Class / Patent application number | Description | Number of patent applications / Date published |
434128000 | GAME, BOARD OR TABLE TYPE | 74 |
20080199836 | I-Read board game - I-READ is a board game designed to help children to read fluently, and to improve in critical thinking, problem solving, spelling, social skills and self esteem. The I-READ game can be used by all young children, ages 6-12, as a learning tool at home, in schools, early learning centers, after school and tutoring programs and libraries. Used frequently to help increase test scores. | 08-21-2008 |
20080299522 | Visual Learning Tool - A visual learning tool comprised of: a plurality of conceptual pieces, each having a graphical learning concept representation disposed thereon; a grid having at least one slot and a plurality of apertures, the slot allowing a child to interactively place the conceptual pieces within the grid to reinforce learning of skills and concepts. | 12-04-2008 |
20090017426 | SYSTEMS AND METHODS FOR PLAYING EDUCATIONAL GAMES AND USING EDUCATIONAL TOOLS - Systems and methods for playing games and using other educational tools are disclosed herein. In some embodiments, entertaining and educational game systems are provided for increasing players' global awareness. In other embodiments, players can experience life challenges faced by denizens of emerging markets and/or countries. In one embodiment, a game system for playing games includes a playing surface having an image of a representative geographical location and a plurality of spaced-apart player movement spaces for positioning player tokens. The system further includes a plurality of vocation indicia for communicating vocation based information. The vocation based information can include a vocation description (e.g., describing a possible vocation of a denizen of the representative geographical location) assumable by a player. The system can also include a plurality of instructional play indicia for communicating a possible life experience that the denizen may experience. | 01-15-2009 |
20090029327 | EDUCATIONAL GAME EMPLOYING CATEGORIES - A game serving as a tool for facilitating the education of elementary students in learning proper categorization of learning elements. The game includes a plurality of station markers suitable for being arranged physically in sequence, with each station marker representing a corresponding education category. The game further includes a plurality of tokens, each of the tokens including indicia representative of an item belonging to one of the educational categories. Each of the plurality of station markers includes a receiving area for receiving tokens from among the plurality of tokens. | 01-29-2009 |
20090068623 | Method to determine that a person possesses analysis and synthesis skills - A method for demonstrating a person has strong analytic and synthetic ability. The subject is presented with a carefully chosen puzzle or problem, which is fairly easy to solve using trial and error, but which also can be solve by using analysis and synthesis. The subject is instructed to solve the puzzle without using trial and error and to describe or document their method. Where the subject successfully describes the steps such that they follow a logical flow and lead correctly to the solution, the subject has demonstrated analytic and synthetic ability in a verifiable way. | 03-12-2009 |
20090111074 | COMPUTERIZED CONTENT-ENRICHED ENVIRONMENT FOR CHILDREN - A computerized content-enriched environment (CCEE) for children, adapted to increase challenges to curiosity (CTC) of children is disclosed. The confidence of the children is thereby increased. The computerized content-enriched environment comprises a plurality of themed interactive computerized stimulators, operators and sensors within a themed safe environment. A portion of the plurality of themed interactive computerized stimulators, operators and sensors mediate on screen activities in the CCEE and a portion of the themed plurality of stimulators, operators and sensors mediate off screen activities in the CCEE. The themes are essentially similar or identical for both on screen and off screen stimulators, operators and sensors. The CCEE comprises a plurality of corners selected from a group comprising senses corner, music corner and cognitive corner. | 04-30-2009 |
20090136905 | PERSONALIZEABLE GAMING SYSTEM - Game and gaming system which can be individualized and accessorized according to the user's desires. The system can be educational and instructive. The systems include a game board member and a plurality of pin members. The game board member is made of an elastomeric material and has a plurality of openings therein for receipt of pin members. The pin members are held in place by the elastomeric material. | 05-28-2009 |
20090155748 | EDUCATIONAL BOARD GAME - An educational board game for students to play while learning information. The board game includes a game board and playing chips. The game board includes a rectangular grid-like playing field that incorporates ten individual zones. Each zone incorporates ten numbered boxes, such that the playing field includes 100 boxes labeled from 0-99. Each playing chip corresponds to at least one box within the playing field. | 06-18-2009 |
20090162817 | KISSING SHIELD GAME AND METHOD OF USE THEREOF - A kissing shield game having a gaming member having at least two sides with different color associated therewith as well as a predetermined set of alphanumeric symbols associated therewith, a plurality of thin, flexible membranes substantially impervious to microorganisms, and a resettable timer. | 06-25-2009 |
20090191517 | ELECTRONIC EDUCATIONAL GAME - Electronic educational game for teaching children comprising a main casing ( | 07-30-2009 |
20090197222 | Ball rolling unit - A ball rolling unit for fun to initiate vision and hand coordination for pre-school children includes multiple canopies, a section of course extending downward at a certain inclination being sewn to each canopy; an inner peripheral of each course and its corresponding sides being sewn with hooks and loops of a Velcro to open or close each course; and a ball rolling upon the ball rolling unit for pre-school children standing around the ball rolling unit to roll the ball thereon by holding an edge of the ball rolling unit to pull it up and down for learning to focus on movement of an object and agile reaction of their hands in various forms of the game with each channel opened, closed, or formed into a pocket. | 08-06-2009 |
