WO2021125375A1 - Procédé pour fournir un jeu pour personnes ayant une dyscalculie ou des troubles d'apprentissage en mathématiques, et serveur l'utilisant - Google Patents

Procédé pour fournir un jeu pour personnes ayant une dyscalculie ou des troubles d'apprentissage en mathématiques, et serveur l'utilisant Download PDF

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Publication number
WO2021125375A1
WO2021125375A1 PCT/KR2019/017881 KR2019017881W WO2021125375A1 WO 2021125375 A1 WO2021125375 A1 WO 2021125375A1 KR 2019017881 W KR2019017881 W KR 2019017881W WO 2021125375 A1 WO2021125375 A1 WO 2021125375A1
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WIPO (PCT)
Prior art keywords
game
area
displayed
areas
window
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PCT/KR2019/017881
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English (en)
Korean (ko)
Inventor
박인찬
육호영
안진호
Original Assignee
(주)미디어포스원
주식회사 아이디이노랩
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Priority to PCT/KR2019/017881 priority Critical patent/WO2021125375A1/fr
Publication of WO2021125375A1 publication Critical patent/WO2021125375A1/fr

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • G06Q50/20Education
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/02Counting; Calculating
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B5/00Electrically-operated educational appliances
    • G09B5/06Electrically-operated educational appliances with both visual and audible presentation of the material to be studied

Definitions

  • the present invention relates to a method for providing a game for a child who has difficulty in giving birth or a poor arithmetic learner, and a server using the same.
  • Subitizing in arithmetic ability refers to the ability to know how many numbers are at a time without counting, and in general, it is said that a person can see how many there are at a glance by looking at 4-5 points.
  • Dyscalculia is judged by measuring the speed and accuracy of single-digit addition and subtraction. Dyscalculia may be congenital, but may also occur due to lack of learning in multicultural families.
  • the problem to be solved by the present invention is to provide a method for providing a game for dyscalculia, as well as a game for those who have difficulty in arithmetic or poor arithmetic learning, and a server using the same, which effectively helps in the treatment of a child who is poor in arithmetic learning.
  • the characteristic configuration of the present invention is as follows.
  • a method for providing a game for a child having difficulty in childbirth or poor arithmetic learning wherein the method is used for the game while the game server provides a character performing game progress on the game screen setting two areas for answering, by the game server, setting, by the game server, a first area of the two areas as an area for displaying a problem, and setting a second area of the two areas as an area for inputting an answer; or setting both of the areas as areas for displaying problems, and additionally setting as a third area for inputting an answer in addition to the two areas, the game server inserting a single-digit number in the first area.
  • a server for providing a game for a person having difficulty in childbirth or learning arithmetic wherein the game server includes a communication unit, an input/output unit, a memory and a processor, wherein the communication unit communicates with an external device and the input/output unit displays information or outputs a voice to the outside, receives information or commands input from the outside, the memory is configured to store a set of codes, the code is a game through the input/output unit A process of providing a character to perform game progress on the screen and at the same time setting two areas to be used for a game, setting a first area among the two areas as an area for displaying a problem, and a second area among the two areas A process of setting an area as an area for inputting an answer, or setting both of the areas as an area for displaying a problem, and additionally setting a third area for inputting an answer in addition to the two areas, the communication unit communicates with an external database through the input/output unit, displays
  • FIG. 1 is a diagram showing a schematic configuration of a game server for a person having difficulty in giving birth or learning arithmetic according to an embodiment of the present invention.
  • FIG. 2 is a view showing the classification of a game for a difficult child or poor arithmetic learning according to an embodiment of the present invention.
  • FIG. 3 is a schematic flowchart of a game method for a difficult child or a poor arithmetic learner according to an embodiment of the present invention.
  • FIG. 4A is a diagram illustrating an initial screen of a game for a person who has difficulty giving birth or a person who has difficulty learning arithmetic according to an embodiment of the present invention.
  • 4B is a diagram illustrating a progress screen of a game for a person who has difficulty giving birth or a person who has difficulty learning arithmetic according to an embodiment of the present invention.
  • 5A is a diagram illustrating an example of an aligned dot game among first-level games in a first game category according to an embodiment of the present invention.
  • 5B is a diagram illustrating an example of an aligned object matching game among second-level games in the first game category according to an embodiment of the present invention.
  • 5C is a diagram illustrating an example of an unaligned object matching game among second-level games in the first game category according to an embodiment of the present invention.
  • 5D is a diagram illustrating an example of a dot and object complex matching game among second level games in the first game category according to an embodiment of the present invention.
