Field of the Invention
The invention is related generally to educational games for people, and more particularly, to an educational game including capture devices to retrieve or grab objects.
Related Art
Magnetic educational board games are well known in the art, particularly for small children, such as 3-7 years. In general, these educational games may take the form of self-correcting board games, where a small child places large, colorful pieces on a magnetic game board. If the magnetic piece is placed incorrectly on the board, it will not stick and the child will have to try again.
The purpose of these magnetic board games is generally matching a puzzle piece with its proper position on the magnetic game board and may take the form of placing large colorful tiles with pictures into bins designated by words, matching numbers with an answer in a simple mathematical equation, or placing shapes, such as states of the U.S., on a map.
Generally, for smaller children, the magnetic pieces or tiles are large and colorful, and easy for small hands to manipulate, and by properly placing the magnetic pieces or tiles, the child is engaged while learning and developing his or her skills and knowledge.
Every parent is concerned with stimulating his or her child's creativity and imagination. Various categories of toys exist that stimulate different areas of a child's development. For example, building blocks and construction toys develop creativity, imagination, eye-hand coordination, shape recognition, thinking and problem solving skills, sensory stimulation, and encourage discovery and experimentation and relationship recognition.
Board games such as chess and checkers develop strategic and critical thinking skills, social and emotional skills, sequential thinking skills, and problem-solution skills. Musical toys develop self-expression and creativity. Themed play sets (with figures and vehicles) and dolls develop the ability to create a pretend world where the child makes all the decisions and builds a sense of security and self-confidence (where the child controls the action and makes decisions). Puzzles develop mental stimulation, thinking and problem solving skills, and association skills.
In addition, toys help a child learn social skills, develop cognitive skills, enhance fine motor skills, stimulate curiosity, entertain, and increase attention span (especially in an era in which many children may have very short attention spans).
Many modern day toys fail at developing a child's imagination to the fullest. To assist the child in imagination development, one can return to simpler toys that require the child to think about playtime. Such toys should be simple in design, be of rugged construction, be easy to use, and be fun to play with over an extended period of time, as well as being age-suitable.
In view of the foregoing, there is an ongoing need for providing improved educational games that will engage and entertain children while developing their skills and capabilities.
The present disclosure provides systems, apparatus, instruments, devices, methods, and/or processes, as described by way of example in implementations set forth herein for an educational game for children of various ages comprising a housing containing a retractable cord or string mechanism. The flexible cord or string is attached to a grabber that contains a magnet. Magnetized targets or objects will attach to the magnet when it placed over the targets or objects by the child. Once the correctly matched targets or objects have attached to the retractable magnet, the child may then press a button on the housing, and the magnet, with the targets or objects remaining attached, is returned to the housing.
In an example method of using an embodiment of this educational game, the child starts the educational game by holding the housing with the grabber fitting snuggly against the housing. The child then pulls the grabber from the housing, extending it to its desired length, where the grabber may be held in place between rollers in the housing. With the grabber dangling from the housing, the child then places the grabber over the desired target(s), which may be magnetized, so that the desired target(s) attached to the grabber. At that point, the child may then press a button on the housing that causes the cord or string to retract back into the housing, thus allowing the child to retrieve the desired target. The button may be pressure sensitive allowing the child to control the speed of the retracting grabber in order to keep all the target(s) intact as they travel back to the top.
An educational game in accordance with the present disclosure may be played separately by a single child, or in competition with another child with a similar device, where each child attempts to correctly retrieve more targets than the other child. In the latter situation, the competitive game could be of a predefined time duration or until all available targets have been taken. Alternatively, two or more children may each play the game separately for a designated period of time, and each child's score tallied at the end of the game.
An object of the present disclosure is to improve children's skills and capabilities, such as motor skills, spelling, math, geography, colors, and other school subjects. This may be accomplished through the nature of the targets. First, the concept of magically grabbing the targets and retracting them up, so as to be enticing to the child. Second, the educational aspect of each target may take the form of an answer to a mathematical equation or a piece of a puzzle. In another embodiment, the targets may be tiles covered with a re-writeable material so that a parent or teacher may re-use the tiles for differing educational lessons.
