Educational Battle Game Method Of Teaching Key Theories And Facts
Abstract
An educational battle game method for teaching key theories and facts in an academic discipline. Game cards import and display key factual data relating to a body of knowledge and are employed in competitive exchanges involving attacks and defenses by the respective players, with the outcome of such exchanges determined by rules applied to the descriptive and/or numerical information about the factual entities that distinguish one factual entity from another. Chance elements and strategic variables may be introduced by chance devices and/or strategic variable cards to alter the outcome of the exchanges.
Claims
exact text as granted — not AI-modified1 . A method of teaching a set of key theories and facts in which the facts are divided into factual entities and each factual entity has characteristics and attributes that distinguish it from all other factual entities in the set, said method comprising the steps of:
(a) assigning a character to each entity; (b) providing a set of rules for determining the powers of each character based on the characteristics and attributes of the factual entity to which the character is assigned; (c) using the rules to determine the powers of each of the characters; and, (d) employing a set of characters so assigned in a role playing game in which at least two players execute turns alternately or in sequence and wherein the outcome of a turn is governed, at least in part, by the powers of one or more assigned characters that have been brought into play.
2 . A battle card game teaching a set of key facts concerning factual entities in which the numerical and/or descriptive information distinguishing factual entities from one another is set out in a classification scheme, said game comprising:
a set of key fact playing cards, said key fact cards including a visual image conceptually related to the key fact, numerical and/or descriptive information of the key fact distinguishing it from other key facts; and a set of game rules including hierarchies for determining how one key fact playing card triumphs over another key fact playing card when pitted in a card battle by using said numerical and/or descriptive information on said playing cards, and further including rules on how to resolve ties.
3 . The game of claim 2 , further including strategic variable elements for altering the effect of rules in any card battle.
4 . The game of claim 2 , further including at least one chance component and rules for using said chance component to alter the outcome of card battles.
5 . The game of claim 4 , wherein said chance component is selected from the group consisting of dice, coins, random number generator, rotating pointer, and rotating disk.
6 . An educational battle card game, comprising:
a set of battle cards, each of said cards related to a key fact derived from a body of knowledge in which a classification scheme has been employed to distinguish factual entities, said battle card including a visual image relating to the key fact, characteristics of the factual entity used to distinguish it from similar entities in the classification scheme; a set of rules to determine which key facts will be involved, and in what order, in battles pitting one card or groups of cards against another card or group of cards.
7 . The educational battle card game of claim 6 , wherein said rules include hierarchies for determining battle card triumphs.
8 . The educational battle card game of claim 7 , wherein said rules further include tie breaker rules.
9 . The educational battle card game of claim 6 , wherein said rules include algorithms for calculating battle outcomes.Join the waitlist — get patent alerts
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