Sunteți pe pagina 1din 20

US 20110223570A1

(19) United States


(12) Patent Application Publication (10) Pub. No.: US 2011/0223570 A1
Bellontine (43) Pub. Date: Sep. 15, 2011
(54) GOAL ACHIEVEMENT GAME & METHOD both home, for example, a parent, and at School, for example,
a traditional teacher or behaviorist, includes a theme-based
(75) Inventor: Joan Bellontine, Huntington gameboard for display in the student's home configured on a
Station, NY (US) front side with a contiguous theme-based path, said path
(73) Assignee: J. Grace Corporation comprising a plurality of positions representative of comple
tion of theme-defined tasks, the positions including a start
(21) Appl. No.: 12/661,289 position, a finish position and interim reward positions ther
ebetween. A place marker for marking the student's instant
(22) Filed: Mar. 15, 2010 position reflects the student's cumulative progress traversing
Publication Classification the theme-based path and a set of instructions for educating
both the home and the school teacher on the themed behavior,
(51) Int. Cl. including instructions for Supporting the student to modify
G09B 9/00 (2006.01) his/her themed behavior in cooperation with the theme-based
(52) U.S. Cl. ........................................................ 434/236 gameboard. The student is presented with pre-defined theme
based goals by the home or school teacher, progress towards
(57) ABSTRACT completion of which corresponds to path positions on the
A theme-based goal achievement game for modifying a stu gameboard including interim achievement reward positions
dent's themed behavior in cooperation with teacher input at and reflects behavioral modification.

112F
Patent Application Publication Sep. 15, 2011 Sheet 1 of 10 US 2011/0223570 A1

L
CN
v
vo
Patent Application Publication Sep. 15, 2011 Sheet 2 of 10 US 2011/0223570 A1

:::3333We350

AgpesoŠlIºaA)uepn,alo
Patent Application Publication Sep. 15, 2011 Sheet 3 of 10 US 2011/0223570 A1

i.
s
>
-
c

O
S.
H
O
U
;
Patent Application Publication Sep. 15, 2011 Sheet 4 of 10 US 2011/0223570 A1

Å:VSNOH[IJlCTOV-E1ÅH
Patent Application Publication Sep. 15, 2011 Sheet 5 of 10 US 2011/0223570 A1

Score Card
3. Minutes Adult
(Reading/Writing) Initial
Patent Application Publication Sep. 15, 2011 Sheet 6 of 10 US 2011/0223570 A1

162

DDT

FIG. 7
Patent Application Publication Sep. 15, 2011 Sheet 7 of 10 US 2011/0223570 A1

og!

O?pe ueM u?SJOJ30OnS

},
Patent Application Publication Sep. 15, 2011 Sheet 8 of 10 US 2011/0223570 A1

1 90

7.

FIG. 9
Patent Application Publication Sep. 15, 2011 Sheet 9 of 10 US 2011/0223570 A1