Other devices, apparatus, systems, methods, features and advantages of the disclosure will be or will become apparent to one with skill in the art upon examination of the following figures and detailed description. It is intended that all such additional systems, methods, features and advantages included within this disclosure, be within the scope of the invention and the accompanying claims.
The foregoing Summary of the Invention is not intended to limit the scope of the disclosure contained herein nor limit the scope of the appended claims. To the contrary, as will be appreciated by those persons skilled in the art, variations of the foregoing described embodiments may be implemented without departing from the claimed invention.
The objects and features of the invention may be understood with reference to the following detailed description of an illustrative embodiment of the present invention taken together in conjunction with the accompanying drawings in which:
With reference to
In one method of operation, a child using the educational game 100 may hold the housing 102 and pull on the grabber 106 extending it to a desired length. When the child has attached the grabber 106 to a desired target(s) that he or she wishes to retrieve, he or she may press the trigger 120, which releases the hold on the cord 104 and the grabber 106 returns to its original position underneath the housing 102. The child may then remove the target from the grabber 106 and retrieve another target.
Turning to
Also disclosed herein are embodiments of a target with a writable surface that allows users to inscribe indicia to effect different games. These embodiments are exemplary and should not be limiting in any way. In addition, different shaped targets may be used such as squares, triangles and circles as teaching tools for shapes. Different animal or plant structures may be used to teach different types of species.
All targets used may be covered with a dry erasable material, which allows a parent or teacher to write numbers or letters on each target as appropriate for the educational lesson sought to be taught, which numbers and letters can then be erased and replaced with new numbers and letters as required as seen in
Some embodiments may include a timer for measuring the performance of the user. In these embodiments a child may be asked to pick up numbers or animal shapes and track their time as a measure of performance. In some embodiments a manual timer may be incorporated into the housing 102 and coupled to the retractable cord mechanism 118. This coupling may effectuate control of the timer by counting when the cord is extended. For example and without limitation, when the cord is pulled from the housing, the timer may start. And when the cord is retracted the time may cease counting, but display a measure of time the cord was out and, consequently the time for the user to locate and return the target.
Coupling a timer to the retractable cord mechanism 118 may be effectuated by using a magnetic switch which would control a signal to the timer when the grabber 106 is moved far enough from the housing 102. The control signal may be applied to a start/stop control on the timer. In other embodiments a proximity or mechanical sensor may be use to sense when the grabber 106 is removed from the housing 102.
The timer may be effectuated using a programmable controller such as a commercially available Raspberry PI, or Arduino device. These programmable controllers offer input/output functions including digital I/O for switches, analog I/O, displays, display drivers and wireless connectivity. In some embodiments the timer may be a programmable controller that sense switch movement and displays the time. With an additional speaker, the programmable controller may provide sound or music when the grabber 106 is deployed or provide other sound functions such as a bell when the grabber 106 is returned to an un-deployed position.
The addition of a programmable controller allows for wireless communication such as Bluetooth. Wireless connectivity may allow for coupling the programmable controller to a second wireless device such as a smartphone. The controls on the smartphone (i.e. display, keyboard, sound and the like) may provide an alternative interface for the device.
One having skill in the art will recognize that the programmable controller maybe coupled wirelessly to a smart device and operated remotely. One major advantage of control by a smart device is the ability to record operations. This will let an educator track the time a child takes to perform a certain skill and thus measure growth and learning. The educator may also changes some operating features using a smart device. This may entail changing the music or timing for a game.
Although the particular embodiments shown and described above will prove to be useful in many applications in the art to which the present invention pertains, further modifications of the present invention will occur to persons skilled in the art. All such modifications are deemed to be within the scope and spirit of the present invention as defined by the appended claims.
This application claims priority of currently pending provisional application 62/310,144, filed Mar. 18, 2016, and incorporated herein in its entirety by reference.
Number | Date | Country | |
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62310144 | Mar 2016 | US |