20090220925 | Educational Game - An apparatus and method for playing an educational game suitable for one or more players that comprises a question set of ‘priming questions’, a question set of ‘token questions’, one or more substrate to define a playing surface of plural playing zones, wherein each playing zone relates to an individual subject matter and has a pathway of consecutive playing and has (1) a pathway of consecutive playing positions that are marked with an indicia to indicate a priming question, (2) at least one or more playing zones being marked to indicate an association with a token question, (3) each pathway being adapted to continue into and from that of another playing zone; said apparatus also including a movement generator and a playing piece for the players. The rules consist or comprise that when a playing piece becomes associated with a playing position associated with a priming question that player is asked the priming question. If that is incorrectly answered the player passes to the next player. If correctly answered then that first player is asked a token question. Said apparatus for said educational game is characterised in that said primer question facilitates the ability of a player to correctly answer the token questions. Aso disclosed is a playing board that is adjustable in size to suite the number of players and/or duration of game to be played. | 09-03-2009 |
20090233260 | GAME FOR EXPOSING EMPLOYEES TO THE RISKS AND DECISIONS ASSOCIATED WITH THE OPERATION OF A BUSINESS AND METHODS REGARDING THE SAME - An apparatus and method for a game and method for teaching persons about business. A game, method, and method of play for teaching employees how to operate a business, including various issues, decisions, and/or risks one faces when operating a business. | 09-17-2009 |
20090246742 | Interactive Storytelling Kit & Method - An interactive play kit comprising at least one changeable setting, at least one representative object, a primary cue-card containing a fixed outline of a story adapted for development of a primary story, and at least one secondary cue-card containing guidelines adapted for development of a secondary story being a variation of the primary story. The aforementioned at least one representative object is adapted to be movably placed and displaced within the at least one changeable setting so as to convey either the primary story or the secondary story. | 10-01-2009 |
20090311653 | Test Preparation Method - A method for preparing for a test includes providing a test preparation device compatible with game boards having thereon several different game piece spaces among which student/test taker can move game tokens. Play is accomplished by one student/test taker rolling a die or dice and then moving his token the number of spaces indicated by the die or dice. The student/test taker is then asked a question from a problem card of the test area subject subset correlated with the landed on game token space (e.g., as indicated by the discernible identifier associated with the particular game space). If the student/test taker answers the question correctly, he is awarded a point or like reward, and then repeats his turn until he fails to answer a question correctly. Thereafter, the next student/test taker has his turn. The game continues until one student/test taker wins. Winning can be accomplished in a number of ways, e.g., by being the first student/test taker to answer a question from each test area subject subset correctly, by accumulating a target number of points, or by having the largest number of points after a designated time period (e.g., 30, 45, 60, 90, 120, or 180 minutes). | 12-17-2009 |
20090325133 | Educational Aid for Teaching a Sequence - An educational aid is provided for teaching a sequence, including groups and subgroups within the sequence, to a student. In one embodiment, the educational aid is a set of mats. The mats bear information about the sequence, such as the sequence members and the groups and subgroups within the sequence. The mats are arranged in sequential order to form a navigable path. The path is repeatedly traversed by the student. As the student becomes knowledgeable about the sequence, the path is arranged such that traversal is more difficult. The path includes test points for evaluating the student's knowledge of the sequence. The changeable path and varying test points make the path incrementally more or less complex or equally complex at each progression through the teaching process. A competitive game is presented in which two or more students compete to complete increasingly complex paths. | 12-31-2009 |
20100003648 | Reckon behavior - Reckon Behavior is a broad game with 49 separate illustrated conditions that could possibly occur in an individual lifetime as a result of an individual poor choice in judgment. | 01-07-2010 |
20100040999 | Education board game system and related method - The invention provides an academic board game to assist in student education associated with a curriculum related to one or more players of the board game. The board game system includes a game board having a plurality of defined spaces that define a path of travel, a plurality of player tokens each representing a player and a player position on the path of travel traversed over the game board during play, a plurality of pre-defined playing cards having associated questions and answers, the pre-defined playing cards being color-coded according to subject matter, and a plurality of custom playing cards on which questions and answers directly related to at least one individual player's curriculum is placed. During play, the custom playing cards are used in part along with the pre-defined playing cards to determine player advancement on the game board. | 02-18-2010 |
20100075280 | Educational game - A game includes a plurality of disparate game pieces and a tangible medium having instructions provided thereon. A plurality of game pieces each visually resembling a turtle are provided. Each one of the turtle resembling game pieces is distinctly identified for allowing each player of the game to be associated with a respective one of the turtle resembling game pieces. Also provided are a plurality of game pieces visually resembling a rock, one or more game pieces visually resembling a lily pad, and one or more game pieces visually resembling a cluster of cat-tails. The instructions are configured for specifying a manner in which the rock resembling game pieces, the one or more lily pad resembling game pieces and the one or more cat-tail cluster resembling game piece can be arranged to form a game path along which the turtle resembling game pieces are to be moved. | 03-25-2010 |
20100081114 | Educational Game For Teaching Sustainability Concepts and Computer Implementation Thereof - An educational game for teaching sustainability concepts includes a first group of “Social” cards provided with a social issue question and a corresponding answer, a second group of “Environmental” cards provided with an environmental issue question and a corresponding answer, and a third group of “Economic” cards provided with an economic issue question and a corresponding answer. The game also includes a game board having a circular path including a plurality of marked spaces indicating which type of card is to be selected. The game also includes a scorekeeping device for keeping track of the number of questions answered correctly by a player. The scorekeeping device includes (i) a scoring surface having a representation of a carbon footprint and (ii) carbon offset counters wherein a player covers a part of the scoring surface with a counter each time a question is answered correctly. When the scoring surface is completely covered by a predetermined number of the carbon offset counters, a player has won a round of the game. In addition, a computer implementation of the educational game is provided. | 04-01-2010 |