3.
Patent Application Publication Sep. 15, 2011 Sheet 10 of 10 US 2011/0223570 A1

qnoVI S
$1
30UO90 1 0
SINGWTA0
!\WMT H \Sn0QWI1W
US 2011/0223570 A1 Sep. 15, 2011

GOAL ACHIEVEMENT GAME & METHOD US Patent Applin. Pub. No. 2004/0150215 discloses a per
Sonal goal tracking system and method. U.S. Pat. No. 6,442,
FIELD OF THE INVENTION 527 discloses system and method for personalized and cus
0001. The present invention relates to achieving goals tomized time management. U.S. Pat. No. 7,337,120 discloses
a method for providing human performance management
broadly and, more particularly relates to goal achievement data and insight and U.S. Pat. No. 5,954.510 discloses an
game or game system, and a method of teaching individuals interactive goal achievement system and method.
the behaviour required in life to attain or achieve one's goals, 0007 U.S. Pat. No. 5,954.510, in more detail, discloses an
including modifying or learning new behaviours, in coopera interactive system and method for assisting people in achiev
tion with the various elements comprising the game. ing and learning to achieve self-determined, measurable
BACKGROUND OF THE INVENTION
goals over time by collecting data from a user on the user's
progress over time. Random or scheduled positive or negative
0002 Teaching may be described as an act or experience reinforcement is provided in the computer interactive learn
having a formative effect on the mind, character or physical ing environment, which is provided to a student sitting at a
ability of an individual, i.e., the student. Education, which computer console at a laptop or workstation. FIGS. 3A, 3B
includes teaching, is systemic transmission accumulated and 4A-4G of U.S. Pat. No. 5,954.510 show various computer
knowledge, skills and values. Etymologically, the word edu system embodiments in which the system is implemented.
cation contains educarae (Latin) "bring up' which is related While instant feedback via a computer/student interface may
to educere “bring out”, “bring forth what is within”, “bring provide some motivation for a student implementing new
out potential and ducere “to lead.” The term teaching refers behaviour of modifying existing behaviour, the computer
to the actions of a real live instructor designed to impart screen and input device tend to be impersonal and do not have
learning to the student, referred to as “teacher herein. The the same effectiveness for maintaining a student's attention as
term learning refers to learning with a view toward preparing does a live session with a teacher, still less a live teacher in
learners with specific knowledge, skills, or abilities that can cooperation with structured, interactive game elements.
be applied immediately upon completion, the learners 0008 Hence, the computer-centric learning techniques
referred to as students, herein, regardless of age or circum disclosed in U.S. Pat. No. 5,954,510, like those disclosed in
Stance. US Patent Applin. Pub. No. 2005/0202380, US Patent Appln.
0003) Teachers must first understanda subject sufficiently Pub. No. 2005/0287505, US Patent Applin. Pub. No. 2004/
to convey its essence to students, and must do so using some 0150215, U.S. Pat. No. 6,442,527, U.S. Pat. No. 7,337,120
technique. Traditional teaching techniques involve lecturing and U.S. Pat. No. 5,954,510, are limited in their effectiveness.
on the part of the teacher. New teaching or instructional 0009. As distinguished from computer-based devices and
techniques may include discussion (facilitated by a teacher) techniques, various motivational and behavior teaching meth
and coaching where the student may more actively learn, so in ods and games are known. The known method or techniques
a sense discovering the Subject of the course. Broadly, how may use physical objects, such as game boards, place savers
ever, the goal of teaching remains the same: to establish a for moving along the game board, may implement rewards for
Sound knowledge base and skill set on which students may game progress, etc. That is, they rely on a tactile effect based
build when exposed to different life experiences. on a student's physical interaction with a board, and/or other
0004 While teaching to convey a set of material, for attention-keeping effect of a board and the features main
example, the alphabet or sets of times tables, may include tained thereof.
(and require) repetitive presentation, teaching of skills and (0010 For example, U.S. Pat. No. 6,345,821 discloses a
behaviours, as distinguished from sets of fact-based knowl household chore designation game with an erasable board
edge can be more challenging for an educator (teacher and structure, U.S. Pat. No. 5,577,915 discloses motivational task
educator may be used interchangeable herein). Techniques tracking device, and U.S. Pat. No. 4,955,616 discloses aboard
for teaching new behaviours necessary to achieve certain game with a board and marker manipulated through move
goals, however, or to modify certain behaviours to achieve ment paths simulating life experience events, PCT Patent
certain (or uncertain) goals; can be quite challenging. The Applin. WO94/04231 for a board game apparatus with goal
effectiveness of the teaching is dependent upon the quality of setting means, US Patent Applin. Ser. No. 2006/0172268 dis
the teacher-student interaction, which is particularly depen closes a behavior shaping system and kits and U.S. Pat. No.
dent on a teacher's ability to gain the student's undivided 6,203,327 discloses a toilet training system and method that
attention. As teachers know, however, a student's undivided use a game board with a pre-printed path.
attention can be a transient thing wholly dependent upon the 0011. In more detail, behaviour shaping system and kits
teacher's or the teaching materials ability to both capture and disclosed in US Patent Applin. Pub. No. 2006/0172268 com
maintain the student's undivided attention. prises a game board with a triangle or pyramid with levels and
0005 Various games, game systems and game- or theme means for marking the spaces. Each time a student accom
based teaching techniques are known that attempt to improve plishes a skill being taught, a caregiver marks a space. This
the effectiveness of teaching, student learning, student behav type of operation, however, limits the actual physical involve
ioural training and student behavioural modification, without ment and input in the training by the student. While such a
limitation. game and gameboard might keep the student's attention while
0006. A number of these known games, game- or theme in the active teaching process, it may prove ineffective in
based systems and techniques are computer specific. For teaching a student how to modify their own behaviour, that it,
example, US Patent Applin. Pub. No. 2005/0202380 discloses it might teach them an ontology but not how to modify their
a personal evaluation method and system, information pro own behaviour for future needs.
cessing unit and program. US Patent Applin. Pub. No. 2005/ 0012. In the toilet training system disclosed in U.S. Pat.
0287505 discloses a system of teaching success and method. No. 6,203,327, a pre-printed path on a board utilized in the
US 2011/0223570 A1 Sep. 15, 2011

