Board game for teaching DNA concepts

A board game for teaching pattern recognition. In one embodiment, the present invention teaches DNA concepts wherein patterns identified on playing cards represent a sequential biocode pattern and a plurality of game pieces represent biocodes differentiated by shape and color. Corresponding biocodes represent base pairs bound together to form the helix structure of DNA. Preferably, pattern recognition is taught utilizing a simple story line such as deep-space travelers having to repair a spaceship, by having to match a sequential pattern with game pieces (biocodes) to retrieve a spaceship part, in order to escape a distant planet.

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Description
RELATED APPLICATION

[0001] This utility application is related to U.S. design application also entitled “Board Game for Teaching DNA Concepts” which is incorporated herein by reference, and having been filed concurrently with the present utility application.

TECHNICAL FIELD

[0002] The present invention relates to science-oriented board games and, more particularly, relates to utilizing pattern recognition to understand life sciences such as genetics and biochemistry without children being consciously aware of the science content.

BACKGROUND OF THE INVENTION

[0003] Science is sometimes difficult for children to learn because they become frustrated with difficult subject matter. Life sciences such as genetics and biochemistry are especially difficult for some children to learn. This is often because the children are consciously aware of the science content. However, if children were able to develop the higher-level cognitive skills necessary for learning the difficult subject matter, the children would more easily learn the difficult subject matter when consciously aware of it.

[0004] By playing games, children strengthen or develop new neuronal pathways that will enable the recognition of rules, patterns and sequences inherent in reading and writing and the comprehension of complex science and mathematics. Therefore, what is needed is a board game that facilitates the learning of the higher-level cognitive skills necessary for learning the difficult subject matter where the children playing the games would not be consciously aware of any underlying content. For example, a board game following a simple story line could teach pattern recognition to facilitate the learning of DNA concepts. An overview of DNA concepts is provided below.

[0005] All living things are comprised of cells. Each cell holds all the genetic information needed to create a living thing. The cells are constantly active because the metabolic processes needed to maintain their lives are occurring all the time. These processes involve hundreds of chemical reactions, each of which is controlled by a specific kind of protein or enzyme and dependent upon the release of cellular energy.

[0006] Because enzymes control the metabolic processes, cells must possess information for producing specialized proteins. Such information is held in DNA, which is found in the nucleus or center of each cell. DNA is a ladder-like molecule that stores genetic information. Its chemical components form chromosomes. A piece of a chromosome that dictates a particular trait is called a gene, which is made up of DNA molecules. DNA molecules, in the form of genetic code, instruct cells how to create, synthesize and build specific proteins. RNA is a substance that reads the genetic information carried by DNA.

[0007] DNA proteins consist of twenty different amino acids joined in particular sequences. The genetic code provides information on how to position these amino acids correctly in what is called a polypeptide chain. Each of the twenty amino acids is represented in a DNA molecule by a particular sequence of three nucleotides, each of which consists of a sugar, a nitrogenous base, and a phosphate group. The organic base of a DNA nucleotide can be one of four chemicals: adenine (A), guanine (G), cytosine (C) and thymine (T). Thus, there are only four types of nucleotides: adenine nucleotides, guanine nucleotide, cytosine nucleotide, and thymine nucleotide. RNA is similar to DNA except that it contains the sugar ribose instead of deoxyribose.

[0008] Structurally, DNA is a double helix: two strands of genetic material spiraled around each other. Each strand of DNA consists of a chain of nucleotides arranged in a particular sequence. For example, the sequence of T, T, A represents one type of amino acid while the sequence G, G, A represents another.

[0009] The two strands of DNA forming the double helix are connected at each base. Each base will only bond with one other base, as follows: adenine (A) will only bond with thymine (T), and guanine (G) will only bond with cytosine (C). For illustrative purposes, adenine (A) is often colored red and thymine (T) is colored green. Guanine (G) is often colored yellow and cytosine (C) is colored blue. Thus, red will only bond with green and yellow will only bond with blue.

SUMMARY OF THE INVENTION

[0010] The present invention provides a board game for teaching pattern recognition to facilitate learning of difficult subject matter such as the life sciences and mathematics without the players becoming aware of any underlying content.

[0011] Generally described, the present invention includes a path depicted on a gameboard for movement of game pieces representing each of the players. Along the path are designated regions to which the players attempt to gain access. A deck of game cards, associated with each of these regions, identifies a pattern which a player must match in order to gain access to the region. Game pieces, collected by the players while following along the path, must be arranged with one another to match the pattern displayed on the game card in order to gain access. Once a player gains access to a particular region by arranging game pieces in the appropriate manner, a token is collected by the player. The game may be concluded when any one of the players collects a token from each of the regions.

