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Patent Searching and Data


Title:
NUMERACY GAME WITH PLAYING PIECES
Document Type and Number:
WIPO Patent Application WO/2007/091080
Kind Code:
A1
Abstract:
An apparatus for an educational aid or for use in playing a numeracy game, comprising a first plurality of playing pieces each displaying a number; a second plurality of playing pieces, distinguishable from the first set of playing pieces, each displaying a mathematical expression; a holder comprising receptacle means each configured such that one of the game pieces can be inserted therein and held in an upright manner, the receptacle means being arranged in groups on the holding means, each group having a different number of receptacle means.

Inventors:
GOODMAN RONALD WILLIAM (GB)
Application Number:
PCT/GB2007/000451
Publication Date:
August 16, 2007
Filing Date:
February 09, 2007
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
GOODMAN RONALD WILLIAM (GB)
International Classes:
G09B19/02; A63F1/10; G09B19/22
Foreign References:
GB2359181A2001-08-15
DE4108919A11991-09-26
GB2364412A2002-01-23
US20030234494A12003-12-25
GB111797A1917-12-13
US20050090303A12005-04-28
Attorney, Agent or Firm:
SLINGSBY, Philip, Roy et al. (Bedford House John Street, London WC1N 2BF, GB)
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Claims:

Claims:

1. An apparatus for an educational aid or for use in playing a numeracy game, comprising

a first plurality of playing pieces each displaying a number;

a second plurality of playing pieces, distinguishable from the first set of playing pieces, each displaying a mathematical expression;

a holder comprising receptacle means each configured such that one of the game pieces can be inserted therein and held in an upright manner, the receptacle means being arranged in groups on the holding means, each group having a different number of receptacle means.

2. An apparatus according to claim 1 , wherein the mathematical expressions contain the same mathematical operator.

3. An apparatus according to claim 2, wherein the mathematical operator is a multiplication operator.

4. An apparatus according to any preceding claim, wherein the playing pieces can be categorised into one or more sets, depending on the complexity of the mathematical formulae, the sets being visually distinguishable.

5. An apparatus according to any preceding claim, wherein the receptacle means take the form of slots.

6. An apparatus according to any preceding claim, wherein the receptacle means of a group take the form of a single slot.

7. An apparatus according to claim 6, wherein the single slots are of differing lengths.

8. An apparatus according to any preceding claim, further comprising a document indicating a correlation between the numbers displayed on the first plurality of playing pieces and the mathematical expressions displayed on one or more of the second playing pieces.

9. An apparatus according to any preceding claim, further including a number of blank playing pieces.

10. An apparatus according to any preceding claim, further comprising a timer device.

11. An apparatus according to any preceding claim, further comprising a receptacle configured to facilitate the random selection of a playing piece.

12. An apparatus according to any preceding claim, wherein the first plurality of playing pieces and the second plurality of playing pieces are distinguishable visually.

13. An apparatus substantially as described herein and with reference to the accompanying drawings.

Description:

Numeracy game with playing pieces

The present invention relates to an apparatus for playing a game and more especially to an apparatus for playing a numeracy game in which the player acquires and uses numeracy skills.

In modern education every child is required to grasp and handle literacy and numeracy skills and the quicker the child can acquire these skills the better are their chances of development and progression. When the child is first faced with these tasks it can seem like a seemingly insurmountable hurdle, and one of the most important and daunting is the acquisition of numeracy skills and achieving facile familiarity with basic multiplication competency. This level of competency has a direct bearing on the ability of the respective child to enjoy understand and fully develop mathematical skills.

Throughout the history of formal education, various methods of teaching multiplication tables have been introduced and practised. Most have involved some element of "learning by rote" and have ranged from the intensive "parroting" of the Times tables, to gradual acquisition over an extended period through natural absorption.

The problem of parrot style learning is that the sequence is memorised without understanding. Repetition out of sequence is difficult and there is little skill acquired. A gradual acquisition at set times in the school day results in a longer period of acquisition. Individual children can also be lost in large classes, with those having learning difficulties being left behind and those of above learning skills being held back.