toilet training method comprises step spaces and reward goal for marking the user's instant position, which reflects the
spaces. The disclosure a technique for toilet training using the user's cumulative progress traversing the theme-based path;
board whereby a parent works with a student in order that the wherein the user is presented with pre-defined theme-based
student select a reward type. The parent then writes (de goals the completion of which corresponding to path posi
scribes) the reward in a reward space on the game board. tions, wherein the reward positions represent achievement of
When the student successfully uses the toilet, the parent again an interim, pre-finish position and wherein the user is
interacts with the student, acknowledges the student's suc rewarded upon progressing to the reward and finish positions
cessful use of the toilet, and physically marks one of the step 0019. The place marker may be a board piece that is tem
Spaces. porarily fixed to a position on the theme-based path to reflect
0013 This space as marked by the parent (teacher) memo the user's progress, a stamp by which the instant position is
rializes the student's progress to at least the parent, and to the marked on the gameboard (preferably readily erasable). For
student if he/she notices the parent action, which is much that matter, the gameboard and path may include a pre-deter
more likely if the student being toilet trained is of reading age. mined amount of “nobody's perfect spaces, where a student
And if the parent shows the student that their progress allows can mark the space as a “life-line” in case he is notable to
them to advance to a place on the board that is a reward space, complete the task that day, and not be penalized.
the student should receive a reward from the parent (teacher), 0020. The game may further comprise a scorecard that
as a form of positive reinforcement. If the student does not may be managed by an instructor (e.g., School teacher), to be
Successfully use the toilet, the parent (teacher) may bring it to carried with the user between home and the place of instruc
the student's attention, including making a show of erasing a tion, and to indicate the user's goal achievement progress. A
space on the board, as a form of negative reinforcement. bunch of stickers are used with the scorecard, as well as
0014 While such apparatus and method may eventually school or home teacherinitials. The information on the card is
train the student to effectively use a toilet when a biological then used by a parent or guardian to Support the user's inter
need arises, it is limited as a behavioural modification tech action with the gameboard.
nique. For example, the technique does not engage the student 0021 Alternatively, the gameboard may be used for team
enough. The board spaces are traversed as much by the parent activity, and modifying a group of student's or even an adult
as the student, so may be looked upon by the student as a group's behavior. As an example, after the teacher under
temporary or transient interaction, not necessarily a portion of stands the Subject matter, a gameboard, or a game-sheet in a
a modified behaviour. For that matter, the technique does not form of a gameboard, is hung on the wall of classroom for use
engage the student in other areas or parts of the student's life. by the teacher to help motivate the students throughout the
For example, there is no suggestion that the technique school day en masse. The method is intended to include the
engages a teacher at School as well as the parent, so that the use of movement activities, e.g., yoga moves, in which the
student is compelled to recall or physically act while at school class as a whole participates. These physical interaction by
as well as home. Nor does the disclosed technique appear to each student in part of a group of students working together to
appear to include educating the parent or teacher on the pro learn provides a significant effect on students, as understood
cess of imparting the toilet training. That is, the technique by those of skill in the art. The moves themselves may further
merely includes an interaction between parent and student to enhance learning, for example, assist in educating student on
accomplish the student's movement along the board upon the certain concepts. For example, a triangle pose or hands
conditions precedent, but does not go as far as first educating together overheads in a form of a “0”, or a “1”, or two students
the parent still less educating a teacher at School to enlarge the together as a “1” and a “0” to form a “10 for math concepts.
student’s exposure to the behaviour modification. For that matter, there may be a component of competition
SUMMARY OF THE INVENTION
injected into the method to motivate the students to be the first
to answer the question and/or to demonstrate a positive
0015. A goal theme-based goal achievement game and behaviour (or limit a negative one) because they would get
method of teaching goal-oriented behaviour modification that credit for answering first, and further reinforcement therefore
overcomes the shortcomings of known goal achievement in a form of a sticker or positive remark on a score card that
games, system and methods is disclosed and presented would be kept in their desk.
hereby. 0022. An enlarged gameboard (e. g., 11x17; 17x34;
0016. In one embodiment, the inventive a theme-based 22x36; 34x64) is quite similar to the home or desk (reduced
behaviour modification game includes a theme-based game size) gameboards or game-sheets. It is just printed to be
board for use by student or adults in effort to support goal larger, e.g., like a poster that hangs on a wall in a classroom.
achievement and developing patterns that Support goal The gameboard for the group-based game and teaching
achievement, that is, modifying a student's behaviour. method that includes the use of same, whether separately, or
0017. The game might be used in a school or home setting in addition to the School/home gameboard and accompanying
by teachers and parents, but also by adults who need an extra elements, is different in that it is used by the teacher in the
incentive to achieve their own goals, and/or modify their classroom only, and not used at home. The teacher uses the
goal-oriented behavior and patterns, e.g., not eating the last enlarged gameboard or sheet to modify the behaviour of the
macaroon or walking at 6AMona Wednesday morning for 20 group of students under instruction, or playing the game, to
minutes even though he/she is dog tired. take note of observed behaviours, for example, where one of
0.018. A goal achievement game, comprising: a game the student participants is “caught being good.”
board for display in a user's home that is configured with a 0023 This enlarged gameboard is sold in a kit commer
contiguous theme-based path comprising a plurality of posi cially with a set of cards. The cards in the set of cards can be
tions representative of completion of theme-defined tasks, the interchanged so that the School teacher can work on any
positions including a start position, a finish position and particular behaviour using one of the techniques, for example,
interim reward positions therebetween; and a place marker “caught being good as mentioned above or “collection of
US 2011/0223570 A1 Sep. 15, 2011