  • 5E is a diagram illustrating an example of a voice listening game among third-level games in the first game category according to an embodiment of the present invention.
  • 5F is a diagram illustrating an example of a letter-matching game among third-level games in the first game category according to an embodiment of the present invention.
  • FIG. 5G is a diagram illustrating an example of a number-letter matching game among third-level games in the first game category according to an embodiment of the present invention.
  • 6A is a diagram illustrating an example of an aligned dot game among the fourth level games in the second game category according to an embodiment of the present invention.
  • 6B is a diagram illustrating an example of an unaligned dot game among the fourth level games in the second game category according to an embodiment of the present invention.
  • FIG. 7 is a diagram illustrating an example of a matching game among seventh level games in a third game category according to an embodiment of the present invention.
  • FIG. 8 is a diagram illustrating an example of a point and object complex matching game, which is a 10th level game in the fourth game category according to an embodiment of the present invention.
  • FIG. 9 is a diagram illustrating a diagnosis result determined as a result of a game for a person having difficulty in giving birth or a person having difficulty learning arithmetic according to an embodiment of the present invention.
  • FIG. 1 is a diagram showing a schematic configuration of a game server for a person having difficulty in giving birth or learning arithmetic according to an embodiment of the present invention.
  • the game server 100 of the present invention includes at least one processor 110 , a memory 120 , a communication unit 130 , an input/output unit 140 , and a communication bus 150 .
  • the processor 110 may be a general-purpose central processing unit (CPU), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits for controlling program execution in the solution of the present application.
  • CPU central processing unit
  • ASIC application-specific integrated circuit
  • Memory 120 can be read-only memory (ROM) or other type of static storage that can store instructions, or random access memory (RAM) or other type of dynamic storage that can store information and instructions; or Electronically Erasable Programmable Read-Only Memory (EEPROM), Compact Disc Read-Only Memory (CD-ROM), or other compact disc storage device or optical disc storage device (compressed optical disc, laser disc, optical disc, digital versatile disc, blue ray disk, etc.), a magnetic disk storage medium or other magnetic storage device, or any other medium that can carry or store expected program code in the form of instructions or data structures and that can be accessed by a computer; This is not limited.
  • the memory 120 may exist independently and is coupled to the processor 110 by a communication bus 150 .
  • the communication unit 130 communicates with other devices or communication networks, and may be implemented using various communication technologies. That is, Wi-Fi (WIFI), WCDMA (Wideband CDMA), HSDPA (High Speed Downlink Packet Access), HSUPA (High Speed Uplink Packet Access), HSPA (High Speed Packet Access), Mobile WiMAX (Mobile WiMAX), WiBro (WiBro) , LTE (Long Term Evolution), Bluetooth (bluetooth), infrared data association (IrDA), NFC (Near Field Communication), Zigbee, wireless LAN technology, etc. may be applied.
  • TCP/IP which is a standard protocol for information transmission on the Internet, may be followed.
  • the input/output unit 140 specifically includes an output device 141 and an input device 142 , and the output device 141 communicates with the processor 110 and displays information or outputs voice in a plurality of ways.
  • the output device 141 may be a Liquid Crystal Display (LCD), a Light Emitting Diode (LED) display, an Organic Light Emitting Diode (OLED) display, or a speaker.
  • the input device 142 may communicate with the processor 110 and receive user input in a plurality of ways.
  • the input device 142 may be a mouse, a keyboard, a touch screen, or a sensing device.
  • the game server 100 may store and use various types of data used in a game for a difficult child or a poor arithmetic learner in a database (DB) 200 according to an embodiment of the present invention.
  • the DB 200 includes a flash memory type, a hard disk type, a multimedia card micro type, a card type memory (eg SD or XD memory), and a RAM.
  • At least one of (Random Access Memory, RAM), SRAM (Static Random Access Memory), ROM (ReadOnly Memory, ROM), EEPROM (Electrically Erasable Programmable ReadOnly Memory), PROM (Programmable ReadOnly Memory), magnetic memory, magnetic disk, and optical disk It may include a type of storage medium, but is not limited thereto, and may include any medium capable of storing data.
  • the DB 200 may be installed inside the game server 100 or installed separately from the game server 100 to transmit data or record received data through communication with the game server 100 . .
  • a game category used for the difficult child or the poor arithmetic learning is set.
  • This game category corresponds to a category of a learning method for a person having difficulty in arithmetic or arithmetic learning, and may also be referred to as a category according to a level of improvement in difficulty in childbirth.
  • An embodiment of the present invention provides four game categories, but is not limited thereto.
