A Play-implement For Learning Knowledge

  • Published: Nov 27, 2008
  • Earliest Priority: May 23 2007
  • Family: 4
  • Cited Works: 0
  • Cited by: 0
  • Cites: 0
  • Additional Info: Full text
Abstract

This invention is play-implement of learning knowledge effectively. Detailedly of course, improvement of student's scholarship, too this invention induces many class of common people improvement of necessary knowledge information and morality effectively and favorably. This invention is the play-implement functionated with organic connection three big classification for acquiring points competitively, and it's character is repeating several times continuously by progressing of graphs. Three implements are question card, answer cells board or pieces, two graphs. According to player's reading with rule's order, players search and confirm answer on the designed board, progressing round continuously one of players suffice winning points by rules, then he stop the play, and winner uses his acquiring points on one of two graphs. Using on the graph is the other competitive game. The important character of this implement is question card which is designed by various graded sectons for solving player's unbalance of intellectual levels, it is established by grade discrimination comparison metaphor-poetic hinting Zen style. And there is funny stickers relating to question card. Last order's open play board(figl8 figl9) on designing two progressing graphs shows always at viewing place. The other necessity of open play is reaffirmation of acquiring knowledge former plays. This implement is various omnibus set of large vloume. Open play implement is invented with profound expectations for reaffirmation, inducing dialog and humor.


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Document History
  • Publication: Nov 27, 2008
  • Application: May 23, 2008
    WO KR 2008002883 W
  • Priority: May 23, 2007
    KR KR 20070008490 U

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