20100099063 | WAGERING GAME EDUCATIONAL SYSTEM - A computerized wagering game education system includes presentation of one or more interactive wagering game technical tasks to a student, presentation of a quiz to a student via the network interface such that the quiz results are used to provide suggestions for further study, and presenting multiple levels of testing to a student as part of a certification process, comprising at least one quiz presented after the completion of at least one course and at least one certification test presented at the completion of multiple courses. | 04-22-2010 |
20100120001 | EDUCATIONAL EQUIPMENT WITH MULTIPLE CONFIGURATIONS - The invention relates to educational equipment comprising a plurality of information support means ( | 05-13-2010 |
20100184007 | EDUCATIONAL GAME APPARATUS - Disclosed is an educational game apparatus for playing a game by a plurality of players. The educational game apparatus comprises a playing rack member, a pair of dice, and a winner indication member. The playing rack member comprises a pair of lateral members, and a plurality of transverse members coupled to configure a turn record section, a score record section, and a number section. The turn record section records turns played by a player during the game, and records a lucky number selected by the player. The score record section records scores accumulated by the player during the game. The number section includes a plurality of blocks each with a set of numbers inscribed thereon. The pair of dice is tossed to turn a block from the plurality of blocks to score points. Further, the player with highest points secures the winner indication member on the playing rack member. | 07-22-2010 |
20100279258 | Kinesthetic Educational Methods and Games - Methods and games for teaching cognitive and social skills to children with alternative learning styles, particularly children with kinesthetic and/or visual learning styles. Mission-oriented exercises are designed to engage hyperactive children to solve problems. Alternative methods of displaying and sequencing data communicate with visual learners, encouraging flexibility of cognitive thought processes. | 11-04-2010 |
20100285433 | GOOD BEHAVIOR MOTIVATION GAME FOR CHILDREN AND METHOD OF USE - A game and method of play for motivating children to exhibit good behavior is disclosed. The game includes a game board, plural tickets, plural reward markers, and at least one bank. The board represents a store at which various real-world reward items may be acquired. Each token represents a predetermined value. The tokens are acquired in response to completing an assigned task or in response to taking an action exhibiting good behavior. The reward markers are arranged to be releasably secured to the board and represent a real-world reward that can be acquired by the child who accumulates a sufficient number of tickets equaling a redemption value of the reward marker. The bank is assigned to the child for receipt of acquired tokens and can be opened to remove the tokens for redemption so that the child may claim the real-world reward represented by the reward marker. | 11-11-2010 |
20110014592 | Fractr - Fractr is an entertaining, multi-level card game involving the fundamentals of math. It is inclusive of four operands that are central to the game. The Fractr also features a Fractr scale reading and special cards. One of the unique features of this game is that it is an educational game and also a fun game. The various math applications provide the basic building blocks needed throughout life. It also helps build confidence for those that are not entirely comfortable with math applications. Additionally, the multi-level feature enables the game to be stimulating for people of all ages. | 01-20-2011 |
20110076652 | READING GAME - An apparatus and method to improve reading, particularly the reading of young children. The game objective is to score points by answering questions posed by sets of cards. The card set is determined by a spinner. This game is designed to help children to read fluently. | 03-31-2011 |
20110165540 | GAMES HAVING BIOTECHNOLOGICAL CONTENT - Systems and methods for use in playing biotic games having a biologically active material as a component. Various games that provide for one or more human players to interact with biologically active materials are disclosed. The game apparatus includes a replaceable cartridge having a chamber in which a biologically active component such as a single-celled organism or a biologically active compound is contained. A stimulus controller accepts instructions from a human user and provides a stimulus to the biologically active component. A response receiver accepts a signal indicative of a response of the biologically active component. A display is provided to display to the user information indicative of the response of the biologically active component, and a game score. A computer-based game controller includes a set of pre-defined rules of play that define a game and that comprise pre-defined rules of scoring for the game. | 07-07-2011 |
20110200975 | Educational Game for Teaching Addition and Subtraction of Whole Numbers - An educational game for teaching addition and subtraction of whole numbers includes a carpet/game board including ten positively numbered spaces from +1 to +10 inclusive a 0 space and negatively numbered spaces from −1 to −10 inclusive and wherein said positive numbered spaces proceed upwardly in a generally zigzag direction from 0 to plus 10 and the negatively numbered spaces proceed downwardly from 0 to minus 10 and an extra space above the plus 10 and an extra space below the minus 10 wherein the extra space above the plus 10 is a win space and the space below the minus 10 is a lose space. The game also includes a single cube shaped die having six faces with an indication of plus 2, minus 2 and no movement on three of the faces and a plus 1, minus 1 and plus 1 plus and additional turn on the sixth face. Further, the game includes six game pieces of separate distinct colors. | 08-18-2011 |
20110223566 | GAME BOX WITH REPLACEABLE FIGURE BOARDS - A game box includes a box and a drawer is located in the lower space of the box and includes at least one chamber. The box includes an operation portion protruding in the upper space of the box and multiple slots are defined in an inside of the operation portion. At least one figure board slides in the slots and a light source is located in the box. The light of the light source goes through the at least one figure board. The at least one figure board includes holes which are located corresponding to the multiple areas of the map on the at least one figure board. At least one index member is received in the at least one chamber of the drawer and the players insert the index member into the correct hole in the at least one figure board. | 09-15-2011 |