  • the first game category "Guess the numbers 1 to 10”
  • the second game category “Summarize a larger number”
  • the third game category “Say the same number”
  • the fourth game There is a category of "matching the number”, and it can be considered that the level of improvement of difficulty in childbirth increases from the previous category to the next category. That is, it indicates that the fourth game category is a learning game with the highest difficulty in difficulty improvement level.
  • At least one game level may exist in each of the four game categories.
  • a first game category has a game of three levels
  • a second game category has a game of three levels
  • a third game category has a game of two levels.
  • a total of 10 levels of games are allocated to a total of 4 game categories.
  • each type of game consists of a game of 3 to 5 questions, and the appropriate number of games is allocated to each type so that the number of questions in each level of the game is a total of 10 questions.
  • the game type and the number of items refer to FIG. 2
  • the game category, game level, game type, and number of items shown in FIG. 2 are only examples, and various other game methods may be provided.
  • a method of providing a game for improving arithmetic ability using the game server 100 according to an embodiment of the present invention configured as described above will be described with reference to FIG. 3 .
  • the server 100 may provide a character at a predetermined position in a predetermined space, and perform a process of playing a game for improving arithmetic ability according to an embodiment of the present invention using the character (S310).
  • the server 100 displays a visual effect for displaying a problem for learning in a predetermined area on the screen, for example, a picture in the form of an indoor window (eg, reference number 420 in FIG. 4 ), and also In another area, a visual effect for inputting an answer of the player to the displayed problem, for example, a figure in the form of a number plate (eg, reference number 430 in FIG. 4 ) is provided ( S320 ).
  • the visual effect for inputting the player's answer may be another window type picture or another type of visual effect to be described later.
  • the visual effect before the problem is displayed i.e., the window 420 is shown closed, indicating that the problem has not yet been displayed.
  • the server 100 may indicate that the game has started by opening the window 420 to display the problem outside the window, as shown in FIG. 4B .
  • a specific game included in the database 200 determined by default or determined by the user It may be provided with reference to a problem corresponding to a question of a specific type of game of a specific game level in a category (S330).
  • points 440 are displayed for direct calculation in the window 420 , and an answer to the number of these points will be input as a corresponding number by the player through the number board 430 .
  • the problem may be displayed in the form of an aligned point, an unaligned point, an aligned thing, an unaligned thing, a combination of a point and a thing, a voice output display, letters, etc. .
  • the voice output display it means that the number corresponding to the problem is output as a voice through the speaker when it is selected by the game player.
  • the number board 430 for inputting an answer may display a number board for inputting a number, but in addition, an answer may be input in the form of a window selection display or the like.
  • the pattern displayed for direct arithmetic learning is necessary to develop a sense of arithmetic to improve difficult childbirth, and excellent patterns are studied or developed and used, and in the case of these patterns, for example, a multiple of 2 method, atypical patterns, etc. are combined and can be used
  • the visual effect for inputting the answer may be set to be input only until a predetermined time elapses from the problem display, but is not limited thereto.
  • a predetermined time elapses from the problem display for example, as shown in FIG. 4B , for example, 3 seconds after a problem is displayed on the window 420 and an array of numbers is displayed so that an answer can be entered on the number board 430 , the server 100 is A visual effect used in the game, i.e., the window 420 can be closed so that the player cannot see the problem. At this time, even after the window 420 displaying the problem is closed, it may be possible to input through the numeric keypad 430 so that the answer to the problem can be entered. That is, the threshold time for closing the window 420 for the problem and the threshold time for allowing input through the numeric keypad 430 for inputting an answer may be the same or different from each other.
  • the server 100 displays the input answer as a visual effect for displaying the problem, that is, the window 420 . ), it is determined whether the correct answer to the displayed question is (S350).
  • the server 100 determines whether the answer input from the player is a correct answer or an incorrect answer, and accumulates the determination result until the game ends (S360). At this time, the server 100 accumulates the game results individually according to the game type.
  • the diagnosis result of game learning for each game level is displayed according to the accumulated game results for the difficult child or for the poor in arithmetic learning ( S370 ).
  • the diagnosis result of such game learning can be grasped as the degree of improvement in difficult labor.
  • the gamer may perform subsequent processing such as repeating all learning, repeating some learning, and ending learning.
  • step (S330) when the problem is displayed through the window 420, most or all of the problems are problems corresponding to numbers 10 or less, and the problem may be preset, but if not, the problem After the type of is determined, a number for the problem can be established.
  • the server 100 may be implemented to select a number by selecting one number from among numbers 1 to 10 or by generating a random number through a random number generator or the like.
