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Title:
A METHOD AND SYSTEM OF TESTING KNOWLEDGE IN THE FORM OF PLAYING CARDS
Document Type and Number:
WIPO Patent Application WO/2022/020863
Kind Code:
A1
Abstract:
The present invention provides a method and system for testing a learner's knowledge through a physical card game or an online virtual card game in which the player will have to find a way to achieve a matching of cards by answering knowledge questions to gain the right to eat cards played by other players or taken from face down cards. When synchronizing holding cards is achieved, the player must belong to the combinations between the knowledge contents on the cards to obtain the highest bonus score.

Inventors:
HUNG DANG VIET (VN)
Application Number:
PCT/VN2021/000013
Publication Date:
January 27, 2022
Filing Date:
June 29, 2021
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
HUNG DANG VIET (VN)
International Classes:
G06Q50/20; A63F1/00; G06Q50/10
Domestic Patent References:
WO2005002690A22005-01-13
Foreign References:
US20110215527A12011-09-08
KR101925311B12018-12-05
KR101924569B12018-12-04
US20140179401A12014-06-26
Attorney, Agent or Firm:
IPHOUSE AND ASSOCIATES INTELLECTUAL PROPERTY COMPANY LIMITED (VN)
Download PDF:
Claims:
WHAT IS CLAIMED IS:

1. A method of testing knowledge in the form of playing cards includes the following steps: assigning names and symbols on cards according to knowledge components that need to be tested; ruling for the card combination in accordance with the correct combination of knowledge elements represented by the card's name and symbols; determining a scoring method based on the combination of cards the winner holds at the time of winning the game; setting the time of winning the game based on which a player is the first player to achieve the match of the holding cards; ruling for different prizes according to the combination of the cards the winer held at the time of winning . dividing the card deck into card sections, and giving each player one card section and one card section is faced down, not to reveal the card's content selecting one player to hit first by dividing that player one more card over the other players; the player chooses to eat the card from the previous player to add to the cards held; the player refuses to take the card the previous player hits to flip a card from the faced down card section for adding into his cards; the player refuses to take the overturned card from the faced down cards, giving the card to the next person; the player chooses to take the card and add it to his cards that previous player overturned, but cannot take it; after taking a card, a player must choose and hit another card to the others; declaring wining the game by a player reaching a set of the holding cards; and declaring prizes for winning cards based on different combinations of the holding, cards.

2. The method according to claim 1, wherein adding points to the winner from minus points of other players.

3. The method according to claim 1 or 2, wherein deducting points from the player declaring wining and dividing them to other players if the declaration is wrong from the original rules.

4. The method according to any one of claims 1-3, wherein when a player wants to eat a card, he must answer a question relating to the knowledge to be tested from the system, .

5. The method according to any one of claims 1-4, wherein when a player wants to eat a card, he must answer a question relating to the knowledge to be tested from another player. ,

6. The method according to claim 5, wherein if the player being questioned cannot answer the question, the person asking the question has the right to take the card on behalf of the questionee;

7. The method according to any one of claims 1-6, wherein questions are personalized to match each player's level with increasing difficult level.

8. The method according to any one of claims 1-7, wherein results of analyzing the strengths and weaknesses of each player related to the knowledge to be tested based on the results of the games shown.

9. The method according to any one of claims 1-8, wherein suggesting for players to add knowledge to help improve the results of playing cards.

10. The method according to any one of claims 1-9, wherein the game is played online.

11. An online card-based knowledge test system comprising: at least two or more terminals installed an appropriate software to display the cards, to the player; dealing the cards to the players and keep one side face down without revealing the contents of the cards; allowing choosing the player to play first by dealing one more card from the faced down cards; allowing the player to choose to eat from the previous player to add to his holding cards; allowing a player to refuse taking the card that the previous player hit down, and flip a card in the face-down cards to add to his holding cards; allowing a player to refuse taking a face-up card from the face-down section, giving that card to the next player; allowing a player to choose eating the card turned over and not able to be eaten by the previous player in order to add to his holding cards; allowing a player to choose a card to play after eating a card; allowing a player to declare victory when he claims to be the first player to achieve a set of his holding cards; allowing a player to declare obtaining prizes based on different combinations of his holoding cards; a database store of game contents; a microprocessor installed the appropriate codes with the features; distributing questions; get response results from players, scoring, showing the results to the players, and distributing the points after the card game, analyzing strengths and weaknesses of the players, hinting the players to improve their knowledge.

