Card game that orchestrates clean up and teaches organization and task-related skills
A method of playing an interactive card game for orchestrating clean up of a space and teaching organization and task-related skills. The card game includes a deck of cards composed of cards describing and depicting respective activities to be executed by at least one player and cards depicting rewards; and objects which facilitate playing the card game and which are at least one of present in the space and supplied with the card game. The card game is used for orchestrating clean up of the space and teaching organization including sorting and task-related skills by playing the card game which is presented in a fun and educational format so that players perceive the process of sorting and cleaning up as a pleasant experience.
1. Field of the Invention
This invention relates to teaching children and/or adults by using an educational card game. More particularly, this invention relates to a card game which orchestrates clean up of a space and teaches organization and task related skills, and may be supervised by a leader.
2. Background of the Related Art.
Teaching children and/or adults by using flash cards or a card game is known. Flash cards, for example, have long been used to teach or review a body of knowledge, such as preparing for an exam. Card games designed to teach a specific topic have been developed, such as for learning the alphabet (see U.S. Pat. No. 6,276,940 to Charles L. White); phonetics (see U.S. Pat. No. 5,906,492 to Margaret Putterman); features of astronomy (see U.S. Pat. No. 6,267,377 to Herman W. Griggs); and sports card games (see U.S. Pat. No. 6,012,721 to David L. Harnish and U.S. Pat. No. 6,022,023 to Wallace J. Ford, Jr.). Flash cards and card games have been used to teach a variety of skills. For example, there are card games used to enhance memory (see U.S. Pat. No. 6,910,893 B2 to Richard Dillhoff), competitive skills (see U.S. Pat. No. 6,601,851 B1 to Yoshio Sakamoto et al.), and communication and relationship skills (see U.S. Pat. No. 6,715,762 B2 to Jo Ann F. Simmons).
Whether young or old, getting people to clean up their rooms, their homes, indeed, almost every occupied space is a universal problem. We see the laws of entropy in our homes where children create disorder by leaving clothing, play pieces, and toys throughout the house. Children in particular have a tendency to play with a variety of toys, and typically do not put one toy away before proceeding to play with the next toy. We see the laws of entropy in adult occupied spaces as well. For adults, particularly the elderly, most particularly in assisted living facilities, this may be due to the fact that they are busy, forgetful, never internalized the need to pick up, clean up and be neat, and/or have been allowed to rely on others to do such tasks. Over time, the result is a chaotic space with objects, such as clothing and papers, scattered throughout.
Teaching children and adults responsibility for picking up and cleaning up after themselves is a necessary and often difficult task. A negative attitude may need to be overcome. If people would perceive the clean up process as an interactive, competitive game, they might well enjoy cleaning up. However, no games appear to have been developed to teach organizational and task-related skills involving sorting objects, such as clothing and personal items including toiletries and toys, with a view to picking up and cleaning up an occupied space.
Accordingly, it is an object of the invention to provide a method for orchestrating clean up of an occupied space and teaching organization including sorting and task related skills, preferably in a supervised manner, by playing an interactive card game.
It is a further object of the invention to provide a fun and educational sorting game which features a deck of cards and components to facilitate the game sequence, such as dice, a timer, a musical CD, a card holder, etc., for orchestrating clean up of an occupied space and teaching organization and task-related skills in a supervised manner.
It is yet another object of the invention to use such a card game to orchestrate clean up of an occupied space and teach organization including sorting and task related skills, preferably in a supervised manner, by playing the interactive card game.
SUMMARY OF THE INVENTIONThese and other objects of the invention have been accomplished by providing a method of playing an interactive card game for orchestrating clean up of a space and teaching organization and task-related skills, the method comprising the steps of: providing a deck of cards comprised of cards depicting respective activities to be executed by at least one player and cards depicting rewards; drawing cards sequentially; executing the activity specified on respective action cards drawn sequentially; receiving the reward specified on respective reward cards drawn sequentially; and terminating the card game when the space to be cleaned up is clean, or when the leader or players determine the game is finished.
The method may be further comprised of verbalizing information depicted on respective cards drawn by at least one player prior to executing the activity or receiving the reward. Playing of the interactive card game may take place under supervision of a leader.