  • the first game category is the category of "Guess the number from 1 to 10", this category has 3 game levels, the first level game is a game of guessing the number of dots, and the second level game is the game of matching the number of objects and the dots It is a game of guessing the number of compound objects, and the third level game is a game of guessing numbers between 1 and 10 by listening to the voice or looking at the letters.
  • the first-level game is classified into two types of games, and the first-type game is a "sorted dot" game, in which a total of five questions are played.
  • 5A is a diagram illustrating an example of an aligned dot game among first-level games in a first game category according to an embodiment of the present invention.
  • the game starts with a game progress message of the character 410 for game progress, for example, "how many dots are there in all?", and "5" corresponding to the problem by the server 100
  • the number of is determined, and the number of dots corresponding to the determined number is displayed on the open window 420 , specifically arranged outside the window.
  • one or more shapes may be preset according to the number in which the dots are arranged.
  • the visual effect for inputting the answer is displayed in the form of a number board 430 .
  • the player selects and inputs a number corresponding to the number of points he or she has grasped from the number board 430 using a mouse or a touch screen of the input device 142 .
  • the player may input an answer until a preset time, that is, until the window 420 displaying the problem is closed or the answer is not input through the number board 430 .
  • the server 100 determines whether the answer entered by the player is correct or not, and accumulates the determination result in the previous determination result, so that it can be used for the diagnosis of improvement of difficulty in the game player in the future. have.
  • an aligned dot-matching game among the first-level games in the first game category may be provided, and this is only one example, and other forms may also be used.
  • a game of the second type of the first level game is a "unaligned dot” game, and this game is also a game of a total of 5 items.
  • the "unaligned dot” game which is the second type of game
  • the "sorted dot” game which is the first type of game shown in FIG. 5A, in which the number of games, for example, is displayed in the problem display window 420.
  • the number of games for example, is displayed in the problem display window 420.
  • FIG. 4B it is a game in which five dots are displayed in an unaligned form on the problem display window 420 . This can be understood by the fact that the form of unaligned dots is recognized as a higher level game compared to the form of aligned dots. Accordingly, a detailed description of the second type of game will be omitted.
  • the second level game is classified into three types of games, and among them, the first type of game is a “sorted objects” game, in which a total of three questions is played.
  • This game differs from the "aligned dots" game described with reference to FIG. 5A only in that instead of the aligned dots, objects such as birds, fish, etc. are sorted and displayed as a problem.
  • the objects arranged as four birds 445 are displayed in the problem display window 420 .
  • These points or the types or types of various things may be preset as metadata for each problem type in the DB 200, and when the types of things are various, the server 100 determines a predetermined order or It can be arbitrarily selected and used.
  • the game can be ended when the player who has grasped the number of aligned objects displayed on the problem display window 420 inputs an answer through the number board 430 for answer input. Whether or not the correct answer at this time is also accumulated by the server 100 is the same as described above.
  • a game of the second type of the second level game is a "matching objects that are not aligned” game, and this game is also a game of a total of three items.
  • the second type of game “match objects unaligned” game
  • the second type of game is a game of “sort objects,” which is the first type of game shown in FIG. 5B, displaying the number of games, for example, in the problem display window 420.
  • sort objects For example, except that "4" is displayed as an unaligned object, that is, a new form, all are the same as those described with reference to FIG. 5B, and an example of the game screen is shown in FIG. 5C. Referring to FIG.
  • a game of the third type of the second level game is a "dot and object complex matching" game, in which a game of a total of 4 questions is played.
  • the third type of game, “Dot and Object Composite Matching” game is the first type of game “Sort Objects Aligned” game shown in FIG. 5B, displaying the number of games, for example, in the problem display window 420 For example, when displaying "5", it is the same as the method described with reference to FIG. 5B except that dots and objects, for example, sparrows are mixed and displayed in an aligned form, and an example of the game screen is shown in FIG. 5D . Referring to FIG.
  • 5D for the number “5” in question, three dots are configured by the server 100 and two are configured as birds, so that three dots and two birds are configured. It is a game in which is displayed on the problem display window 420 in an arranged form. Of course, it will be possible to display problems in an unaligned form when using dots and objects to increase the level of the game.
  • the difficulty can be adjusted by setting the complex number of points and objects for the number of games. For example, it may be understood that the difficulty of the game increases compared to the case where the number of more than half of the number is composed of objects and the remaining number is composed of points.
  • the third level game is classified into two types of games, and among them, the first type of game is a "sound and guess" game, in which a total of five items are played.