12. The system according to claim 11, wherein the software has a function of adding points for the winner from the minus points of other players.

13. The system according to claim 11 or 12, wherein the software has a feature of deducting points from the player declaring wining and dividing them to other players if the declaration is wrong from the original rules.

14. The system according to any one of claims 11-13, wherein the software has a feature of forcing a player, when it is his turn, want to eat a card must answer questions related to the knowledge to be tested from the system.

15. The system according to any one of claims 11-14, wherein the software has a feature Of forcing a player, when it is his turn, want to eat a card must answer questions related to the knowledge to be tested from the other players.

16. The system according to claim 15, wherein the software has a feature of allowing the questionee taking the card if the player being questioned cannot answer the question.

17. The system according to any one of claims 14-16, wherein the software has a feature of distributing questions personalized to match each player's level with increasing difficult level.

18. The system according to any one of claims 11-17, wherein the software has a feature of analyzing the strengths and weaknesses of each player related to the knowledge to he tested based on the results of the games, and showing the analysis results for players.

19. The system according to any one of claims 12-18, wherein the software has a feature of suggesting for players to add knowledge to help improve the results of playing cards.

Description:
A METHOD AND SYSTEM OF TESTING KNOWLEDGE IN THE FORM OF

PLAYING CARDS

Technical Field

The present invention generally relates to a method and system helping students test their knowledge by participating in physical or online virtual card games with specially designed games.

Background Art

The knowledge test is the least exciting part of the learning process. Normally, students have to take part in intensive testing for a certain period of time so that it is quite stress and results not only depend on knowledge but also on the psychology of the test. As society develops, learning has become a lifelong need and stressful concentration tests become obsolete, no longer suitable to promote lifelong learning.

On the other hand, online card games are growing in popularity and attracting many players. Although it does not bring specific benefits, the level of challenge, chance, and thrill has made .many people spend time play ing this type of game.

Combining card games with boring knowledge tests promotes lifelong learning, bringing a lot of value to society.

Summary of Invention

The present invention provides methods by which learners can test their knowledge through a specially designed card game that encourages players to remember what they have learned and answer relevant questions while playing to achieve the highest score. Through the game, it is possible to determine the level of knowledge the player has absorbed, analyze the weaknesses in knowledge and suggest improvements for the player. The present invention also provides a system to be implemented on a computer, smartphone or corresponding terminals for the implementation of the above method. Brieft Discrip tion of the Drawings

Figure 1 shows an example of some cards in the card deck and the knowledge contents to be examined i n an embodiment of the invention;

Figure 2 illustrates some random questions players have to answer during playing the card game;

Figure 3 is a schematic diagram of the method of checking by playing cards online in an embodiment of the invention.

Figure 4 is a diagram of the main components of the knowledge testing system through an online card game in an embodiment of the invention.

Detailed Description of Embodiments

During recent decades, when science and technology are developing at a fast rate, it has forced mankind to constantly update new knowledge. Although a huge amount of new knowledge needs updating, school courses are slow to provide learners with the necessary knowledge to keep pace with modern life. Therefore, most people have to seek additional knowledge from sources other than school and the lifelong learning perspective is increasingly being pursued. Enegized by endless open learning resources on the internet, lifelong learning is becoming a major global trend. However, today's self-learners are facing difficulties in systematically selecting the knowledge to study and finding an appropriate form of test to quantify what they learn. In this invention, the inventor proposes solutions to solve this pressing need.

Although playing cards is a form of entertainment that has been around for thousands of years. However, most of the games are just for entertainment purposes, not yet integrated into learning. The reason for this is that the information on the cards is quite simple, not enough to connect with the knowledge with a larger amount of data. The novelty of the invention is to propose improvements in the content of the cards, adding random questions and designing reasonable rules to help bring unlimited and personalized knowledge into the game to be able to match. Play the lesson you just learned. According to the first embodiment of the invention, a method of naming and illustrating the cards in a card game makes the names and illustrations of each card highly representative of a subject of study and rule are applied to help link playing cards with the knowledge to be learned. Figure 1 illustrates this option. Figure 1.1 is a lean canvas business model, laid out as a test group with boxes representing the linking elements required in a business model.

