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Teaching playing-cards

A technology of playing cards and the back, which is applied in the field of teaching aids, can solve the problems of ignoring the identity, unity and correlation between playing and learning, and achieve the effects of quick thinking, improved memorization efficiency, and simple structure

Inactive Publication Date: 2002-12-11
毛雨先
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, people generally only recognize the game activities of young children, and deny the game activities of young people as bad behaviors opposite to learning activities, ignoring the identity, unity and correlation between play and learning, and thus Seldom consider how to organically combine play and learning so that the two complement each other

Method used

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  • Teaching playing-cards
  • Teaching playing-cards

Examples

Experimental program
Comparison scheme
Effect test

Embodiment Construction

[0018] A kind of teaching playing cards, there are propositions on the front of the playing cards, and corresponding proposition answers on the back of the playing cards. The front propositions of the playing cards can be multiple choice questions, multiple judgment questions or multiple blank filling questions. Answers to each of the questions are given on the back.

[0019] The method for determining the size of teaching poker cards is to determine the size of the cards according to the number of propositions or the number of wrong items or the number of errors in each item. The more wrong items, the bigger the cards, and the fewer wrong items, the more cards smaller. The size, name and quantity of teaching playing cards can be determined according to needs.

[0020] For example: there are 60 teaching poker cards in total, 15 each for dragon, tiger, horse and ox, and each card has four multiple-choice questions; the dragon is the largest, and all four multiple-choice questi...

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PUM

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Abstract

The teaching playing-cards have some questions in various mode in the right side and the corresponding answers in the back side. The playing-cards may have different sizes based on amount of answers,including incorrect answers. The present invention combines playing and learning and can raise the learning and memory efficiency.

Description

technical field [0001] The present invention relates to a kind of teaching tool, specifically a kind of teaching poker, which utilizes entertainment poker form to consolidate and improve memorization efficiency, and it is applicable to all grades and all subjects of preschool education, elementary school and middle school for vivid and effective teaching. memorization teaching. Background technique [0002] Poker is a popular toy. When people play poker, their spirits are high, their thinking is quick, their attention is highly concentrated, and they can enjoy it forever. This state is exactly the best state needed for teaching. Entertainment is a common need of human beings, and games are children's nature. It is the ideal pursuit of teachers to let students learn in games and achieve better academic performance in games. However, people generally only recognize the game activities of young children, and deny the game activities of young people as bad behaviors opposite ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G09B19/22
Inventor 毛雨先蒋庆春
Owner 毛雨先
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