  • 5E is a diagram illustrating an example of a voice listening game among third-level games in the first game category according to an embodiment of the present invention.
  • the number of game problems is not displayed on the problem display window 420, but the number of points or objects representing the number of game problems is displayed.
  • An object, for example, the speaker 450 is displayed outside the window. Therefore, when the player selects the displayed speaker 450 using a mouse, etc., the game is performed by speaking the number of the game problem by voice, and the player listening to the voice and inputting the corresponding number through the number board 430. can
  • the server 100 may include a voice converter to output the voice corresponding to the number through the speaker of the output device 141 .
  • a voice converter since such a voice converter has a large capacity because it has to have a function of performing voice conversion of a plurality of characters including numbers in general, the voice output data corresponding to each number in the DB 200 is stored as metadata in the game. When the number of problems is determined, a method of performing audio output using the corresponding audio output data is also possible.
  • a game of the second type of the third level game is a "letter-and-match" game, wherein the characters may be Korean, English, Japanese, Chinese, or the like. This game is also played with a total of 5 questions.
  • 5F is a diagram illustrating an example of a letter-matching game among third-level games in the first game category according to an embodiment of the present invention.
  • the number of points or objects indicating the number of the game problem is not displayed on the problem display window 420 , but characters corresponding to the number of the game problem, for example, Hangul, are displayed.
  • FIG. 5F it can be seen that “4” is selected as the number of the game problem, and the Korean “four” 460 corresponding to “4” is displayed in the problem display window 420 .
  • characters corresponding to numbers are stored in the DB 100 as metadata, and when the number of game problems is determined, the server 100 uses the metadata stored in the DB 100 to store letters corresponding to the determined numbers. is extracted and displayed on the problem display window 420 .
  • the game can be performed by the player looking at the letters displayed on the problem display window 420 and inputting a number corresponding to the letter through the number plate 430 .
  • the server 100 allows the player to select the shape of the character before the start of the game, so that the game can be performed using the character in a language that the player can recognize. For example, if the game player can recognize only English, English is selected by the player, and the "letter match" game is performed, the English letters corresponding to the number of the game problem are displayed in the problem display window 420. By being displayed, the player will be able to smoothly play the game by recognizing English characters.
  • the server 100 may display the number itself that can be recognized worldwide without displaying the letters corresponding to the number of the game problem in the problem display window 420 in Korean.
  • An example is shown in Fig. 5g. Referring to FIG. 5G , the number "5" 470 representing the number "5" of the game problem is displayed on the problem display window 420, so that the player recognizes the number as it is and answers it through the number board 430 This game is played by entering
  • the focus is on improving difficult birth, which is sluggish in recognizing a number between 1 and 10.
  • the second game category is a "Compare and guess a large number" category, there are three game levels in this category, the fourth level game is a game of comparing the number of points to guess a large number, and the second level game is a game of guessing a large number by comparing the number of points. It is a game of matching the large number by comparing the number and the number of dots and objects, and the third level game is a game of matching the large number by comparing the number and the number of dots and objects.
  • the fourth level game is classified into two types of games, and among them, the first type of game is a "sorted dot" game, in which a total of 5 items are played.
  • 6A is a diagram illustrating an example of an aligned dot game among the fourth level games in the second game category according to an embodiment of the present invention.
  • the question input window 420 and the numeric board 430 for entering an answer are not displayed, but both windows 510 and 520 are displayed for displaying the problem. and the answer to the problem is input through two arrows 531 and 532 displayed between the two windows 510 and 520 .
  • the game starts with a game progress message of the character 410 for game progress, for example, "Guess which one is bigger ⁇ ", and two numbers corresponding to the problem by the server 100, for example For example, "2" and "7" are determined, and the number of dots corresponding to each determined number is displayed on each of the two open windows 510 and 520 .
  • the aligned form 511 of the dot corresponding to the number "2” is displayed in the problem display window 510 on the left, and the aligned form 521 of the dot corresponding to the number "7” is on the right
  • the problem display window 520 is displayed.
  • the player grasps the number of points displayed in the two windows, and selects the arrows 531 and 532 pointing to the window in which the larger number of points is displayed among the number of the two identified points to answer the problem identified by the player. can be entered.
  • the number of dots displayed on the left window 510 is “2” and the number of dots displayed on the right window 520 is “7”, a player who accurately grasps this selects an arrow 532 pointing to the right. to enter the answer.
  • emphasis is placed on improving difficult calculus by comparing the size of a number between 1 and 10.
  • a game of the second type of the fourth level game is a "unaligned dot” game, and this game is also played with a game of a total of 5 items.