20110229861 | EDUCATIONAL GAME APPARATUS - A game and method of playing game teaches players thereof about geography. The game includes a playing surface having a geographical area divided into subregions illustrated thereon, the geographical area and subregions having geographically significant shapes. A plurality of cards are provided with each card having indicia thereon which represents one of said subregions. A plurality of markers (e.g., pushing pins) are provided as playing pieces, one color for each player and one marker for each card. These markers are used to attach to the playing surface within a plurality of the subregions. | 09-22-2011 |
20120237904 | Interactive Educational Mat - An architecture is presented that provides an interactive device for use as a children's educational tool. The interactive device is designed to provide feedback in response to a child indicating a desired design element on the interactive device. The interactive device comprises a mat with pressure sensing elements associated with a plurality of design elements. When the child selects the appropriate design element, the pressure sensing element activates a control element which provides feedback such as an audio response or a visual indicator. | 09-20-2012 |
20130078598 | FAMILY AND CHILD ACCOUNT SOCIAL NETWORKING - A system and method for a social network within a social network which allows for the creation of a child network fully embedded within a parent/family network and the ability to ‘clone’ the child network so that parents can safely monitor their children while enjoying the adult features of the system or Internet. Also disclosed is an innovative method for combining story branching technology with user generated content to create a game-based social networking platform together with a story personalization method that enables characters to alter story structure by making choices at key decision points and to customize their gaming experience to their unique social network. Backend databases allow for the personalization and segmentation of data that remembers user choices, responses and experience to establish advanced recommendation systems unique to the goals of the individuals and their social network. | 03-28-2013 |
20140038141 | USING MOBILE DEVICES IN WAGERING GAME ENVIRONMENTS - Some embodiments of the inventive subject matter include a computer-implemented method for providing tutorial content explaining a live casino table game. The method can include capturing a video stream of the live casino table game. The method can also include determining a game state for the live casino table game, wherein the game state includes a record of wagers for players of the live casino table game and results for the players of the live casino table game. The method can also include determining tutorial content based on the game state for the live casino table game, wherein the tutorial content includes information explaining strategy for the live casino table game. The method can also include transmitting a content stream including the video stream of the live casino table game and the tutorial content. | 02-06-2014 |
20140087337 | Persian alphabet teaching and learning game and method thereof - A teaching and learning chess-based game designed to help teach and learn the letters, and sequence of alphabet, as well as dictation of words written in the Persian (Farsi) alphabet, Persian alphabet including 32 characters and being | 03-27-2014 |
20140106315 | Device and Method for Teaching Numeral Systems - A device and method of teaching and learning numeral systems comprising at least one game board and a plurality of value block pieces, wherein the game board comprises columns whereby one column is a decimal point column and other columns are each a numeric column to form a numeric grid thereon, and wherein each value block piece identifies the number equivalent value of a numeric symbol derived from the symbol's location on the numeric grid. | 04-17-2014 |
20140342319 | Educational Game for Math - A board game and method for learning mathematical tables includes providing a landscape having a first player area and a second player area with predefined spaces associated with each player area; positioning a plurality of game pieces on the predefined spaces of the first and second player area; advancing a first game piece of one player area towards a second game piece on the second player area; challenging the second game piece by randomly generating two independent numbers then performing addition, subtraction, multiplication, or other mathematical operation between the two numbers for each player; and removing one of the first and second game pieces from the landscape when the mathematical operations yield first and second calculated numbers, with one of the calculated numbers being inferior to the other of the calculated numbers. | 11-20-2014 |
20150024350 | Educational Board Game - An educational device comprising a game board demarcated with a plurality of positions, each position having associated with it and actuator, actuation of which causes the communication device to provide instruction to the player as to what the player is supposed to do. A player can activate a random number generator to determine how many positions to move. Once instruction has been received, the player utilizes game pieces on the game board to execute the instruction. By going through this process, any player can learn a particular skill or gain particular knowledge that can be applied in life. | 01-22-2015 |
20150031000 | Board game for learning arithmetic - A board game for a plurality of players to learn arithmetic by playing the game with game pieces representative of the players. Each of the players has a first number of tokens, and the game is played on a game board with a dice rollable to advance the game pieces. The board game comprises a vessel for storing a second number of tokens. The game board comprises a plurality of locations extended around a perimeter of the game board. The plurality of locations is delineated for advancement of the game pieces according to a roll of the dice. Each delineated location indicates an arithmetic function operable by each of player based on their corresponding first number of tokens, when the representing game piece arrives on each delineated location. | 01-29-2015 |
434129000 | Using playing card | 35 |
20080199837 | UNIVERSAL LEARNING SYSTEM - A universal game board, game board kit and teaching tool method is provided. The game board is versatile, inexpensive, and easy to modify into a number of different configurations. Teachers use the board as a learning tool, which can be adapted for academic, social and/or cultural activities. The game board is designed to be a motivating learning tool that allows students to interact during academic and social skill development, or may be used for drill-and-practice to supplement a curriculum. The universal game board is comprised of a base with a plurality of tabs sized and shaped to form compartments to receive cards. The cards can be arranged and rearranged on in different configurations. Different games are played on the game board depending on the configuration of the cards. A lid is placed on top of the base, tabs and cards to secure the cards in place for the duration of a game. | 08-21-2008 |
