answer, or both areas for displaying a problem setting as an area for and additionally setting as a third area for inputting an answer in addition to the above two areas;
    상기 게임 서버가, 상기 제1 영역에 한 자리수의 숫자에 대응하는 개수의 점 또는 사물 또는 점과 사물이 복합된 형상을 표시하고 상기 제2 영역에 게임자가 상기 제1 영역에 표시된 형상을 파악한 후에 답을 입력할 수 있는 숫자 판을 표시하거나, 또는 상기 두 영역 모두에 각각 한 자리수의 숫자에 대응하는 점 또는 사물 또는 점과 사물이 복합된 형상을 표시하고 상기 제3 영역에 상기 게임자가 상기 두 영역에 표시된 형상을 파악한 후에 답을 입력할 수 있는 선택 키를 표시하는 단계, 그리고After the game server displays, in the first area, a number of dots or objects corresponding to a single digit number, or a shape in which dots and objects are combined, and in the second area, the game player recognizes the shape displayed in the first area. A number board on which an answer can be entered is displayed, or a dot or object corresponding to a single digit number is displayed in both of the two areas, or a shape of a combination of points and objects is displayed, and in the third area, the player displaying a selection key for entering an answer after figuring out the shape indicated in the area; and
    상기 게임자로부터 입력된 답의 정답 여부를 판단하고, 판단 결과를 누적하여 게임 종료 후에 상기 게임자의 난산 개선 정도를 진단하는 단계judging whether the answer input from the player is correct, and accumulating the determination result to diagnose the degree of improvement in difficulty in arithmetic of the player after the game ends
    를 포함하는 게임 제공 방법.A method of providing a game that includes.
  2. 제1항에 있어서,According to claim 1,
    상기 표시하는 단계에서, In the displaying step,
    상기 문제를 표시하기 위한 영역은 실내의 창문의 형태로 설정되고, 문제 표시시에 상기 창문이 열려 있는 상태로 상기 창문 밖으로의 배경으로서 숫자에 대응되는 형상으로 제공되는,The area for displaying the problem is set in the form of an indoor window, and is provided in a shape corresponding to a number as a background outside the window with the window open when the problem is displayed,
    게임 제공 방법.How to present the game.
  3. 제2항에 있어서,3. The method of claim 2,
    상기 창문은 두 개의 문으로 가릴 수 있는 형태의 창문으로, 상기 문제 표시시 열려 있는 상기 창문에 표시된 형상의 일부가 상기 창문의 두 개의 문 중 하나의 문이 닫히는 형태로 가려지는,The window is a window of a type that can be covered by two doors, and a part of the shape displayed on the window that is open when the problem is displayed is covered in the form of closing one of the two doors of the window,
    게임 제공 방법.How to present the game.
  4. 제1항에 있어서,According to claim 1,
    상기 표시하는 단계에서, In the displaying step,
    문제를 표시하기 위한 영역에 한 자리수의 숫자에 대응하는 개수의 점 또는 사물 또는 점과 사물이 복합된 형상을 출력하는 대신에 상기 한 자리수의 숫자에 해당하는 숫자 음성을 출력하기 위한 스피커 형상을 표시하고, 상기 게임자의 선택이 있는 경우 해당하는 숫자 음성을 출력하여 문제 표시를 완료하거나, 또는Instead of outputting the number of dots or objects corresponding to the single digit number or the shape of dots and objects in the area for displaying the problem, the speaker shape for outputting the numeric voice corresponding to the single digit number is displayed and, if there is a choice of the player, output the corresponding numeric voice to complete the problem display, or
    문제를 표시하기 위한 영역에 한 자리수의 숫자에 대응하는 개수의 점 또는 사물 또는 점과 사물이 복합된 형상을 출력하는 대신에 상기 한 자리수의 숫자에 해당하는 글자 또는 숫자 문자를 표시하는, Instead of outputting the number of dots or things corresponding to a single digit or a shape in which dots and things are combined in the area for displaying the problem, letters or numeric characters corresponding to the single digit are displayed.
    게임 제공 방법.How to present the game.
  5. 제1항에 있어서,According to claim 1,
    상기 제3 영역은 상기 두 영역을 선택하는 데 사용되는 방향 키로서 표시되고,the third region is indicated as a direction key used to select the two regions,
    상기 두 영역 중 한 영역이 복수의 창문의 형태로 표시되는 경우, 상기 제3 영역은 상기 복수의 창문 각각을 선택할 수 있도록 상기 복수의 창문에 근접하게 위치하는 방향 키로서 표시되는,When one of the two areas is displayed in the form of a plurality of windows, the third area is displayed as a direction key positioned adjacent to the plurality of windows to select each of the plurality of windows,
    게임 제공 방법.How to present the game.
