US2003222399A1PendingUtilityA1

Method of playing an educational board game

Priority: May 27, 2002Filed: Jun 3, 2002Published: Dec 4, 2003
Est. expiryMay 27, 2022(expired)· nominal 20-yr term from priority
Inventors:Joan B. Orr
A63F 3/00006A63F 9/18A63F 2011/0016A63F 2003/00009A63F 2001/0441
38
PatentIndex Score
0
Cited by
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References
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Claims

Abstract

The invention is a means of playing an educational board game. Topics for children to which this means of play can be applied include safety around dogs, street-proofing, accident prevention, manners and dog obedience training. The game comprises a game board and playing markers, a numbered spinning device to define movement around the board and sets of instructional cards. By way of messages on the game board, activities described on the various instructional cards and various means of reward and penalty set out in the rules, several learning and teaching strategies are employed so that players are amused and learning concurrently. These strategies include modelling, conditioning, positive and negative reinforcement, response to verbal and visual cues, and physical activity. Individual and group activities occur throughout the period of play. Criteria for success in some of the activities are graded to provide greater challenge for older children and adults.

Claims

exact text as granted — not AI-modified
I claim:  
     
         1 . A method of playing an educational board game including a board with a series of spaces, a numbered spinning device to control movement and actions of the players, several game pieces, sets of instructional cards and a set of matching-up cards to be associated with pictures shown on the game board, said method including the steps of: 
 spinning the spinning device and moving forward the designated number of spaces or performing an action along with the other players as designated by the spinner;    gaining a reward or bearing a penalty according to the description of the positive or negative attributes of the activity described on the landing space; or    taking an instructional card as indicated on the landing space and providing an interpretation of a photograph shown on a card; or    taking an instructional card as indicated on the landing space and engaging in an activity either alone or with the rest of the players in accordance with instructions printed on the card; or    taking an instructional card as indicated on the landing space and answering a true/false or multiple choice question correctly; or    taking a matching-up card and identifying a photograph shown somewhere on the game board that could be appropriately considered to have a clear association with the matching-up card.    
     
     
         2 . The method of  claim 1  in which the nature of reward is a tangible marker to be collected by the player, movement ahead on the game board or award of an extra turn.  
     
     
         3 . The method of  claim 1  in which the nature of the penalty is the loss of a tangible marker previously won, movement backwards on the game board, loss of a subsequent turn or banishment to an undesirable area of the board with consequent setback to the player.  
     
     
         4 . The method of  claim 1  in which the numbered spinning device comprises numbered spaces and also a space containing a symbol which directs all players simultaneously to engage in an activity, for which the fastest player is rewarded with a tangible marker.  
     
     
         5 . The method of  claim 1  in which one set of instructional cards shows photographs which require correct interpretation by the player, with reward of a tangible marker for a correct response.  
     
     
         6 . The method of  claim 5  in which the game is played by a plurality of participants and that the criteria for success in completing the requirements set out in the cards is more stringent for older players and less stringent for younger players so that a wide age range of participants can enjoy the game in the spirit of fair play.  
     
     
         7 . The method of  claim 1  in which one set of instructional cards contains cards containing written descriptions of activities to be undertaken so that the player has a chance of winning a tangible marker.  
     
     
         8 . The method of  claim 7  in which some of the cards contain questions, with correct answers resulting in the reward of the player with a tangible marker.  
     
     
         9 . The method in  claim 7  in which some of the cards contain scripts for “Simon Says” in which all players participate and which provides the active player with the opportunity to win a tangible marker.  
     
     
         10 . The method in  claim 7  in which some of the cards contain descriptions of scenarios to be acted out by the active player and other players such that the active player demonstrates a safe way of handling the situation that is presented and in doing so wins a tangible marker.  
     
     
         11 . The method in  claim 10  in which the player must identify the appropriate “tool” that they have employed in safely handling the situation, in accordance with the list of available “tools” shown pictorially in the game materials.  
     
     
         12 . The method in  claim 1  in which the player is instructed to obtain a matching-up card upon which is depicted one of the “tools” appropriate for the topic of the game and which is to be matched with a picture shown in the game materials, with success being rewarded with a tangible marker.  
     
     
         13 . The method in  claim 12  in which older players must show more matches than younger players and must provide more detailed explanations of their choices in order to win a tangible marker.  
     
     
         14 . The method in  claim 1  in which several different learning and teaching strategies are employed in order to impart the information presented in the game.  
     
     
         15 . The method in  claim 14  in which the strategies employed include modelling, conditioning, response to verbal cues, response to visual cues, practice through physical actions, positive and negative reinforcement.  
     
     
         16 . The method in  claim 1  in which the game is played by a plurality of players all of whom frequently have the opportunity to participate in activities dictated for the turn of another player.

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