compliments.” by which the student moves forward a space 0037 FIG. 10 depicts a spinner that is used by the student
on the gameboard any time they receive a compliment. Pref to actively participate in choosing a task or reward; and
erably, several of the cards are blank so they may be person 0038 FIG. 11 depicts several cards to be used as a set of
alized by the school teacher in order to define any goal for a cards by a school teacher in association with the large sized
student or class of students that the school teacher under game board and method of instruction based on use therewith.
stands to be important, especially for the school teacher's
particular classroom setting. DETAILED DESCRIPTION OF THE INVENTION
0024. That is, each time a student is caught being good, an 0039. The following is a detailed description of example
instant position of the enlarged gameboard is advanced one embodiments of the invention depicted in the accompanying
space. Preferably, the initials of the student caught being good drawings. The example embodiments are in Such detail as to
are marked next to the stamp on the board. The enlarged clearly communicate the invention and are designed to make
gameboards may be any theme, for example, that including such embodiments obvious to a person of ordinary skill in the
the “giving bridge' theme. When the method is executed to art. However, the amount of detail offered is not intended to
carry out the giving bridge theme, class as a whole must limit the anticipated variations of embodiments; on the con
collectively give something to someone else, or to another trary, the intention is to cover all modifications, equivalents,
group of people. If they do this, they get to “home” sooner and alternatives falling within the spirit and scope of the
because they get to skip the final last two spaces of the board. present invention, as defined by the appended claims.
0025. For that matter, the game board includes an embodi 0040. As shown in the accompanying figures, a theme
ment that is essentially a reduced version that can be affixed to based goal achievement or behaviour modification game for
a student's desk at home or in School, so may be used fre use by Student or adults in effort to Support goal achievement,
quently throughout the day (particularly as affixed to a school developing patterns that Support goal achievement and modi
desk) to either promote a good behavior or to reduce the fying behaviour that facilitates an improved ability in the
occurrences of a particular “undesirable' behavior. The student at setting and achieving goals.
method of teaching uses the additional reinforcement either 0041. The game is for use in a school and/or home setting
in lieu of or in cooperation with the full gameboard in the by teachers and parents, but also by adults who need an extra
student's home, as already described above. incentive to achieve their own goals, and/or modify their
0026. It should further be pointed out that the concepts to goal-oriented behaviour and patterns, e.g., not eating the last
be conveyed may include certain mind-body awareness, as macaroon or walking at 6AMona Wednesday morning for 20
distinguished from traditional common knowledge using minutes even though he/she is dog tired. The game includes a
known techniques. The gameboard and method of teaching gameboard that is traditional or virtual, as now described.
using same affects more than just the student's brain/mind. 0042. In one embodiment, the invention comprises a
That is, the gameboard and method of cooperation therewith theme-based goal achievement game for modifying a stu
may be said to be “whole-student focused incorporating and dent's themed behavior in cooperation with teacher input at at
engaging their mental, physical and emotional capacity. The least one of home, for example, a parent, and School, for
instruction make clear that the games “teach' teachers how to example, a teacher or behaviourist. The game comprises a
focus on more than just the “neck up' when attempting to theme-based gameboard for display in the student's home,
educate student, essentially encouraging a sense of self-es configured on a front side with a contiguous theme-based
teem and autonomy to the student. path.
BRIEF DESCRIPTION OF THE DRAWINGS
0043 FIG. 1 depicts an “I cando it” gameboard (100) with
a treat yourself kindly theme. FIG. 2 shows a back or instruc
0027. The present invention can best be understood in tion side (110) of the FIG. 1 gameboard. FIG.3 depicts and “I
connection with the accompanying drawings. It is noted that can do it gameboard (120) with a "do this for a healthy you'
the invention is not limited to the precise embodiments shown theme. FIG. 3 shows a back or instruction side (130) of the
in drawings, in which: FIG. 3 gameboard. The gameboards (100, 120) comprise a
0028 FIG. 1 depicts one embodiment of a playing side of plurality of positions (112; 122) representative of completion
a theme-based gameboard of the invention; of theme-defined tasks that include a start position (112S:
0029 FIG. 2 depicts one embodiment of an instruction 122S), a finish position (112F: 122F) and interim reward
side of the theme-based gameboard shown in FIG. 1; positions (112R: 122R) therebetween. The readershould note
0030 FIG.3 depicts another embodiment of a playing side that the embodiments shown are for exemplary purposes only,
of a theme-based gameboard of the invention; and that the invention is not limited to the gameboards and
instructions for same as shown in FIGS. 1-4.
0031 FIG. 4 depicts one embodiment of an instruction 0044) The game includes a place marker for marking the
side of the theme-based gameboard shown in FIG. 3; student's instant position on the gameboard. The instant
0032 FIG. 5 is one embodiment of a score card for use gameboard position reflects the student’s cumulative
with the invention; progress in completing the respective theme-defined tasks
0033 FIG. 6 is one embodiment of a set of stickers for use and therefore traversing the theme-based path. A place
with the invention; marker may be a stamp, crayon, highlighter, pen pencil, etc.,
0034 FIG. 7 is one embodiment of a rewards card for use without limitation. Each task is assigned to the student, either
with the invention; individually by a teacher, or in accordance with a set of
0035 FIG. 8 is one embodiment of a Certificate of theme-based instructions. That is, a set of instructions (FIG.
Achievement for use with the invention; 2, 4) for educating the home and the school teacher or behav
0036 FIG. 9 is a depiction of a reduce version gameboard iorist on the themed behavior and the instructions for support
intended to be fixed to a student's desk to Support any lesson ing the student to modify his/her themed behavior by partici
imparted by the teaching method by its proximity; pating in the game in cooperation with the theme-based
US 2011/0223570 A1 Sep. 15, 2011