  6. 제1항에 있어서,According to claim 1,
    상기 게임 서버는 "1~10의 숫자 맞추기" 게임 카테고리, "비교하여 큰 수 맞추기" 게임 카테고리, "같은 수 맞추기" 게임 카테고리 및 "가린 수 맞추기" 게임 카테고리에 따라 문제를 표시하는 데 사용되는 각각의 한자리수의 숫자를 결정하는,The game server is each used to display a problem according to the "Suit 1 to 10" game category, the "Guess the large by comparison" game category, the "Equal numbers" game category, and the "Clear numbers" game category, respectively. to determine the single-digit number of
    게임 제공 방법.How to present the game.
  7. 난산자 또는 산수 학습 부진자를 위한 게임을 제공하는 서버로서,As a server that provides games for people who have difficulty in giving birth or learning arithmetic
    통신부, 입출력부, 메모리 및 프로세서를 포함하며,It includes a communication unit, an input/output unit, a memory and a processor,
    상기 통신부는 외부의 장치와 통신을 수행하고,The communication unit performs communication with an external device,
    상기 입출력부는 외부로 정보를 표시하거나 음성을 출력하고, 외부로부터 입력되는 정보 또는 명령을 수신하며,The input/output unit displays information to the outside or outputs a voice, and receives information or commands input from the outside,
    상기 메모리는 코드의 집합을 저장하도록 구성되고,the memory is configured to store a set of codes;
    상기 코드는,The code is
    상기 입출력부를 통해 게임 화면에 게임 진행을 수행하는 캐릭터를 제공함과 동시에, 게임을 위해 사용하기 위한 두 영역을 설정하는 프로세스,A process of providing a character performing a game on the game screen through the input/output unit and setting two areas to be used for the game;
    상기 두 영역 중 제1 영역을 문제를 표시하기 위한 영역으로 설정하고 상기 두 영역 중 제2 영역을 답을 입력하기 위한 영역으로 설정하거나, 또는 상기 두 영역 모두를 문제를 표시하기 위한 영역으로 설정하고 상기 두 영역 외에 답을 입력하기 위한 제3 영역으로 추가로 설정하는 프로세스, Set the first area of the two areas as the area for displaying the problem and the second area of the two areas as the area for inputting the answer, or both areas as the area for displaying the problem, A process of additionally setting a third area for inputting answers in addition to the above two areas;
    상기 통신부를 통해 외부의 데이터베이스와 통신하고 상기 입출력부를 통해, 상기 제1 영역에 한 자리수의 숫자에 대응하는 개수의 점 또는 사물 또는 점과 사물이 복합된 형상을 표시하고 상기 제2 영역에 게임자가 상기 제1 영역에 표시된 형상을 파악한 후에 답을 입력할 수 있는 숫자 판을 표시하거나, 또는 상기 두 영역 모두에 각각 한 자리수의 숫자에 대응하는 점 또는 사물 또는 점과 사물이 복합된 형상을 표시하고 상기 제3 영역에 상기 게임자가 상기 두 영역에 표시된 형상을 파악한 후에 답을 입력할 수 있는 선택 키를 표시하는 프로세스, 그리고The communication unit communicates with an external database, and through the input/output unit, a number of dots or objects corresponding to a single digit number or a complex shape of dots and objects is displayed in the first area, and the game player enters the second area After grasping the shape displayed in the first area, a numeric board for inputting an answer is displayed, or a point or thing corresponding to a single-digit number in both areas, or a shape in which a point and a thing are combined, a process of displaying, in the third area, a selection key for inputting an answer after the player grasps the shape displayed in the two areas; and
    상기 입출력부를 통해 상기 게임자로부터 입력된 답의 정답 여부를 판단하고, 판단 결과를 누적하여 게임 종료 후에 상기 게임자의 난산 개선 정도를 진단하는 프로세스A process of judging whether an answer input from the player through the input/output unit is correct, and accumulating the determination result to diagnose the degree of improvement in difficulty in arithmetic of the player after the game is over
    를 실행하도록 상기 프로세서를 제어하는 데 사용되는,used to control the processor to execute
    게임 서버.game server.