[0012] In one embodiment of the present invention, the patterns identified on the playing cards represent a sequential biocode pattern and the game pieces represent biocodes differentiated by shape and color. For example, the game pieces are colored red, green, blue or yellow as biocodes are often depicted in life sciences literature. The red biocodes correspond with the green biocodes and the blue biocodes correspond with the yellow biocodes to represent base pairs bound together to form the helix structure of DNA. Therefore, pieces of the game and the associated rules mimic the molecular structure of DNA and its sequential chain of nucleotides.

[0013] The foregoing has broadly outlined some of the more pertinent aspects and features of the present invention. These should be construed to be merely illustrative of some of the more prominent features and applications of the invention. Other beneficial results can be obtained by applying the disclosed information in a different manner or by modifying the disclosed embodiments. Accordingly, other aspects and a more comprehensive understanding of the invention may be obtained by referring to the detailed description of the exemplary embodiments taken in conjunction with the accompanying drawings, in addition to the scope of the invention defined by the claims.

BRIEF DISCRIPTION OF THE DRAWINGS

[0014] FIG. 1 illustrates a top view of one embodiment of a gameboard of the present invention having a path to be followed by the players as they play the board game.

[0015] FIGS. 2 and 3 each illustrate a top view of a pair of game pieces arranged to correspond with one another.

[0016] FIG. 4 illustrates a top view of a game card having a pattern to be matched by a plurality of the game pieces of FIGS. 2 and 3.

[0017] FIG. 5 illustrates a perspective view of a carrier, in one embodiment of a spaceship, for receiving and retaining tokens collected by a player.

DETAILED DESCRIPTION

[0018] Referring now to the drawings in which like numerals indicate like elements throughout the several views, the drawings illustrate exemplary embodiments of the present invention.

[0019] In the preferred embodiment, a board game 10 is designed around the structure and functions of DNA and RNA. DNA is the basic building block of all living organisms and RNA which is the genetic encoder of DNA. The players are not consciously aware that the game pieces and rules mimic the molecular structure of DNA and its sequential chain of nucleotides. The board game 10 may utilize a simple story line to teach the above-described DNA concepts. Preferably, pattern recognition is taught utilizing a simple story line such as deep-space travelers having to repair a spaceship, by having to match sequential patterns with game pieces representing biocodes to retrieve spaceship parts represented by tokens, in order to escape a distant planet.

[0020] FIG. 1 illustrates the board game 10 including a gameboard 12 with a path 14 depicted thereon. The path 14 is partitioned into a plurality of spaces. In one embodiment, each space is preferably one of four colors. However, a few of the spaces may instead include any combination of colors as explained below. The board game 10 further includes a plurality of player identification game pieces 18 for representing each of the players who are playing the game. Player identification game pieces 18 may be configured in the form of an inanimate object or depict figures or icons such as fictitious characters, so long as each player identification game piece 18 is distinguishable from the other.

[0021] Each of the players roll die (not shown) to determine the number of spaces to be moved along the path 14. Once the player has moved the player identification game piece 18 the proper amount of spaces, the player receives a game piece 22, 24, 26 or 28 which matches the color of the space the player landed on last. However, if the space includes a combination of colors, the player may select from any of the game pieces 22, 24, 26 or 28 based upon any one of the colors in the space.

[0022] In one embodiment of the present invention, if a player lands on a space having a “?” as shown in FIG. 1, the player draws from a deck of cards 30 to provide additional instructions to the player regarding his turn. For example, the player may be obligated to roll the die again or turn over one or more game pieces to another player designated as the banker tasked with managing the game pieces to be collected by the players. After each player has had a few turns and collects a number of game pieces, each player can attempt to arrange each pair of corresponding game pieces in a particular sequential pattern as best described below.

[0023] Each of the game pieces 22, 24, 26 or 28 is preferably colored in a particular manner based upon a color key. For example, as biocodes are often depicted in life sciences literature, the game pieces 22 are yellow, the game pieces 24 are blue, the game pieces 26 are red and the game pieces 28 are green. The red biocodes correspond with the green biocodes and the blue biocodes correspond with the yellow biocodes to represent base pairs bound together to form the helix structure of DNA.

[0024] Also, the game pieces 22, 24, 26 or 28 are configured to mate with one another based on shape as best shown in FIGS. 2 and 3. Therefore, the game pieces 22, 24, 26 or 28 are preferably double keyed in that a group of game pieces having one color and configuration correspond with another group of game pieces of a different color and configuration. In other words, corresponding or complementary game pieces are differentiated from one another based upon shape and color.