gameboard are included with each game. The instructions 0049. In an embodiment, the gameboard goes home with
educate the teachers about the theme, and about how to use student and is hung by the home teacher on a refrigerator, or
the gameboard to teach the student how to interact with the other place in the home that the student most frequents. Every
gameboard and teacher(s) and thereby learn to modify his/her time the student executes a task associated with atheme being
behaviour. conveyed, the student's position on the theme-based game
0045 Preferably, the home teacher and school teacher board is progressed. The student actually carries out the
instructions and theme-based information are pre-printed on move/change of gameboard position by marking or moving a
a backside of the gameboard. Alternatively, the instructions piece. When the students get to a star space, the parent or
and theme-based information further comprises an informa home teacher initials the scorecard. The student carries the
tion curriculum packet of printed material for the student’s scorecard to School, knowing it shows the parent's initials,
use, said printed material correlated to the gameboard and and conveys it to the school teacher. The scorecard thereby
goals. The information curriculum packet further includes at confirms to the teacher that the student really did complete the
least one of printed booklets, audio tapes, video tapes, com task. The school teacher then gives the student a sticker for
pact discs, information cards and placards, and in Some cases, placement on the card, preferably by the students themselves
an element of special needs awareness. A yoga-based curricu to further reinforce the achievement.
lum utilizes a “Multiple Intelligences theory.” The multiple 0050. When the scorecard is completely filled with stick
intelligences theory games, like all games, have an element of ers, the student receives a certificate of achievement. For that
special needs awareness. matter, the completion may also precipitate a class party or
0046. The student is presented with pre-defined theme Some other special event (coordinating with a local business
based goals by one of the home teacher, the school teacher or to allow the student to receive discounted or free items that
behaviorist and both. The student progresses by completing promote self-care and wellness. An example of this might be
the tasks assigned to him/her, progress towards completion of a discount on a bicycle or a free fruit smoothie, etc. This is all
which corresponding to path positions on the gameboard. For part of a concept that might be called “Community Wellness
that matter, sometimes the student will choose their own tasks Cooperative Program.” and it might further include that the
as well, for example, in cooperation with a spinner allowing local business participants pay an annual fee to be members in
the task to be correlated to possible spin spots. These path order to receive the patronage from the school/students. Such
positions include interim achievement reward positions, fees might be used to fund PTA organizations, etc. Moreover,
which reflect real behavioural modification progress. The involving parents, teachers and business in communities puts
rewards provided to the student at the interim reward path everyone "on the same page' so to speak in an effort to
positions are preferably reinforced by the teacher's interac modify the student behaviours, for example, to promote
tion at home or school, and preferably at both home and health and well being and tying it into the education process.
school. The multiple interactions by the student with the 0051. The theme-based goal achievement game prefer
teachers and gameboard, particularly the multiple interim ably includes a reward card (170), as shown in FIG. 7, which
reward positions is intended to engage the student's attention is managed by one of the home teacher, the school teacher or
as often as possible throughout each day of which the student behaviorist and both. The reward card (170) is carried by the
actively participates in the game. student. The reward card reflects and communicates the
0047 While the place marker is described above as a behavior modification progress to the student by different
means for leaving a mark on the gameboard, it is not limited positions (172). The reward card facilitates engaging the stu
thereto. The place marker may also embody aboard piece that dent's attention as often as possible throughout each day of
is temporarily fixed to each gameboard position by the stu actively participating in the game. Various prizes and toys,
dent on the theme-based path to reflect the student's cumula books, games, CDs, passes, etc. are intended to be used as
tive progress. For example, the place marker may have a interim and final achievement awards.
Sticky end that removably attaches to a game board position, 0.052 Alternatively, there may be gameboard embodiment
or a Velcro portion that cooperates with a piece of Velcro that includes a 'giving bridge. The giving bridge gameboard
attached or affixed to each path position. has no backside. The giving bridge gameboard is used in a
0048 FIG.5 depicts an information-containing scorecard method by which the home and school teacher together
(150) that is managed by the student. Preferably, the student impart a character education, or modify the student's charac
management of the scorecard is overseen and approved by the ter. The character education method is effective because the
parent and carried by the student between home and school. teacher uses the giving bridge gameboard to work on certain
The scorecard (150) indicates the student's goal achievement goals with student in the classroom such as being respectful,
progress at home or school, and facilitates engaging the stu kind, giving, etc. The students are encouraged to give to
dent's attention as often as possible throughout each day of others when they get to the giving bridge. The method
actively participating in the game. The scorecard (150) includes that they get to skip two spaces on the gameboard
includes scorecard positions such as name (152), times (154), and go directly home. When the student (or student) gets to
and initials (156) that facilitate communication by the school the giving bridge they still have to do the original tasks that
teacher to the home teacher. The scorecard may include a they have been doing all along while playing the game, i.e.,
“star (158) position whereby the school teach or behaviorist whatever theme they may be doing at the time. The giving
sticks, or allows the student him/herself to stickasticker (162; bridge activity (giving to others) is done in conjunction with
FIG. 6) from a sticker packet (160; FIG. 6) to acknowledge an original game task, as described in detail.
achievement or accolade. Once the student provides the 0053. The invention also includes a method of teaching to
scorecard with the sticker (160) to the home teacher, the home modify a student's behavior in cooperation with a goal
teacher might provide a star of some other indicia of achieve achievement game. The game comprises a theme-based
ment to a corresponding gameboard position or section, as a gameboard with a theme-based path comprising a plurality of
form of further positive feedback. positions representative of completion of theme-defined tasks
US 2011/0223570 A1 Sep. 15, 2011