  8. 제7항에 있어서,8. The method of claim 7,
    상기 프로세서는,The processor is
    상기 표시하는 프로세스에서, 상기 문제를 표시하기 위한 영역이 실내의 창문의 형태로 설정되고, 문제 표시시에 상기 창문이 열려 있는 상태로 상기 창문 밖으로의 배경으로서 숫자에 대응되는 형상으로 제공되도록 하며,In the display process, the area for displaying the problem is set in the form of a window in the room, and when the problem is displayed, the window is opened and provided in a shape corresponding to the number as a background outside the window,
    상기 창문이 두 개의 문으로 가릴 수 있는 형태의 창문으로, 상기 문제 표시시 열려 있는 상기 창문에 표시된 형상의 일부가 상기 창문의 두 개의 문 중 하나의 문이 닫히는 형태로 가려지도록 하는The window is a window of a type that can be covered by two doors, and a part of the shape displayed on the open window when the problem is displayed is covered by one of the two doors of the window being closed
    프로세스를 더 실행하는, 게임 서버.A game server, running more processes.
  9. 제7항에 있어서,8. The method of claim 7,
    상기 프로세서는,The processor is
    상기 표시하는 프로세스에서, In the process of displaying,
    문제를 표시하기 위한 영역에 한 자리수의 숫자에 대응하는 개수의 점 또는 사물 또는 점과 사물이 복합된 형상을 출력하는 대신에 상기 한 자리수의 숫자에 해당하는 숫자 음성을 출력하기 위한 형상을 표시하고, 상기 게임자의 선택이 있는 경우 해당하는 숫자 음성을 출력하여 문제 표시를 완료하거나, 또는Instead of outputting the number of dots or things corresponding to a single digit number or a shape in which dots and things are combined in the area for displaying the problem, a shape for outputting a numeric voice corresponding to the single digit number is displayed, and , If there is a choice of the player, output the corresponding numeric voice to complete the problem display, or
    문제를 표시하기 위한 영역에 한 자리수의 숫자에 대응하는 개수의 점 또는 사물 또는 점과 사물이 복합된 형상을 출력하는 대신에 상기 한 자리수의 숫자에 해당하는 글자 또는 숫자 문자를 표시하도록 하는Instead of outputting the number of dots or things corresponding to a single digit number or a shape in which dots and things are combined in the area for displaying the problem, letters or numbers corresponding to the single digit number are displayed.
    프로세스를 더 실행하는, 게임 서버.A game server, running more processes.
  10. 제7항에 있어서,8. The method of claim 7,
    상기 프로세서는,The processor is
    상기 제3 영역이 상기 두 영역을 선택하는 데 사용되는 방향 키로서 표시되고,the third region is indicated as a direction key used to select the two regions,
    상기 두 영역 중 한 영역이 복수의 창문의 형태로 표시되는 경우, 상기 제3 영역은 상기 복수의 창문 각각을 선택할 수 있도록 상기 복수의 창문에 근접하게 위치하는 방향 키로서 표시되도록 하는When one of the two areas is displayed in the form of a plurality of windows, the third area is displayed as a direction key located adjacent to the plurality of windows so as to select each of the plurality of windows.
    프로세스를 더 실행하는, 게임 서버.A game server, running more processes.
PCT/KR2019/017881 2019-12-17 2019-12-17 Method for providing game for person with dyscalculia or mathematical learning difficulty, and server using same WO2021125375A1 (en)

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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR970049978A (en) * 1995-12-07 1997-07-29 이봉성 Arithmetic and math learner with voice output and numeric display
KR20120107215A (en) * 2011-03-21 2012-10-02 에스케이텔레콤 주식회사 Methematics education service system, mathematics question providing apparatus, user terminal, cloud computing service apparatus, mathematics learning service providing method and cloud computing service providing method
KR20140086608A (en) * 2012-12-28 2014-07-08 동서대학교산학협력단 Educational purpose for children based on smart device an arithmetic functional math serious game system and its method
JP2017102316A (en) * 2015-12-03 2017-06-08 株式会社光文書院 Learning support device and learning support program
KR20170109365A (en) * 2016-03-21 2017-09-29 최갑숙 Number studying display device for children, number studying system medium, number studying method and publication for number studying

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR970049978A (en) * 1995-12-07 1997-07-29 이봉성 Arithmetic and math learner with voice output and numeric display
KR20120107215A (en) * 2011-03-21 2012-10-02 에스케이텔레콤 주식회사 Methematics education service system, mathematics question providing apparatus, user terminal, cloud computing service apparatus, mathematics learning service providing method and cloud computing service providing method
KR20140086608A (en) * 2012-12-28 2014-07-08 동서대학교산학협력단 Educational purpose for children based on smart device an arithmetic functional math serious game system and its method
JP2017102316A (en) * 2015-12-03 2017-06-08 株式会社光文書院 Learning support device and learning support program
KR20170109365A (en) * 2016-03-21 2017-09-29 최갑숙 Number studying display device for children, number studying system medium, number studying method and publication for number studying

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