20080220399 | Cognitive educational tool for effectuating learning - The following concept is to be utilized in the acquisition of information by combining various learning styles. Key areas addressed are the increment of student participation, increased levels of student honesty, and higher rates of student responsivity. The tool encourages the development of student-teacher rapport levels and thus promotes the ability to acquire and retain functional techniques and information. The concept addresses real life situations by creating functional problem solving strategies to be used at specific junctures in both the scenarios and everyday life. The tool is preventative in nature, and is also culturally, cognitively, age appropriate, gender and scenario flexible. The adaptability highlights the vast spectrum of issues the concept can resolve. Overall the process is designed to increase participants' level of competency when encountering situations, which impact their pro social development and/or success in real life situations. In doing so the likelihood of engaging in detrimental or negative behaviors is significantly reduced. The program focuses on enhancing social skills, responsibility, self-control, pro social cognition, and moral reasoning. All of the aforementioned skills are nurtured and developed through the alternative learning style used to engage the client, through the therapeutic process. | 09-11-2008 |
20080280267 | CHILD'S ENTERTAINMENT AND EDUCATIONAL TOY - An educational toy for use during the routine activity of grocery shopping is provided. The educational toy includes a tote provided with handles to enable it to be carried by a user, the tote having a front portion and a back portion. The tote has a releasable closure means to hold the back and front portions together in a closed position, the closure means in an open position allowing the tote to open similar to a book to reveal at least one pocket on one side in the interior for holding individual items and at least one pocket on the other side for also holding items. The educational toy further includes a plurality of cards having pictures of grocery items thereon. The one side of the interior of the tote is provided with a plurality of individual pockets to hold the cards having pictures of grocery items thereon, the other side has a pocket with a representation of a grocery shopping cart thereon. The cards representing the items on a shopping list in the individual pockets on the one side are removable from the individual pocket on the one side for placement in the pocket with the representation of the grocery cart on the other side thereby imitating grocery shopping. | 11-13-2008 |
20080311546 | Collective word building and spelling game - The present invention provides an educational language building game, in which the players collectively spell words. The game pieces may take different forms made of different materials, such as a pack of spelling cards. The virtual version of the game can be played over the computer and the Internet. The game can be played by people, with robots using artificial intelligence, or both. The game pieces include more than one set of the 26 letters of the English alphabet and multiple non-alphabet game-specific symbols. The goal of the game play is to spell a complete word, i.e. an original word, a modified word, an extended word, or a compound word, in a language based on the English or Roman alphabet system. The game can also apply to other languages, such as Chinese, which have adopted the English or Roman alphabet system as one of its spelling methods. Anyone can have fun and enjoy its educational function in playing the collective word building and spelling game whether or not his or her native language is rooted in the English or Roman alphabet system. People can play it for many reasons: building spelling abilities, improving logical thinking, developing teamwork skills, entertainment, contest, or simply for helping younger children practice spelling in the spirit of cooperation. | 12-18-2008 |
20090023117 | Books of the bible - The Book of the Bible game effectively teaches the order of the books from Genesis to Revelation. The game consists of 66 cards (one-half inch). Game pieces will vary in languages, fonts, colors and logos (personal and authorized organizations). First Level: Cards are placed on a flat surface with the names of the bible facing upward. The player must arrange the cards in which he/she believes to be the correct order of the books of the bible. Accuracy is determined by the sequence of numbers. The player continues this level until it is mastered. Second Level: Cards are placed on a flat surface with the numbers facing upward in the correct number sequence 1-66. Beginning with the first book of the bible the player must say the name of the book aloud before turning over the card. The player continues this level until it is mastered. | 01-22-2009 |
20090023118 | Mathematical education system - An apparatus for teaching mathematical concepts is set forth. The apparatus includes a display. A code for at least one ones number is selected from the group consisting of Arabic numerals 0,1,2,3,4,5,6,7,8,9. At least one non-numeric shape for at least one tens number is selected from sets of numbers, the sets of numbers consisting of 10-19, 20-29, 30-39, 40-49, 50-59, 60-69, 70-79, 80-89, and 90-99. The code and the at least one non-numeric shape are presented in association with one another on the display to form a numerical identity. The numerical identity has a value determined by the code and the at least one non-numeric shape. | 01-22-2009 |
20090061397 | Educational card game for enhancing counting skills - A method for playing a game, involving the steps of determining a combination number; dealing to at least one player at least three cards from a deck to make a hand, the deck having at least one group of cards sequentially numbered from one to thirteen; and providing a reward to the player for each combination the player makes of the cards equaling the combination number. A typical combination number is 10, or multiples of 10. | 03-05-2009 |
20090068624 | LETTER DEVELOPMENT CARDS - A card set including a plurality of letter or number development cards. Each card includes opposed instruction and challenge sides. Each instruction side has instruction indicia relating to the writing of a particular letter or number associated with the card. Each challenge side has visual indicia which indirectly identifies the particular letter or number and cues the user to write the particular letter or number. The challenge side of the card lacks any indicia that directly identifies which particular letter or number is associated with the card. | 03-12-2009 |