(FIGS. 1,3), a place marker for marking the student's instant 0059 A final step of awarding the student for achieving
position on the theme-based gameboard, thereby tracking the some type of behaviour modification also is included. The
student's instant and cumulative progress in traversing the step includes the use of a reward in a form of an achievement
path through a theme-based plan and a set of instructions for certificate (180) as shown in FIG. 8. Achievement certificate
educating at least one of a home teacher and a school teacher (180) includes positions for the date (182), the student's name
or behaviorist on the theme-based behavior to be modified (184) and theme identification (186). The reader should note
and on how to Support the student to modify said theme-based that the ultimate achievement award is preferable awarded
behavior in cooperation with the theme-based gameboard concomitantly with a presentation to the achieving student
(FIGS. 2, 4). with another reward, to reinforce the achievement in the stu
0054 The home teacher and the school teacher or behav dent’s mind. Other rewards can include any Small gift, class
iorist first read and understand the instructions to determine
their role in supporting the student’s effort to modify his/her party or game, “free homework pass, raffle ticket, toy,
behavior while participating in the game in cooperation with redeemable coupon, fruit snack or other healthy food treat,
the theme-based gameboard. The method then includes that at etc., without limitation.
least one of the home and school teacher or behaviourist 0060 Alternatively a step of using cards is carried out,
determine specific interim and final achievement tasks for the wherein the cards convey the subject of the game and/or other
student and marking the theme-based gameboard to reflect student information. For example, a card might be used to
the specific task positions. convey information about a disease and how a student/parent
0055. Thereafter, the method includes providing the stu might help the student, or other students who might suffer
dent with a score card and a marker to mark the student's path from a disease or about what people can do to help to cure a
position as the student completes each task and displaying the disease and/or to educate on a specific disease or condition
theme-based gameboard in a place in the student's home or that effects student (as a form of empathy and character
classroom that is frequented by the student in order to engage “education”). Additionally, each card can have an activity
the student's attention as often as possible throughout each printed thereon, so that during the game as the student
day of actively participating in the game. The student marks progresses in position along the gameboard path and attain a
the theme-based gameboard to reflect the student's achieve certain space/position (the heart, for instance) they can picka
ment including that achievement indicia marked on the score card and perform the activity.
card by the home teacher and that achievement indicia iden 0061 The cards may also include a task that keeps them
tified by the school teacher or behaviourist. focused during the day, for example, as part of a kids/student
0056. The method includes that once per school day, once “to do list.” The card and to do list is incorporated in the
per week or even once per “completion of task, the home teaching technique or method. The school teacher gives each
teacher receiving the scorecard (150) from the student to student participating one card, or allows them to pick one card
confirm that the student has completed a particular day's in the “to do list' game, which will help them keep focused on
scheduled task(s), and initialling same (156). The student their task and the overall goal of their behavior modification
presenting the scorecard (150) to the school teacher or behav theme, all day. Or to-do list items can be placed in a very
iorist who then, based on the student's home task completion visual manner on the board and as student complete them
or achievement, awards the student by placing a sticker (162) during the day they get closer to achieving some kind of
on the scorecard or some comment for communication to the reinforcing reward.
home teacher. Positions (112) on the theme-based gameboard 0062. In one example, the task might include: START:
(100) reflect the student's action to action progress in achiev MON-FRI (9 OR 10 SQUARES PER DAY WITH
ing the behavior modification goal, by completion of each STRETCH TIMEAMEDITATIONAFOCUSING BREAKS
assigned task, including a start position (112S), a finish posi PLACED THROUGHOUT to stay aware of inner feelings
tion (112F) and interim reward positions (112R). throughout day. This would keep the student calm and relaxed
0057 The method includes stamping on a gameboard (say affirmation, breathing exercise, yoga stretches, progres
position to reflect the user's progress, or otherwise marking. sive relaxation).
The student manages a reward card (172), which manage 0063. In addition, the student can fill in squares, or write in
ment is overseen by one of the home teacher, the school what they need to do each day and stamp each task as it is
teacher or behaviorist and both. The student carries the completed. The student is given a reward by the school
reward card, which reflect and communicates the behaviour teacher, the home teacher or both when all tasks are com
modification progress to the student thereby engaging the pleted. The reward can be something special to do alone, or
student's attention as often as possible throughout each day of with friends, etc. If you are going to be successful in any
actively participating in the game. Venture whatsoever it is about making a plan, keeping it at the
0058. The step of reading and understanding of a particu forefront of your brain, and sticking it out until completion.
lar theme and its instructions includes the use of theme-based 0064. An alternative embodiment of both the game and the
overlays, which are placed upon and overlay the gameboard method of teaching include a tree game, or healthy “me” tree
(100, 120). The step of determining preferably includes theme. The tree game comes with a theme-based gameboard
allowing the student to pick one of a particular card from a where, and as distinguished from a path, board spaces are
deck of theme-based cards to define an award, or allowing the actually tree branches. That is, the positions branches and
student to spin a dial (210) of a spinner (200), as shown in sub-branches represent achievement by the student. That is,
FIG. 10 to include any number of spots that are representative the spaces or positions on the tree represent items that need to
of an award (or a task, as the case may be). That is, the student be eaten each day by the student to modify their eating behav
spins the dial (210). The dial stops at a box (212). Each box is ior. The game includes separate little laminated/Velcro pieces
associated with a reward. The rewards may be fixed, or may that are placed on the tree as each food is eatenthroughout the
be chosen and written in by the teacher. day.
US 2011/0223570 A1 Sep. 15, 2011