[0025] Each of the game pieces 22, 24, 26 or 28 has a shaped end portion to mate with a shaped end portion of a corresponding or complementary game piece. In FIGS. 2 and 3, V-shaped joint 32 is formed between corresponding game pieces 22 and 24 and W-shaped joint 34 is formed between corresponding game pieces 26 and 28. Angular-shaped end portions on biocodes represent receptor sites for representing chemicals attaching to slots on a surface of a receiving neuron. However, other types of joints are also within the scope of the invention so long as one portion of game pieces may be differentiated from another portion of game pieces based upon shape.

[0026] Designated along the path 14 of the gameboard 12 is a plurality of separate regions 40. In many story lines, the regions 40 may be referred to as cities surrounded by an impenetrable wall. Preferably, a region 40 is designated on three of the four corners of the gameboard with a single space along the path 14 leading to a gate for each of the three separate regions 40. As shown in the upper right hand corner of the gameboard 12 of FIG. 1, the player 18 is on a space, of the path 14, which leads to the upper right hand corner region 40. The fourth corner should be designated as a starting area 42 as shown in FIG. 1.

[0027] A plurality of game cards 50, commonly referred to as gate cards, one of which is shown in FIG. 4, is associated with each separate region 40. A single deck of game cards 50 may be utilized by all the players by drawing from the top of the deck 50 when one of them lands directly upon a space leading to one of the separate regions 40. Alternatively, a separate deck of cards 50 may be associated with each separate region 40. In such case, when a player lands on a space leading to one of the regions 40, the player draws a card from the deck of cards 50 associated with that particular region as shown in FIG. 1.

[0028] As best shown in FIG. 4, the game cards 50 identify a sequential pattern 60 with a fictitious character 62. In the preferred embodiment, each pattern 60 includes four pairs of biocodes arranged in a particular sequence. Any number of different characters or other creatures may be used on the game cards 50. The sequential pattern 60 provided on each game card 50 corresponds with a biological component or physiological trait of the character 62 on the same game card 50. The actual biological component or physiological trait being matched may be identified or highlighted in any suitable manner which allows children to understand which particular component or trait is being matched. Therefore, the players group the game pieces according to function as well as to shape and color as described above.

[0029] The sequential pattern 60 on the card 50 drawn by the player must be matched with the player's corresponding pairs of game pieces 22, 24, 26 and 28 in order to enter one of the regions 40. Therefore, each player must collect and stock varied game pieces in anticipation of changing patterns on the gate cards 50. Upon entering one of the regions 40, the player is permitted to obtain a token 54 needed in order to win the board game 10. There is one token 54 for each player in each region 40. Preferably, each of the player's tokens 54 represent fuel, oxygen and a computer. However, the tokens 54 of the present invention may represent other items suitable for facilitating the desired story line.

[0030] Each player may place collected tokens 54 in a carrier configured for receiving and retaining the tokens. FIG. 5 illustrates one embodiment of a carrier for tokens 54 in the form of a spaceship 80 with slots 82. The spaceship 80 may also include an additional slot 82 for receiving and retaining the player's identification game piece 18. Preferably, each slot 82 is sized to permit the base of each token 54 or player identification game piece 18 to be placed within the spaceship 80 as shown in FIG. 5.

[0031] Depending on the storyline, the board game 10 may be concluded upon any one of the players collecting all of his tokens 54 in the spaceship 80 so that the spaceship 80 may be launched. Alternatively, the board game 10 may continue until each player has collected all of his tokens 54 and launches a spaceship 80 in order to determine the order in which all the players finish the board game 10.

[0032] The use of the board game 10 as described above constitutes an inventive method of the present invention in addition to the board game 10 itself. In practicing the method of playing the board game 10, the steps include collecting a plurality of game pieces 22, 24, 26 and 28 as described above. The method then includes arranging at least a portion of the collected game pieces 22, 24, 26 and 28 to correspond with one another. Next, the method of playing the board game 10 includes the step of determining whether at least a portion of the collected game pieces 22, 24, 26 and 28 which correspond with one another match a selected pattern as described above.

[0033] The method of playing the board game 10 may further include the step of collecting a token 54 for correctly matching corresponding game pieces 22, 24, 26 and 28 with a selected pattern as described above. The step of arranging the game pieces 22, 24, 26 and 28 to correspond with one another based upon different shapes and different color as described above may also be included in the method of playing the board game 10. Each player may select a different pattern before attempting to determine if any game pieces match as described above. The method may also include the step of concluding the game upon collecting all of the tokens 54 as described above.