20090087820 | EDUCATIONAL LEARNING SYSTEM AND METHOD - The present invention shows a learning system including game components and a method of using the game components that constitute an educational game. The game components have a container which has a plurality of compartments plus a plurality of individual flash cards that display educational content on one or both faces of the individual flash cards. The method of use can be a single-user or multi-user both of which enables learning and mastering information. The method of use provides learners with systematic repetitive learning methods that ensure multiple exposures to flash cards containing educational content which have not yet be mastered by a learner. The method of use also precisely tracks and organizes the progress made by learners and systematically directs the learner's efforts towards individual flash cards that have not yet been mastered and away from individual flash cards that have already been mastered. The multi-user method of use encourages a competitive educational game. The learning system allows learners to reap the benefits of a personalized and customized learning experience without the need for direct teacher involvement. | 04-02-2009 |
20090191518 | Educational device and system therefore - An educational device that includes a free-standing dispenser container having an interior and an opening to the interior thereof. A plurality of reusable sheets are in the container each having on at least one surface an educational graphic. The sheets are arranged in the container so as to be capable of being dispensed one at a time from the opening by a person grasping and removing each sheet sequentially from the container through the opening. A means is provided for refilling the container with the reusable sheets that have been removed from the container. | 07-30-2009 |
20090215012 | TRAINING SYSTEM FOR CARD GAMES - A set of training cards provide information and statistics related to various combinations of hands in games involving standard playing cards, such as Texas Hold'em poker. For example, one side of the card includes a first hole card region, a first flop card region, and a first turn card region. Indicia located in these regions represent a set of hole cards, flop cards, and a turn card, respectively. A second side of the card includes a second hole card region, a second flop card region, and a second turn card region. Indicia located in these regions represent the same set of hole cards, flop cards, and turn card, respectively. A hole rank region, a flop odds region, a turn odds region, a turn/river odds region, a river odds region, and first and second nut hand regions provide relative strengths, probabilities and statistics corresponding to the indicia shown. | 08-27-2009 |
20090280457 | CARD GAME FOR LEARNING AND PRACTICING FOREIGN LANGUAGES - A card game played with a deck of playing cards in a native language that are organized in thematic suits. Each player aims at having as many full suits as possible. Each player in turn asks other players for cards out of suits held by the player. The thematic suits comprise playing cards with expressions in at least one foreign language. Playing the game promotes the knowledge of the players of the foreign languages. | 11-12-2009 |
20100047746 | Educational Game For Teaching Sustainability Concepts - An educational game for teaching sustainability concepts includes a first group of “Social” cards provided with a social issue question and a corresponding answer, a second group of “Environmental” cards provided with an environmental issue question and a corresponding answer, and a third group of “Economic” cards provided with an economic issue question and a corresponding answer. The game also includes a game board having a circular path including a plurality of marked spaces indicating which type of card is to be selected. The game also includes a scorekeeping device for keeping track of the number of questions answered correctly by a player. The scorekeeping device includes (i) a scoring surface having a representation of a carbon footprint and (ii) carbon offset counters wherein a player covers a part of the scoring surface with a counter each time a question is answered correctly. When the scoring surface is completely covered by a predetermined number of the carbon offset counters, a player has won a round of the game. | 02-25-2010 |
20100068681 | Game apparatus and method for teaching core replacement behaviors - The present invention comprises a game apparatus and method for teaching and providing practice in core replacement behaviors, such as Asking the Question (i.e., Manding), Accepting “No”, Waiting and Sharing, to individuals with behavior challenges, including individuals with special needs. Grounded in principles of Applied Behavioral Analysis, the invention allow a trainer, through discrete trial training in an entertaining game format, to manipulate motivating operations in order to teach in a positive fashion these core replacement behaviors to a player. The method also incorporates the use of other procedural components, such as interspersing easy and difficult tasks and demand fading. Data as to a player's performance and progress in carrying out these core replacement behaviors may be collected and recorded both by trainers with respect to game sessions and by direct care providers in the natural environment. | 03-18-2010 |
20100112532 | CARD-TYPE LEARNING TOOLS, LEARNING APPARATUSES, PROGRAMS FOR LEARNING APPARATUSES, AND RECORDING MEDIA THEREFOR - An offensive player operates input means ( | 05-06-2010 |
20100216099 | APPARATUS, SYSTEMS AND METHODS FOR LANGUAGE INSTRUCTION - An apparatus for language instruction including at least one vowel card object having text corresponding to a vowel sound for a language and at least one consonant card object having text corresponding to a consonant sound for the language. Combining the text of at least one of the consonant card objects with the text of at least one of the vowel card objects defines a phonetic sound in the language based on the vowel sound and the consonant sound. | 08-26-2010 |
20100221686 | Educational board game - An educational board game includes a board depicting a track with a plurality of spaces sized to accept player position tokens and a card set for each player containing questions or tasks designed to test the player's knowledge, with each player's card set differing based on the quantity of cards, the difficulty level, and/or the subject matter. Movement of the position tokens is determined by a random number generator. Some of the spaces on the track are designated draw spaces, directing the player to draw a card from the card set and attempt to give the correct response. A player may win the game by correctly responding to all cards in the card set. The variation between each player's card set allows players of differing skill levels to play at the same time. | 09-02-2010 |