0065. An alternative is a theme-based gameboard that has pathway on the gameboard to earn rewards accordingly. This
all of the data/info for learning in the center of the board with use of short term goals over a day shows prodigious results,
the path going around the board in a square (around the particularly when used for several days in a row. The method
edges). The student moves one space each time he learns a effectively stops a negative behaviour—every time the stu
specific concept, in cooperation with the School teacher, the dent refrains from doing the negative behaviour... they move
home teacher or both. For that matter, the gameboard may be up a space (such as making noise, Sucking thumb or other
generic (not a particular theme), with the path going around inappropriate behaviours). The method and reduced size
the edges and wherein an overlay is placed in the center to gameboard is particularly useful for use with special needs
define its theme. The game and gameboard might be sold with students because it adds incentive for them to focus by the
multiple overlays, for example, three themes, i.e., one for repetitive short-term rewarding.
wellness, one for academics, one for character building. So 0072 An enlarged gameboard (e. g., 11x17; 17x34;
they buy the one game and it has three amazing benefits for 22x36:34x64, without limitation) is quite similar to the home
student. or desk (reduced-size) gameboards or game-sheets (FIGS.
0066. As such, the game and gameboard could be used on 1-4: 9). It is just printed to be larger, e.g., like a poster that
a SMART BOARD at school, where the school teacher pre hangs on a wall in a classroom. The gameboard for the group
sents and attaches it to a Smartboard and revisits it throughout based game and teaching method that includes the use of
the day to play the game and keep the class focused on the same, whether separately, or in addition to the School/home
tasks at hand. It is the repetitiveness that drives home the gameboard and accompanying elements, is different in that it
actual behavior modification. is used by the teacher in the classroom only, and not used at
0067 Finally, an alternative embodiment includes a ver home. The teacher uses the enlarged gameboard or sheet to
sion for behavior management. Many student/students at modify the behaviour of the group of students under instruc
school have what is called a behavior plan. The behavior tion, or playing the game, to take note of observed behaviours,
management game would be smaller than the 11" x 17" ver for example, where one of the student participants is “caught
sion, for example 5.5"x8.5". The game board or sheet would being good.”
sit on the student's desk. The school teacher would aid or 0073. This enlarged gameboard is sold in a kit commer
engage the student to "play the game with them to minimize cially with a set of cards (220). The cards (230) in the set of
their negative behavior. Such a gameboard and technique cards (220) can be interchanged so that the School teacher can
could be used to modify the behavior of student with autism work on any particular behaviour using one of the techniques,
or PDD (spectrum of autism pervasive development disor for example, “caught being good as mentioned above or
der). This also can be used for a student with attention deficit “collection of compliments.” by which the student moves
disorder (ADD) or with any other kind of behaviours that forward a space on the gameboard any time they receive a
need to be minimized/modified, or just students that require compliment. Preferably, several of the cards are blank (240)
that "extra push” to pay attention consistently. so they may be personalized by the school teacher in order to
0068. The gameboard could have four or five extra spaces define any goal for a student or class of students that the
on the bottom right that are the same as the stars (reward School teacher understands to be important, especially for the
areas), making it more clear to a student playing the game to School teacher's particular classroom setting.
mark the spots as he (or she) attains the goals, which is terrific 0074 The gameboards and associated elements, including
for special needs student. instructions, are intended to be sold in kits and used for
0069. For that matter, there could also be a spinning wheel teaching behavior modification practices to typical student as
on the game board. When the student reaches the star area well as those in special education.
they can spin the wheel or dial of the spinner (see FIG. 10) to 0075. In one embodiment, a set of instructions might
do one of four things (move forward 1, 2, 3, or 4 spaces.). In include a heading: Teacher Instructions for the “I Can Do It!
addition, the game could include that a student does not with GraceTM” Five Each DayC) School/Home Program
necessarily receive a reward every time they get to a star, that 0076. The Five Each DayC) Program was designed with
is, rewards can be made random. One way of doing this would your students, their parents, and YOU in mind! We want you
be to have the student roll a dice or spin a wheel, and only if to have an easier time teaching your student and this game
successful would they win a prize. This teaches them that will help. Studies show those students who get proper nutri
there is an element of chance in life. tion are much better learners. When they are eating five fruits
0070 An alternative embodiment includes a reduced size and vegetables each day their minds and bodies are function
gameboard (190), as shown in FIG. 9 herein. As should be ing at a greater capacity, thus maximizing their ability to pay
clear form FIG. 9, no instructions or other distractions are attention and to feel good all day long. This program moti
included. The reduced size gameboard (190) can be affixed to Vates students to take ownership of their nutritional intake,
a student's desk at home or in School, so may be used fre making things easier for caretakers and for you as teachers.
quently throughout the day (particularly as affixed to a school 0077. Please distribute the packages to the student. Stu
desk) to either promote a good behavior or to reduce the dent packages contain a one board game, one score card and
occurrences of a particular “undesirable' behavior. The a game piece (stamper). Instruct students to write their name
method of teaching uses the additional reinforcement either on the score card. Keep the Stickers and the achievement
in lieu of or in cooperation with the full gameboard in the certificates you will need them later. Tell student that they
student's home, as already described above. are to bring the games home and hang them using tape or “fun
0071. The reduced size gameboard makes teacher efforts tack in an area where they can easily access them (the refrig
to modify and to reduce a negative behaviour and/or to rein erator is an excellent location). Parent instructions are located
force good behaviour much more effective. As affixed to the on the back of the game board.
student's desk in the classroom, when he/she completes cer 0078 How does it work? The student hang the board up at
tain tasks throughout the day, the student moves along the home and use the Smiley face game piece to move along the
US 2011/0223570 A1 Sep. 15, 2011