The cards in the deck of cards may include cards selected from among Action Cards, Dice Tossing Cards, Pretend Cards, and Seek 'n Find Cards, Reward Cards, Winner Card, and Break Cards. The Action Cards describe at least one action to be taken by a player for the purpose of locating and putting away at least one object contained in the space to be cleaned up. The Dice Tossing Cards describe casting a die or plurality of dice selected from one of number dice, alphabet letter dice, color dice, and shape dice, and locating, collecting and putting away all objects in the space matching the outcome of the casting. The Pretend Cards describe pretending to be one of a person, a creature, or an object, and locating, collecting, and putting away an object or category of objects in the space using actions which would be used by the person, creature, or object. The Seek 'n Find Cards describe finding a category of objects in the space and locating, collecting, and putting away objects of the category of objects. The Break Cards describe a reward activity to be executed by a player or players for fun and enjoyment. The Winner Card describes the putting away of all contents of the game, excluding the last card, The Reward Card. The Reward Card is a specialized card customized for the interactive card game being played by at least one player which describes a reward activity, pre-selected prior to the beginning of said game to be executed by all players of the game.
These and other objects of the invention have been accomplished by providing an interactive card game that orchestrates clean up of a space containing objects and teaches organization and task-related skills when played, the card game comprising: a deck of cards comprised of cards describing and depicting respective activities to be executed by at least one player and cards depicting rewards; and objects which facilitate playing the card game and which are at least one of present in the space and supplied with the card game. The Winner Card describes collecting up the game cards, dice, and other components by each of the at least one players for participating in the interactive when the game is terminated.
The objects which facilitate playing the card game and which are present in the space may be comprised of at least one of toys, furniture, costumes, a musical CD player and pre-selected CD or at least one integrated circuit with an imbedded musical composition, VHS cassette player and at least one pre-selected VHS cassette, a DVD player and at least one pre-selected DVD, and a PC or Apple computer with at least one pre-selected file or web site. The objects which facilitate playing the card game and which are supplied with the card game comprise at least one of (a) a plurality of dice selected from among number dice, alphabet letter dice, word dice, color dice, and shape dice, (b) a timer, and (c) a card holder.
These and other objects of the invention have been accomplished by providing a process for orchestrating clean up of a space and teaching organization including sorting and task-related skills by playing an interactive card game, the process comprising: providing a deck of cards comprised of cards depicting respective activities to be executed by at least one player and cards depicting rewards; drawing cards sequentially; executing the activity specified on respective action cards drawn sequentially; receiving the reward specified on respective reward cards drawn sequentially; and terminating the card game when the space to be cleaned up is clean, or when the team leader or players determine the game is over, whereby clean up of an occupied space takes place and organization including sorting and task-related skills are taught.
The process may further comprise verbalizing information depicted on respective cards drawn by at least one player prior to executing the activity or receiving the reward. Playing of the interactive card game may take place under supervision of a leader.
The cards in the deck of cards may include cards selected from among Action Cards, Dice Tossing Cards, Pretend Cards, and Seek 'n Find Cards, Break Cards, Winner Card, and Reward Cards.
A clearer understanding of the method of playing an interactive card game for orchestrating clean up of a space containing objects and teaching organization and task-related skills when played, the interactive card game and its components, and use of the interactive card game for orchestrating clean up of an occupied space and teaching organization including sorting and task related skills by playing an interactive card game of the present invention will be provided by describing game participants, sequence of the game, and types of cards.
The term “interactive card game” or “clean-up game” as used herein is used to describe the game system and its components. The general object of the clean-up game is to have fun while sorting objects, such as toys, parts, clothes, etc. that are dispersed in disarray within an occupied space, and to put the objects in their proper place and optionally include physically cleaning the space such as by dusting and vacuuming.
The term “at least one player” or “players” is used herein to indicate children or adults of all ages, mental abilities, and physical abilities. The game is most effectively conducted if the game is supervised by a leader such as a parent, teacher, counselor, nurse, or other supervisor. The leader controls and supervises the game by selecting which cards are to be used and monitoring or participating in the events.
Components that can facilitate the sorting process, such as chance or enjoyment multipliers, i.e., objects that are fun to use, can be included in the game. By way of example but not limitation, the following may be included in the game: dice or a dial can be used to institute chance in the form of numbers, alphabet letters, colors, shapes, or specific pictured items. Enjoyment multipliers such as musical cuts from CDs, video cuts from VHS cassettes or DVDs, pre-selected files or web sites accessed from a PC or Apple computer, and verbal instructions; as well as accessories such as hats, costumes, and masks can be included as a game component in order to customize the game.
Sequence of the game.
The clean-up game is designed to provide a fun and educational system to sort toys or other objects that are mixed within an area and to put them away. The game can be customized to the specific participants (ages, mental states, e.g., autistic or Alzheimer's, etc), and the nature of objects to be sorted.