  • the second type of game the “unaligned dot” game
  • the “aligned dot” game is aligned to the two problem display windows 510 and 520, respectively, in the “aligned dot” game, which is the first type of game shown in FIG. 6A .
  • All are the same as the method described with reference to FIG. 6A except for the display in the form of a dot that has not been displayed.
  • the points corresponding to the game numbers "3" and "7" of the comparison target are displayed in an unaligned form on the two problem display windows 510 and 520, respectively, as shown in FIG.
  • the 5th level game is classified into three types of games, and among them, the first type of game is a "sorted object" game, and a game with a total of three items is performed.
  • This game is different from the "aligned dots" game described with reference to FIG. 6A only in that the sorted objects, for example, sparrows, fish, etc., are sorted and displayed as a problem instead of the sorted dots.
  • the present game is arranged using objects instead of points in FIG. 6A. It will be easily understood that the present game can be performed by displaying the two problem display windows 510 and 520 in the form of an arrow to input the answer to the size comparison through the arrows 531 and 532 . Therefore, a detailed description of the present game will be omitted.
  • a game of the second type of the fifth level game is a "matching objects that are not aligned” game, and this game is also a game of a total of three items.
  • the present game is not aligned using objects instead of points in Fig. 6B
  • the present game can be performed by displaying the two problem display windows 510 and 520 in a non-existent form so that the answer to the size comparison can be entered through the arrows 531 and 532 . Accordingly, a detailed description of the present game will be omitted.
  • a game of the third type of the fifth level game is a "dot and object compound matching" game, in which a game of a total of 4 questions is played.
  • the third type of game “Dot and Object Composite Matching” game is the above-described first type game, “Parallel Matching Objects” game, when the number of games is displayed on the problem display windows 510 and 520. It is the same as the method described above, except that dots and objects, for example, birds are mixed and displayed in an aligned form. Therefore, a detailed description of the present game is also omitted.
  • the 6th level game is classified into two types of games, and among them, the first type of game is a "sound and guess" game, and a game with a total of 5 items is performed.
  • a speaker shape capable of displaying the number of game problems by voice instead of the aligned dots is displayed on the two problem display windows 510 and 520, respectively.
  • the only difference is that the game player selects the speakers displayed on the two problem display windows 510 and 520, respectively, listens to the corresponding number and compares the size. That is, it will be easily understood that the difference between the game in FIG. 5A and the game in FIG. 5E in the game of the first game category is grafted to the game in FIG. 6A among the games of the second game category to perform the present game.
  • the "letter-and-match" game which is the second type of game of the 6th level game, is also the third level of the above-described 1st category game, as described for the above-mentioned 1st type of game of the 6th level game. It will be easy to understand when applied to the game of FIG. 6A described above that, like the two types of games, letters corresponding to the number of problems are displayed on the two problem display windows 510 and 520, respectively, so that the gamer can understand the problem. can Therefore, a detailed description of the present game is also omitted.
  • the third game category is a "match the same number" category, and there are two game levels in this category, the 7th level game is a game of matching the number of points or objects by comparing the number of points or objects, and the 8th level game is a game with voice It is a game where you guess the same number by comparing them by listening or seeing the letters.
  • the 7th level game is divided into 2 types of games, the 1st type of game is a "Shoot the dots" game with a total of 5 questions, and the 2nd type of game is a "Shoot with objects" game with a total of 5 games. This is done.
  • FIG. 7 is a diagram illustrating an example of a matching game among seventh level games in a third game category according to an embodiment of the present invention.
  • all four windows (610, 620, 630, 640) for displaying the problem one window 610 among them is the window of the problem indicating the reference number, and the remaining three windows ( 620, 630, and 640) are windows of the problem for displaying a number to be compared with a reference number.
  • arrows 621 , 631 , and 641 for inputting an answer are displayed on the right side of each of the three windows 620 , 630 , and 640 , respectively.
  • the game starts with the game progress message of the character 410 for the game progress, for example, "Shall we find the same number as the one on the left?", the reference number corresponding to the problem by the server 100, For example, "4" is determined, and also three numbers to be compared with the reference number "4", for example "3", "4" and "5" are determined. At this time, one of the three numbers to be compared must be the same number as the reference number. That is, the remaining two numbers will be determined to be different numbers from the reference number.
  • the number of objects corresponding to the reference number for example, four birds
  • the form displayed on each of the windows 610 , 620 , 630 , and 640 may be a dot, an object, or a combination of a dot and an object.