20100330541 | FOR STUDY, LEARNING AND REVIEW OF EDUCATIONAL MATERIALS - Systems and methods for improving study are described. A study aid kit includes a study plan, activities and challenges. In one example, a study aid is embodied in a surface marked with a plurality of indicia and a plurality of markers identifies progress of the participants. Performance of the activity determines advancement according to the study plan. Activities are associated with one or more related human competencies. In certain embodiments, human competencies are selected from one of factual knowledge competencies, audio/visual performance/tactile/olfactory competencies, multidimensional graphic competencies and spelling/vocabulary/language competencies. | 12-30-2010 |
20110014593 | (plus symbol over minus symbol) +- 1nt - ±1nt is an entertaining, multi-level card game involving the fundamentals of math. It is inclusive of four operands that are central to the game. The ±1nt also features a ±1nt scale reading and special cards. One of the unique features of this game is that it is an educational game and also a fun game. The various math applications provide the basic building blocks needed throughout life. It also helps build confidence for those that are not entirely comfortable with math applications. Additionally, the multi-level feature enables the game to be stimulating for people of all ages. | 01-20-2011 |
20110039238 | EDUCATIONAL OUTDOOR DISPLAY AND SYSTEM - The present invention relates to a system device and method for teaching an individual, such as a child, a series of educational items such as numbers or the alphabet. Each item is placed on a card and then each card placed in an upright card holder which has a wind tolerant base. There is one holder for each of the items in the educational series and a plurality of card holders in a wind tolerant stand are positioned around the yard for observation and thus, learning by the child. | 02-17-2011 |
20110081633 | Game for Promoting Mental Stimulation of Mentally Impaired Individuals - The present invention provides games for promoting mental stimulation of individuals. In one aspect, the game includes random selection of activities to be performed by an individual for causing mental stimulation of the individual. The random activities are particularly designed to cause mental stimulation of individuals having impaired mental faculties. In one embodiment, the present invention provides a game. The game includes a first, second and third set of cards each set having a first indicia and instructions directing a user to perform an activity related to a category of the card set, wherein the categories of each card set are different. The game further includes a die having multiple surfaces, wherein the die includes at least one surface having the first indicia, at least one surface having the second indicia and at least one surface having the third indicia. | 04-07-2011 |
20110097692 | Business Risk Training Game - A business risk/reward training game simulates and trains department managers in a multi-department business enterprise the concepts of risk and reward, and their balance to maximize profits, using simulated possible risk scenarios, dice to determine how many possible risk events a participant may have to deal with in view of budgets the participants select, to minimize risk balanced against maximizing revenues and profits. | 04-28-2011 |
20120009552 | ANGER TRAINING CARD GAME - A method for playing a card game where players can practice expressing feelings of anger. A hand of letter cards is dwelt to players playing the game. A stack of topic cards is provided from which each player may draw. Each topic card includes an anger topic describing a situation commonly known to cause anger in the average person. A stack of letter cards is also provided. The player selects a topic card from the stack of topic cards. The player then verbalizes a sentence within a predetermined time period. The sentence must include the anger topic and a reason why the anger topic makes the player angry. If the player successfully verbalizes the sentence within the time limit he can then select a new letter card from the stack of letter cards. The winner of the game is the player who is able to use his letter cards in his hand to successfully spell a predetermined anger word or phrase. In a preferred embodiment, the anger phrase is “Pissed Off” and the winner is the player who is first able to successfully spell “Pissed Off” with his letter cards. | 01-12-2012 |
20120156657 | Educational game set and method of play - A method of playing an educational card game designed to entertain while teaching children the geography of the United States of America. The invention includes a game board and a deck of specialized game cards. The game board displays a map of the United States with each state specifically color-coded. Each respective card identifies a particular State and bears color-coding corresponding to the State's particular color-coding on the game board. In a preferred embodiment, the object of the game is to dispose of all of the cards in one's hand through the play of cards identifying states which are geographically contiguous with one another. Various versions of the method of play are presented herein. | 06-21-2012 |
20120202178 | APPARATUS, SYSTEM AND METHOD FOR TEACHING CARD COUNTING SYSTEMS - An apparatus, system and method for teaching one of a plurality card counting systems in order to improve a player's chance of predicting favorable positions in connection with hands in the card game blackjack. A deck of cards is included with predetermined values attributed to the various cards to be used in teaching the various card counting systems in connection with blackjack. | 08-09-2012 |
20120237905 | LUNCH BOX BOARD GAME - An educational tool for building healthy minds and strong bodies for a healthier generation, built upon the legacy of healthy living represented by a Lunch Box lifestyle. A board game and method for playing the board game which incorporates various healthy lifestyle learning lessons with exercises as part of an activity that is engaged in for enjoyment, health and nutritional education, exercise and fitness, entertainment and fun, for the purpose of bringing health and fitness back to the forefront of children's daily lives. Some embodiments provide the structure of the game, namely, the board and playing pieces, the several different playing cards, dice and their collective interaction, and the method of playing the game in combination with exercises whereby healthy lifestyle choices are learned and physical fitness is enhanced. The game can be played by 2-4 individuals or by 2-4 teams each made up of any number of individuals. | 09-20-2012 |
20120288832 | Interactive Educational Bingo - An interactive educational bingo game system that incorporates historical figures of United States history, potentially in the form of its Presidents, with the classic game of Bingo. Appropriate for children as well as adults, the game may be created for multiple players, individually or in teams. Players may only cover the historical figure on the bingo card if player correctly answers information pertaining to the historical figure. | 11-15-2012 |