1. Setting up the game. Based on the players and objects to be sorted, cards are chosen by the leader or team captain that is suitable for the specific situation. For example, if the toy clutter includes blocks, cars, and books, the team captain should select cards to insure for the adequate sorting and storage of these objects. Once the cards are selected by the captain, they are placed in the desired order, with several Break Cards randomly inserted in the card deck. One or more hand-written reward card(s) specific to the age of the players is/are placed on the bottom of the card stack, and the cards are placed face down. Any remaining cards are put back into a container for later use.
2. Starting the game. The game begins when the first player takes a card from the top of the card deck and shows it to the leader or the other players, or optionally reads it aloud. All players then perform the specified task that is indicated.
3. Playing the game. The game continues as cards are read in sequence. If it becomes apparent during the course of the game that the players require a break, the Team Captain must make sure that the next card is a Break Card. If necessary, the game may be stopped and be continued at any time. Thus, improvisation on the part of the leader may be necessary in order to keep the players enthusiastic, active, and focused.
4. Ending the game. The game ends when the last card is drawn, or when the team captain deems is necessary. While any card can be the last card, ending the game with the Reward Card leaves the players motivated.
Card Categories. Depending on the participants and objects to be sorted, the card game can be modified to insure the object of the game is achieved. Generally, the following card categories will be included in a card deck:
(a) Action cards. Cards requiring an action or movement to accomplish the task.
(b) Pretend cards. Cards specifying the acting out of a character (i.e. basketball player, ballet dancer, fire-fighter, bird, frog, etc. while performing a clean-up task.
(c) Seek 'n Find cards. Cards specifying a precise or specific task to be performed, i.e. locating and putting away items such as but not limited to big items, such as stuffed animals, dress-up clothes, or vehicle equipment (train tracks, dump trucks, etc.), or small items, such as puzzle pieces, action figure accessories, or crayons. Cards of this category will also specify objects to be sorted by specific attributes, such as size, shape, color, and type. Task Cards can be set up to start by putting away all big items first (pillows, etc.) or items of a specific function or color, e.g., wooden pieces, etc. Players can also use a scavenger hunt to centrally locate items out of place that can be sorted later. This card may require a follow up process and use of additional cards, i.e., small and specific task cards and a spinner, to precisely sort the items that were gathered in the scavenger hunt, to be performed immediately or at a later time.
(d) Break cards. Cards designed solely for fun to give children a short, but much-needed, break.
(e) Dice cards. Dice may be used on any card that has the “Dice Card” title or symbol. As used herein, the term “Dice” can be an object of any size or shape that carries a number, alphabet letter, word symbol, color, shape, or picture of a person, place or object. The Dice are rolled to determine the identification of the object or items to be picked up and put away. There may also be a word die used for rhyming games.
(f) Blank cards. Blank cards are provided to allow the user to customize the game to suit their own individual needs. The user may target any specific areas that are not addressed by the other cards, make up their own Break Cards or fill the card in with whatever command they want.
(g) Scavenger Hunt card. Place an empty laundry basket in the middle of the room and put anything in it that is out of place and smaller than the basket. Finish by the end of a short song or use a timer.
(h) Winner card. Clean up the ‘Clean-up Game’ card. A single card, issued second to last is used to put all components of the clean-up game into its container. Once the Reward Card is read, it is also put in the game container, and the container is put away.
(i) Break Cards. Breaks are vital to the morale and enthusiasm of the group. Thus, it is important to include sufficient Break Cards initially in the deck.
(j) Reward Card. The last card, the Reward Card, is specifically used as a reward and tailored to the children's interests. (i.e. Rewards can be as simple as “Pat yourself on the back for a job well done,” or outdoor play, time with a favorite computer game, a board game, a trip to the library, a “nature hike” in the neighborhood, a family outing, watching a favorite TV show or movie, baking, singing together, reading a book, doing a craft, or any activity the parent or supervisor selects.)
By way of example but not limitation, Tables 1-6 list examples of cards and their contents appropriate for a clean-up game for a child's room containing toys, clothing, etc.
Although the present invention has been described with reference to the drawing figures, those skilled in the art will appreciate that the scope of the invention is not limited to the specific forms shown in the figures. Various modifications, substitutions and enhancements may be made to the descriptions set forth herein, without departing from the spirit and scope of the invention which is set forth in the appended claims.
While the present invention has been described in conjunction with embodiments and variations thereof, one of ordinary skill after reviewing the foregoing specification will be able to effect various changes, substitutions of equivalents and other alterations without departing from the broad concepts disclosed herein. It is therefore intended that Letters Patent granted hereon be limited only by the definition contained in the appended claims and equivalents thereof.
