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GAME/LEARNING DEVICE LINKING LEARNING TO GAMES, AND LEARNING METHOD USING SAME
GAME/LEARNING DEVICE LINKING LEARNING TO GAMES, AND LEARNING METHOD USING SAME
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机译:将学习与游戏联系起来的游戏/学习装置以及使用该游戏/学习装置的学习方法
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摘要
The present invention relates to a learning/game device enabling playful learning. More particularly, the present invention relates to a play-type learning/game device configured so as to enable learning by connecting play to virtually all areas of educational learning problems since areas of learning can be expanded indefinitely to encompass math, Hangul (Korean characters), Chinese characters, animals, science, and other fields. Disclosed is the game/learning device having a built-in controller, characterized by consisting essentially of: a setting key for changing the controller to a setting mode in order to rewrite correct answers to various learning problems in a memory through a control by the controller; an input button unit for inputting a correct answer to a learning problem when the controller is in the setting mode; a stop button for providing a revision of an incorrect input during the setting of a correct answer in the setting mode; a display unit for setting the correct answer to the learning problems in the setting mode; and a first setting key insert unit to which the setting key is inserted. Further disclosed the learning game device having a built-in controller, consisting of: a start button for changing the controller to a learning mode; a display unit for displaying the state of problems being solved when the controller is in the learning mode; and a coin discharging device for receiving a signal through the controller when a correct answer for a learning problem is inputted in the learning mode, being driven, and discharging a coin, the coin discharging device being built into the learning/game device or being configured as a wired/wireless external unit. Through the present invention, virtually all areas of learning can be expanded such as math, Hangul (Korean characters), Chinese characters, animals, and science, and the setting of various new problems can be achieved through a rewrite function for changing the controller to the setting mode using the setting key of the learning/game device. Thus, the device is not limited to only the problems initially programmed in an existing learning/game device, but enables infinitely expandable learning, and has a function for discharging various forms of pocket money according to correct answers through the coin discharging device, so that various expanded forms of play/learning are enabled using the discharged coins.
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