20130078599 | DECK OF GREEK ALPHABET WITH CORRESPONDING ENGLISH LETTERS AND CELESTIAL CARDS FOR PLAYING EDUCATIONAL WORD GAME - An entertaining and educational word-forming card game for increasing memory and mental agility, along with learning the Greek alphabet, spelling, vocabulary, grammar, arithmetic, astronomy and mythology, utilizing a deck of fifty-two cards. The fifty-two card deck is a combination of twenty-four alphabet cards and twenty-eight celestial object cards. The alphabet cards display the twenty-four Greek letter names, uppercase Greek letter, and lowercase Greek letter, along with English equivalents. The alphabet cards are dealt out to the players and used to form words, while the celestial object cards are placed in a draw pile to be acquired by the players for each word formed. Each celestial object card has a point value associated with it for determining the score. The player who acquires the bonus card has a final opportunity to score additional points by creating a grammatically correct sentence out of all the words formed during play. | 03-28-2013 |
20130137069 | CARD GAME - A card and deck of cards for teaching information to a user each comprising a substantially planar body having first and second sides. A question portion is provided on the first side and an answer portion is provided on the second side. At least one value region having an indication representing a standard playing card value is also provided on the second side. | 05-30-2013 |
20140178842 | GD & T LANDTM Geometric Dimensioning & Tolerancing Fundamentals Board Game - An entertainment and educational board game is disclosed which requires players to answer questions from the concepts of the ASME Geometric Dimensioning and Tolerancing (GD & T) standards, and includes a playing board, a square shaped playing course on the playing board and formed from a plurality of joined spaces, a plurality of sets of question cards with each set representing a particular ASME GD & T question category, a plurality of GD & T color coded symbol question cards with categories from the ASME GD & T standards. The players take turns in their attempts to correctly answer the questions printed on the back of the color coded symbol question cards. The particular question card selected by each player as a result of his or her playing piece landing on a respective playing space corresponding to the ASME GD & T symbol question category for that question card symbol. The ASME GD & T standards questions on the back of the color coded symbol card are read by a Bank Administrator Judge who determines if the player answered the ASME GD & T standard question correctly and collects a fine equal to the payout value listed on the card for incorrect answers or issues GD & T currency money to the player if the question is answered correctly. It is the intent of each of the participants in the game to be the player that answers the most questions correctly and subsequently earn the most GD & T currency money. | 06-26-2014 |
20140234808 | STUDY GAMES KIT - A study games kit is disclosed. The study games kit may include a plurality of game pieces that correspond to each of the one or more player users playing one or more mini-games, the game pieces are moved on the spaces that may require the one or more player users to draw cards and answer questions. The study games kit may also be a Quadrathlon style study games kit wherein each of the mini-games is played one after the other and the one or more player users win points throughout a series before the points are tallied up at the end of the series. | 08-21-2014 |
20140272818 | Method and apparatus for teaching Spanish - A method and system comprising an educational game board for teaching children and adults the following Spanish language skills features (vocabulary, phonetics, reading skills and orthography) in an entertaining way. The educational game consists of a game board with multiple word cards with printed words, at least two types of markers, each marker representing a pronunciation rule and made of any appropriate material. The game board has a grid with three rows and three columns, with full color pictures and words printed on it. The markers are used by the students to, and. The student or player will have to listen to the word read from the card picked up by the teacher, identify said word in the game board, decide between the markers which marker represent the pronunciation rule of said word and cover the called word with the selected marker. The teacher may supervise the performance of each student while they discriminate between the selected pronunciation rules. The first player that covers each space of the grid for the game board correctly wins. The same process is repeated for the remaining students to allow the teacher assess their language skills. | 09-18-2014 |
20160042665 | Dog Agility Board Game - An educational board game relating to breeds of dogs and dog agility competitions includes outer sidewalk and inner course ring paths along which a plurality of player position markers are moved along a game board, during which—in accordance with the instructions of play—Fact Statements about breeds of dogs are read aloud to all players and True-False Questions about dog agility competitions are answered depending on positional landings of the markers upon a player's throw of a die or spin of a pointer. | 02-11-2016 |
20160078776 | TONGUE TWISTER GAME AND METHOD OF PLAY - A game and a method for playing an educational game for teaching players speech quality improvement comprising: providing at least one player with a twist card; picking a player to start the game; a current player drawing a tongue twister card; speaking the text of the tongue twister card by the current player; and collecting a game point if the tongue twister text is spoken correctly and the drawing of at least one twist card by the current player. The game may continue with a next player repeating the above steps. | 03-17-2016 |
20160189553 | Cognitive Educational Tool For Effectuating Learning - The following concept is to be utilized in the acquisition of information by combining various learning styles. Key areas addressed are the increment of student participation, increased levels of student honesty, and higher rates of student responsivity. The tool encourages the development of student-teacher rapport levels and thus promotes the ability to acquire and retain functional techniques and information. The concept addresses real life situations by creating functional problem solving strategies to be used at specific junctures in both the scenarios and everyday life. The tool is preventative in nature, and is also culturally, cognitively, age appropriate, gender and scenario flexible. The adaptability highlights the vast spectrum of issues the concept can resolve. Overall the process is designed to increase participants' level of competency when encountering situations, which impact their pro social development and/or success in real life situations. | 06-30-2016 |