Claims
1. A method of playing an interactive card game for orchestrating clean up of a space and teaching organization and task related skills, the method comprising the steps of:
- providing a deck of cards comprised of cards depicting respective activities to be executed by at least one player and cards depicting rewards;
- drawing cards sequentially;
- executing the activity specified on respective action cards drawn sequentially;
- receiving the reward specified on respective reward cards drawn sequentially; and
- terminating the card game when the space to be cleaned up is clean or when the leader or players decide to terminate the game.
2. The method according to claim 1, further comprising verbalizing information depicted on respective cards drawn by respective players prior to executing the activity or receiving the reward.
3. The method according to claim 1, wherein the playing of the interactive card game optionally takes place under supervision of a leader.
4. The method according to claim 1, wherein the cards in the deck of cards comprise cards selected from among Action Cards, Dice Tossing Cards, Pretend Cards, Seek 'n Find Cards, Break Cards, Winner Card, and Reward Cards.
5. The method according to claim 1, wherein the Action Cards describe at least one action to be taken by a player for the purpose of locating and putting away at least one object contained in the space to be cleaned up.
6. The method according to claim 1, wherein the Dice Tossing Cards describe casting one or a plurality of dice selected from number dice, alphabet letter dice, word dice, picture dice, color dice, and shape dice, and locating, collecting and putting away all objects in the space matching the outcome of the casting.
7. The method according to claim 1, wherein the Pretend Cards describe pretending to be one of a person, a creature, or an object, and locating, collecting, and putting away a category of objects in the space using actions which would be used by the person, creature, or object.
8. The method according to claim 1, wherein the Seek 'n Find Cards describe finding a category of objects in the space and locating, collecting, and putting away objects of the category of objects.
9. The method according to claim 1, wherein the Break Cards describe a reward activity to be executed by a player for fun and enjoyment.
10. The method according to claim 1, wherein the Reward Cards are specialized cards customized for the interactive card game being played by at least one player which describe a reward pre-selected for respective players.
11. The method according to claim 1, wherein the Winner Card directs the player or players to put away the game components when the game is terminated.
12. An interactive card game that orchestrates clean up of a space containing objects and teaches organization and task-related skills when played, the card game comprising:
- a deck of cards comprised of cards describing and depicting respective activities to be executed by at least one player and cards depicting rewards; and
- objects which facilitate playing the card game and which are at least one of present in the space and supplied with the card game.
13. The interactive card game according to claim 12, wherein the objects which facilitate playing the card game and which are present in the space comprise at least one of toys, costumes, furniture, a musical CD player and at least one pre-selected CD or at least one integrated circuit with an imbedded musical composition, VHS cassette player and at least one pre-selected VHS cassette, a DVD player and at least one pre-selected DVD, and a PC or Apple computer with at least one pre-selected file or web site.
14. The interactive card game according to claim 12, wherein the objects which facilitate playing the card game and which are supplied with the card game comprise at least one of (a) a plurality of dice selected from among number dice, alphabet letter dice, word dice, picture dice, color dice, and shape dice, (b) a timer, and (c) a card holder.
15. A process for orchestrating clean up of a space and teaching organization including sorting and task related skills by playing an interactive card game, the process comprising:
- providing a deck of cards comprised of cards depicting respective activities to be executed by at least one player and cards depicting rewards;
- drawing cards sequentially;
- executing the activity specified on respective action cards drawn sequentially;
- receiving the reward specified on respective reward cards drawn sequentially; and
- terminating the card game when the space to be cleaned up is clean,
- whereby clean up of an occupied space takes place and organization including sorting and task-related skills are taught.
16. The process according to claim 15, wherein playing the interactive card game takes place optionally under supervision of a leader.
17. The process according to claim 15, further comprising verbalizing information depicted on respective cards drawn by at least one player prior to executing the activity or receiving the reward.
18. The process according to claim 15, wherein the cards in the deck of cards comprise cards selected from among Action Cards, Dice Tossing Cards, Pretend Cards, Seek 'n Find Cards, Break Cards, Winner Card, and Reward Cards.
Type: Application
Filed: Feb 16, 2007
Publication Date: Aug 21, 2008
Inventors: Jean Lewis (Manassas, VA), Sandra R. Cruey (Fairfax, VA), Anne Sullivan (Fairfax, VA)
Application Number: 11/707,236
International Classification: A63F 1/00 (20060101);