It has been shown particularly with the mammalian species, that the most important elements of natural learning are closely associated with "game play". Games, between peers, family members and also solo practices create a focus and maintain a high level of enthusiasm which stems from a natural need to be competitive.

The genre of games such as bingo or "housey-housey" etc. owe their continual popularity to the built- in factor of excitement, generated by increasing tension, which amplifies as the winning objective is approached. The players pit their mental acuity and awareness against that of other players. The resulting residual feeling is one of almost winning; this touches on the gambling nerve in most contestants and ensures further participation.

The present invention is directed to an apparatus which incorporates mental acuity and awareness with essential basic arithmetical skill to overcome the aforementioned problems.

The basic belief that winning (a demonstration of your superior skill level) is almost in your grasp is as potent amongst children as it is in adults. This subjective feeling felt by the individual players is the mainspring for sustaining the wish to play and the pleasure obtained from playing.

Increasing prowess and facility in the use and understanding of the multiplication times tables encourages the players it seek opportunities to demonstrate their increasing skill level.

Parents and guardian who generally control the selection and purchase of family games usually have an interest in prompting and encouraging the mathematical skills of their children.

Accordingly the present invention is directed to an apparatus according to claim 1.

Further advantageous features are disclosed in the dependent claims.

The present invention has been designed to encourage familiarity with multiplication tables by appealing to the natural competitive spirit. In order that a person may enjoy an increasing level of success when participating the person will rapidly acquire a compilation of correct answers in a variety of

sequences and at their own pace of learning. The motivation is the desire to compete with others participating.

The present invention is also designed to meet the needs of all the relevant ages and knowledge levels as well as having the facility of allowing the game to be played between a mixture of skill levels without obvious competitive handicap.

An apparatus in accordance with the present invention will now be described by way of example only and with reference to the accompanying drawings in which:-

Figure 1 is a representation of a playing piece; Figure 2 is a representation of a playing piece; Figure 3 is a view of a holder for the playing pieces; Figure 4 is a view of the holder with playing pieces; and Figure 5 is a representation of a colour coded check sheet.

Figure 1 shows a representation of a playing piece 10 which includes a number in the middle. These playing pieces are referred to as the "number discs". They are coloured, or otherwise indicated, according to a difficulty level associated with the number the disc bears. Figure 2 shows a further embodiment of a playing piece 12 which also contains numbers but in the form of a multiplication sum. Again, these playing pieces are coloured or indicated according to the difficulty level associated with the multiplication sum it bears. Figure 3 shows a holder 14 with grooves 16 receiving either type of the playing pieces, as shown in Figure 4. The holder 14 is separated into a series of groups 18 which can be coloured or otherwise indicated according to a level of play, as explained below.

The apparatus is grouped for example as follows: six card frames; 54 "Junior" yellow problem cards; 27 "Standard" white problem cards; 40 "Senior" red problem cards; 54 "Junior" yellow numbered discs; 27 "Standard" white numbered discs; 40 "Senior" red numbered discs; a drawstring dealer bag; a

- A - copy of "the rules of play"; a dealers check sheet (an example of which is shown in Figure 5); six blank problem cards; and six blank numbered discs.

There can be between 2 and 6 participants in the game (with the option of an additional "dealer"). It is recommended that the age threshold of the participants should not be under the age of 4 unless a familiarity with multiplication tables has already been established. There is no envisaged upper age limit although the there should ideally be a balance of skills in order to establish and maintain a high level of enthusiasm.

Play consist of "Junior", "Standard" and "Senior" levels, and there is the facility to play with a mixture of these levels. The "Junior" game encompasses all the multiplication tables up to and including "10 x 7"; the "Standard" game encompasses all the multiplication tables up to and including "10 x 10"; the "Senior" games encompasses all the multiplication tables up to and including "12 x 12".

In the initial stages of the game each participant is given a card frame, this frame will accommodate the problem cards and the numbered discs during the round of play. One player is designated the dealer (or alternatively a dealer can be appointed who is not also a player). The dealer is responsible for the distribution and collection of the problem cards and the numbered discs during the round of play. The dealer's role is passed to the next player at the beginning of each round. As an alternative if five or more players are participating in play then one player may be designated as the non-playing dealer and that this role then assumed by each player in rotation.