[0034] The present invention has been illustrated in relation to particular embodiments which are intended in all respects to be illustrative rather than restrictive. Those skilled in the art will recognize that the present invention is capable of many modifications and variations without departing from the scope of the invention. Accordingly, the scope of the present invention is described by the claims appended hereto and supported by the foregoing.

Claims

1. A board game for teaching pattern recognition, comprising:

a plurality of player identification game pieces;
a path depicted upon a gameboard for movement of said player identification game pieces, said path comprising a plurality of separate spaces;
a plurality of separate regions designated upon said gameboard along said path;
a plurality of game cards to be associated with each said region designated upon said gameboard, each said game card for identifying a pattern; and
a plurality of game pieces to be collected by the players, said game pieces collected by each player to be arranged with one another to match said pattern on at least one of said game cards.

2. The board game of claim 1 further comprising a plurality of tokens to also be collected by the players, at least one said token to be collected by a player when successfully matching at least a portion of said game pieces with said pattern on one of said game cards.

3. The board game of claim 1 wherein each said game piece is keyed to correspond with at least one other said game piece.

4. The board game of claim 1 wherein said path is multi-colored to separately designate said spaces of said path.

5. The board game of claim 4 wherein each said game piece is keyed based upon color to correspond with at least one other said game piece having a different color.

6. The board game of claim 5 wherein at least one said spaces of said path matches at least one of said keyed game pieces based upon similar colors.

7. The board game of claim 1 wherein said game pieces are keyed to correspond to one another based upon color and shape.

8. The board game of claim 1 wherein said plurality of game pieces are keyed to correspond to one another based upon color, and a portion of said plurality of keyed game pieces having one color to correspond with another portion of said plurality of game pieces having a different color.

9. The board game of claim 1 wherein said plurality of game pieces are keyed to match one another based upon shapes, and a portion of said plurality of keyed game pieces having one shape to mate with another portion of said plurality of game pieces having another corresponding shape.

10. The board game of claim 1 further comprising a receiver of a plurality of game pieces wherein each said receiver is configured to receive and retain said tokens when said tokens are collected.

11. The board game of claim 1 for teaching DNA concepts wherein said patterns identified on said playing cards represent a sequential biocode pattern and said plurality of game pieces represent biocodes.

12. The board game of claim 11 wherein there are four types of said biocodes differentiated by shape and color.

13. The board game of claim 12 wherein said biocodes are colored red, green, blue or yellow, and said red biocodes correspond with said green biocodes and said blue biocodes correspond with said yellow biocodes to represent base pairs bound together to form the helix structure of DNA.

14. The board game of claim 12 wherein angular-shaped end portions on said biocodes represent receptor sites for representing chemicals attaching to slots on a surface of a receiving neuron.

15. A plurality of game pieces to be utilized while playing a board game wherein each said game piece comprises a shaped end portion to be mated with a portion, but not all, of said plurality of said game pieces.

16. The plurality of game pieces of claim 14 wherein each said game piece is also color coded to correspond with a portion, but not all, of said plurality of game pieces.

17. A game card depicting a living being on one portion of said game card and depicting a pattern on another portion of said game card to be matched by a portion of a plurality of game pieces, wherein said pattern corresponds with a biological component or physiological trait of said living being.

18. A method of playing a game, comprising the steps of:

collecting a plurality of game pieces;
arranging at least a portion of the collected game pieces to correspond with one another; and
determining whether at least a portion of the collected game pieces which correspond with one another match a selected pattern.

19. The method of claim 18 further comprising the step of collecting one of a set of differently shaped tokens if said collected game pieces arranged to correspond with one another match said selected pattern.

20. The method of claim 19 further comprising the step of concluding said game upon collecting said set of differently shaped tokens.

21. The method of claim 18 further comprising the step of selecting a different pattern before attempting to determine if any game pieces match.

22. The method of claim 18 wherein said arranging step comprises arranging one game piece having one color with another game piece having a different color.

23. The method of claim 18 wherein said arranging step comprises arranging one game piece to at least partially correspond with another game piece based upon shape.

24. The method of claim 18 wherein said arranging step comprises arranging said game pieces to correspond with one another based upon color and shape.

Patent History
Publication number: 20040113362
Type: Application
Filed: Dec 16, 2002
Publication Date: Jun 17, 2004
Inventors: Susan B. Hardwicke (Glen Allen, VA), Brian R. Noble-Marx (Richmond, VA), Tanya L. Noble-Marx (Richmond, VA), Michael Allan Noah (Glen Allen, VA), Donald J. Abraham (Midlothian, VA)
Application Number: 10321825
Classifications
Current U.S. Class: Piece Moves Over Board Having Pattern (273/242); Betting Or Wagering Board (e.g., Casino) (273/274)
International Classification: A63F003/00;