The deck will include 100 cards named as elements of the Lean Canvas business model: Problem, Solution, Unfair Advantage, Key Metrics, Customers, Channels, Revenue, cost and uniqure value and accompanied by market segmentation type: High, Medium, Low. The illustrations on the cards also represent the same business model elements as the name. Each type has 4 identical cards. Only the Unique Value card will have only 4 cards, not classified as High, Middle, and Low. The total number of cards is 100 cards: In Figure 1 is an example of the contents of the cards, the Problem-High 1.2, Problem- Middle 1.3, Problem-Low 1.4 and Solution-High 1.5, Solution-Middle 1.6, Solution- Low 1.7.

In order to claim victory in the game, the player must quickly eat and discard the cards so that the cards in his hand form a complete set of at least 6 pairs, which are two cards with the same name in the same segment, for example 2 cards with the same Problem- High, the cards are two cardswith the same name but different classes, e.g. Solution- High and Solution-Middle together. When declaring a winner, the player must read the links he has on the hand, for example if the winner hand has pairs, which include Problem and Solution cards then the winner is declared 1,2, 3,4., .pair of Solution Problem. Similarly, Lean Canvas also has other links that need to be harmonized such as Solution with Customer, Solution/Value, Solution/Channels, Solution/Metrics, Revenue/Cost, etc.. From a knowledge view, this is a must-have for a feasible business model. By playing cards, players will keep this important possible condition in mind. Similar to the name and rules of the game, playing cards will help players remember the connection between the elements in the lean canvas model.

According to the second embodiment of the present invention, a method of randomly asking questions during a card game causes the player to respond to the learned knowledge in a random, unlimited manner. Figure 2.1 is the questions related to the Fean Canvas model test game in the first option. The questions the player receives can be posed by the player in the real game or by the software system selected from any library of questions in the online game. With these questions, players will be assessed more deeply on the knowledge learned.

According to the third embodiment of the invention, a method of testing knowledge through playing cards is provided with the following steps. Step 3,1, the text and pictures on the cards are placed according to the main elements of the knowledge learned. Step 3.2, the rules of the cards are built so that when the player wins, he must state the relevance of the knowledge content displayed on the cards he is holding to get the maximum score. Step 3.3, the cards are dealt to players, up to 4 players and keep 1 part face down. Step 3.4, a player is randomly selected to play first and receives 1 card from the face-dowfi hand. Step 3.5, the first player plays 1 card down to the next player '

Step 3.6, the next player is given the choice to eat or not to eat. If not, open a card from the face-down hand for further selecti on. If the player still does not eat, the opened card is giveri to the next player. Step 3.7 when the player eats, he must play one card from his hand to the next player. Step 3.8, the player receives a question from another player or from the software about the knowledge to be tested as a condition to receive the card. If there is no answer, that card will go to the next person or to the person asking the question. Step 3.9, the winner will be stated by the player who reaches 6 pairs of cards and the remaining cards form pairs of cards. Step 3. IQ, the winner declares the links he has Obtained based on the contents of the cards he is holding. Step 3.11, the winner is awarded points from the points deducted by the other players.

According to the fourth embodiment of the invention, a system to help learners test their knowledge in the form of online card games comprising; at least two terminals are smartphones, computers or devices with similar features 4.1, 4.2. These terminals will be installed with at least one software 4.3 with the features of displaying information about the game to the player, receiving commands from the player to perform actions in the game such as hitting cards, opening cards from facedown, taking cards, refusing to eat cards, asking, answering questions, answering, refusing to answer, announce the winner, declaring links you have. These devices connect to other components of the system through the information network 4.4. The system also includes at least one 4.5 database. A 4.6 processor installs appropriate software that links to a database that features question delivery, response results from players, scoring, displaying results to players, distributing scores later the games, analyzing the advantages and disadvantages of the players, suggesting helping players improve their knowledge.