  • dots are used to indicate. For example, the number of dots corresponding to the numbers “3”, “4”, and “5” are displayed in the windows 620 , 630 , and 640 on the right, respectively.
  • the player grasps the number of objects displayed on the left window 610 as a reference number, and also identifies the number of points displayed on the right window 620 , 630 , and 640 , respectively, and is the same as the left reference number.
  • the player grasps the number of objects displayed on the left window 610 as a reference number, and also identifies the number of points displayed on the right window 620 , 630 , and 640 , respectively, and is the same as the left reference number.
  • an answer to the problem identified by the user may be input.
  • the emphasis is placed on improving difficult calculation by comparing the sizes of numbers 1 to 10 to find the same number.
  • the 8th level game is classified into two types of games, the first type of game is a "sound and guess” game, and a total of 5 questions is played, and the second type of game is a "letter and guess” game. A total of 5 questions are played.
  • each window (610, 620, 630, 640) hear the number by voice through the speaker or recognize the number through the displayed Hangul characters, and the same number of dots displayed on the right window (620, 630, 640) or It can be seen that this can be performed by finding the number of objects and inputting answers through arrows 621 , 631 , and 641 .
  • the 4th game category is a "match hidden number" category, this category has two game levels, the 9th level game is a game of matching the hidden number of dots or objects, and the 10th level game is a dot and object complex form. It is a game of guessing the hidden numbers.
  • the 9th level game is divided into 2 types of games, the 1st type of game is a "dots" game with a total of 5 questions, and the 2nd type of game with a "singing" game with a total of 5 Dog games are played.
  • the 10th level game consists of one type of game, and is a "dot and object complex matching" game with a total of 10 questions.
  • the games of the 4th game category, the 9th level game and the 10th level game are all matching games, and the difference between the three types of games in the two level games is that the number of game problems is It is expressed as a compound of dots and objects.
  • the form displayed as a problem is a dot or an object or a compound of dots and objects.
  • the "point and object compound matching" which is the 10th level game, will be described.
  • FIG. 8 is a diagram illustrating an example of a point and object complex matching game, which is a 10th level game in the fourth game category according to an embodiment of the present invention.
  • the game starts with a game progress message of the character 410 for game progress, for example, "Guess how many there were in all ⁇ ", and the server 100 responds to the problem
  • the number of game problems for example, the number of "9” is determined, and the number of dots and objects corresponding to the determined number are displayed in the open problem display window 420 as a complex form, specifically outside the window .
  • one window 421 of the problem input window 420 is closed after a certain period of time, so that the number of points and object complex shapes displayed on the problem input window 420 is known.
  • the game is played so that the player enters an answer through the number board 430 for the number of the original dot and object complex form, that is, the number indicated in FIG. 8A .
  • the game in the present embodiment is intended to provide a learning form in which the displayed number of numbers is memorized and input as an answer.
  • the embodiment with reference to FIG. 8 is another form, and in the case where an object is a dynamic object, for example, a balloon or a bird, after the balloon or bird is displayed according to the number of problems, a preset time period, for example 3 It can also be implemented to provide a form that remembers the number of numbers indicated earlier by flying away after seconds and then entering them as an answer.
  • a preset time period for example 3 It can also be implemented to provide a form that remembers the number of numbers indicated earlier by flying away after seconds and then entering them as an answer.
  • the focus is on improving difficult calculus to memorize and answer a number between 1 and 10.
  • a game of 100 questions for a total of 21 types of games with a total of 10 levels of games in a total of 4 game categories is performed to play a game for the difficult child or the poor in arithmetic learning according to the embodiment of the present invention.
  • the server 100 performs the diagnosis of difficulty in childbirth as a result of the accumulated judgment as a result of playing the game for a total of 100 items described above.
  • the server 100 identifies the diagnostic results for each game level, and at this time, the diagnostic results can be identified as “excellent”, “good” and “poor”, and the reference value to be determined in this way is It is preset. For example, out of a game of 10 questions, if 9 to 10 are correct, it is judged as “excellent”, if 8 is correct, it is judged as “good”, and if 7 or less are correct, it is judged as “poor.” , this is only an example, and judgment may be performed using a different reference value.
  • the server 100 can diagnose the overall game result through the number of correct answers to all 100 questions according to the result determined for each game level, and according to the diagnosis result, 4
  • Follow-up actions such as re-learning for all category games, re-learning for some categories or some level games, or ending learning can be performed.
  • the embodiments according to the present invention described above may be implemented in the form of program instructions that can be executed through various computer components and recorded in a computer-readable recording medium.
  • the computer-readable recording medium may include program instructions, data files, data structures, etc. alone or in combination.