The problem cards appropriate to the level of play (that is the junior standard or senior level) and are placed in a dealer's bag and mixed. The required number of cards is handed to each player in turn (other than the non playing dealer). In the Junior game each player receives nine cards; in the standard game each player receives 12 cards and into the Senior game each player receives 15 cards.

The remaining cards are then removed from the bag and put to one side. Junior game players arrange their problem cards in the top two tiers of the card frame. Standard game players arrange their cards in the top three tiers of the card frame and the Senior game players arrange their cards throughout the five tiers of the card frames. The number discs appropriate to the level of play are placed in the dealers bag and mixed. The dealer or the individual draws a number disc from the bag and the disc is laid face up on the timed display stand or on the table centre. The number disc lays exposed for an agreed number of seconds (suggestions would be around 5, 10 or 15 seconds). Any player possessing the appropriate problem card places the card on the table in view of the other players for confirmation and then takes the number disc in exchange for their problem card. The player may acquire the appropriate number disc regardless of the disc colour. Discs that are unclaimed are placed to one side and the game continues.

The game proceeds until one player reaches the requisite winning quantity of number discs. A junior player requires six number discs, a standard player requires eight number discs and the senior player requires ten number discs. In a mixed Junior game each player receives a nine problem card and requires six number discs; the standard player receive twelve problem cards and require eight number discs, senior players receive 15 problem cards and require ten number discs.

Dealing of problem cards should be carried out starting with the junior players first who each receive their nine problem cards. The standard problem cards are then added to the remaining junior cards. The problem cards are then dealt to the standard players. The senior problem cards are added to the remaining junior cards and standard cards and these are then dealt to the senior players. Following completion the remaining cards are removed from the bag and set aside. The junior numbered discs are placed in the bag along with number discs appropriate to the levels of the game in hand, in preparation for dealing.

It is his responsibility of each player to make his/her winning declaration at the earliest possible opportunity. Failure to recognise or declare your winning hand allows other players to declare first and thus win the round.

When a player lays a problem card down and claims the number disc on display he, or she, can be challenged by any other player who believes the problem card proffered is not the correct card for the number disc displayed. If the challenge is shown to be correct then the challenger takes the problem card from the table and places it into their own hand. This increases the winning potential of the challenger hand and reduces the potential of the player hand.

If the challenge is shown to be false then the original player takes the disc on display by right and by way of penalty takes a disc from the challenger's hand. If at that stage of the game the challenger does not possess any discs the then first disc that the challenger obtains is forfeited to the original player. A complete game may comprise of any number of rounds which should be decided before the game commences.

The game has a built-in handicap system that allows differing age and skill levels to play together without any obvious disadvantage to the younger, slower or less able player. The three levels of play allow players within each category to anticipate and achieve a reasonable winning ratio, whether playing exclusively with players of their own grade or whether playing with mixed level players. The colour grading system (yellow - junior; white + yellow - standard; and white + yellow + red = senior) allows easy recognition of the pieces involved and facilitates speedy sorting and re-assembly.

The card frames are designed to allow the top two tiers to be used by the junior players, the top three tiers to be used by the standard players and the full stand of five tiers to be used by the senior players.

The system can be used in conjunction with any language.

The use of an economical and purpose-built timer would afford a desirable level of control and discipline within the game and further research is currently being carried out to achieve this objective. Each round of the game is completed in a short space of time which sustains tension, excitement and interest and eschews boredom.

The applicant hereby discloses in isolation each individual feature described herein and any combination of two or more such features, to the extent that such features or combinations are capable of being carried out based on the present specification as a whole in the light of the common general knowledge of a person skilled in the art, irrespective of whether such features or combinations of features solve any problems disclosed herein, and without limitation to the scope of the claims. The applicant indicates that aspects of the present invention may consist of any such individual feature or combination of features. In view of the foregoing description it will be evident to a person skilled in the art that various modifications may be made within the scope of the invention