  • the program instructions recorded on the computer-readable recording medium may be specially designed and configured for the present invention, or may be known and used by those skilled in the computer software field.
  • Examples of the computer-readable recording medium include a hard disk, a magnetic medium such as a floppy disk and a magnetic tape, an optical recording medium such as a CD-ROM, a DVD, and a magneto-optical medium such as a floppy disk.
  • program instructions include not only machine language codes such as those generated by a compiler, but also high-level language codes that can be executed by a computer using an interpreter or the like.
  • the hardware device may be configured to operate as one or more software modules to perform processing according to the present invention, and vice versa.

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Abstract

L'invention concerne un procédé destiné à fournir un jeu pour une personne ayant une dyscalculie ou des troubles d'apprentissage en mathématiques, et un serveur l'utilisant. Ce procédé comprend les étapes suivantes : un serveur de jeu définit deux zones à utiliser pour un jeu tout en présentant sur un écran de jeu un personnage qui progresse à travers le jeu ; le serveur de jeu définit une première zone parmi les deux zones en tant que zone d'affichage de problèmes et une seconde zone parmi les deux zones en tant que zone d'entrée de réponses, ou il définit les deux zones en tant que zones d'affichage de problèmes et il définit une troisième zone d'entrée de réponses en plus des deux zones ; le serveur de jeu affiche, dans la première zone, une forme comprenant des points, des objets ou une combinaison de points et d'objets dans un nombre correspondant à un nombre à un chiffre, et il affiche, dans la seconde zone, une planche de numéros dans laquelle un joueur qui a compris la forme affichée dans la première zone peut entrer une réponse, ou le serveur de jeu affiche, dans chacune des deux zones, une forme comprenant des points, des objets, ou une combinaison de points et d'objets dans un nombre correspondant à un nombre à un chiffre, et il affiche, dans la troisième zone, une touche de sélection qui permet à un joueur qui a compris les formes affichées dans les deux zones d'entrer une réponse ; et la réponse entrée par le joueur est déterminée comme étant correcte ou incorrecte, et les résultats déterminés sont cumulés pour diagnostiquer, après que le jeu ait été terminé, le degré d'amélioration de la dyscalculie du joueur.
PCT/KR2019/017881 2019-12-17 2019-12-17 Procédé pour fournir un jeu pour personnes ayant une dyscalculie ou des troubles d'apprentissage en mathématiques, et serveur l'utilisant WO2021125375A1 (fr)

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KR20120107215A (ko) * 2011-03-21 2012-10-02 에스케이텔레콤 주식회사 수학교육 서비스 시스템, 수학교육 서비스 제공장치, 학습자 단말기, 수학문제 제공을 위한 클라우드 컴퓨팅 서비스 장치, 수학문제 학습 서비스 제공방법, 및 클라우드 컴퓨팅 서비스 제공방법
KR20140086608A (ko) * 2012-12-28 2014-07-08 동서대학교산학협력단 스마트 디바이스 기반의 어린이 수학교육용 사칙연산 기능성 게임 시스템 및 게임방법
JP2017102316A (ja) * 2015-12-03 2017-06-08 株式会社光文書院 学習支援装置および学習支援プログラム
KR20170109365A (ko) * 2016-03-21 2017-09-29 최갑숙 아동용 숫자학습 표시장치, 이를 포함하는 숫자학습 매체, 숫자학습 방법 및 숫자학습용 책자

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR970049978A (ko) * 1995-12-07 1997-07-29 이봉성 음성 출력 및 숫자 디스플레이 기능을 갖는 산수 및 수학 학습기
KR20120107215A (ko) * 2011-03-21 2012-10-02 에스케이텔레콤 주식회사 수학교육 서비스 시스템, 수학교육 서비스 제공장치, 학습자 단말기, 수학문제 제공을 위한 클라우드 컴퓨팅 서비스 장치, 수학문제 학습 서비스 제공방법, 및 클라우드 컴퓨팅 서비스 제공방법
KR20140086608A (ko) * 2012-12-28 2014-07-08 동서대학교산학협력단 스마트 디바이스 기반의 어린이 수학교육용 사칙연산 기능성 게임 시스템 및 게임방법
JP2017102316A (ja) * 2015-12-03 2017-06-08 株式会社光文書院 学習支援装置および学習支援プログラム
KR20170109365A (ko) * 2016-03-21 2017-09-29 최갑숙 아동용 숫자학습 표시장치, 이를 포함하는 숫자학습 매체, 숫자학습 방법 및 숫자학습용 책자

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