path each time they eat five each day. When they reach the porates the use of yoga poses that coincide with whatever
heart space they need to do at least 15 minutes of physical lesson is trying to be taught regarding character development
activity. When student reaches the reward space (yellow star) or some other type of more curriculum based subject. Game
on the game board they bring their score card into School and comes with poster, interchangeable cards, and score cards for
receive a sticker from you. Their score card is initialled by student, Stickers and achievement certificates for teacher as
their parent or caretaker each week. well as directions for the teacher explaining how to “play” the
007.9 The game is designed for weekday use only, but game.
student should be encouraged to eat five each day on the I0088 Directions for the “Positive Behavior Inspiration
weekends as well. At the program's completion (at the end of desktop game' Student receive an individual game that is
the six weeks) give them their Certificate of Achievement. placed on their desk the size is 5'x7" or similar. The game is
0080. It is recommended that you have a special class affixed to the student's desk by using a piece of “fun tack” or
party or some other kind of celebration when the program is Sticky double sided tape. The student used a stamper to move
complete. The more excitement around the game, the better themselves along the board when they complete whatever
Here are some ideas to help you to recognize your student's task they are working on (for example—they may play a game
great accomplishments . . . for reducing some type of negative behavior Such as calling
I0081 Class plays a fun game Free recess (indoor/out) out in class). So every time 10 minutes goes by (let's say) and
Free computer lab time Classroom prize box they do not call out—they move up a space on the board with
0082 SPECIAL NEEDS AWARENESS: “I Can Do It! their stamper: They have a score card that is kept in their desk
With Grace' School/Home Programs help student become and when they get to the star area on their game they may
more aware of (and sensitive to) special needs student. Please check off their card when they complete the card they
encourage them to go to our website to play an educational receive a sticker and then some other kind of reinforcing
game and to receive special messages from Grace—a very reward for their efforts (something small but motivational)
cool special needs student who inspired this program The game can be used over and over to teach student impor
0083. Instructions for poster (large gameboard) game tantlessons about self-control, etc. As the student masters one
board: behavior... he or she is given a new one.
0084. The teacher “positive behavior inspiration' game I0089. Retail game directions are on BACK of game that
board is an 18"x24" poster that is displayed in the classroom had the giving bridge—you already have them printed and
where it can be seen by students and utilized by the teacher to labeled as one of the drawings—they say “your families well
reinforce good behavior collectively as a team activity. The being brought to you by “I can do it with Grace'.
game includes not only the poster or large-size gameboard, 0090. In the foregoing description, certain terms and
but also with 8 cards that can be used interchangeably and visual depictions are used to illustrate the preferred embodi
affixed to the game board. Two of the cards are blank so the ment. However, no unnecessary limitations are to be con
teacher can create their own "game' based on what they want strued by the terms used or illustrations depicted, beyond
to work on with their class. what is shown in the prior art, since the terms and illustrations
0085. The game may be played as part of a character are exemplary only, and are not meant to limit the scope of the
education curriculum, teaching students how to handle them present invention.
selves and to behave in a social setting. This can be used with 0091. It is further known that other modifications may be
typical or special needs student. Elements of character edu made to the present invention, without departing the scope of
cation are things like etiquette, manners, respect for self and the invention, as noted in the appended claims.
others, kindness, compassion and teamwork. The idea is to What is claimed is:
get student to appreciate each other and to be reinforced and 1. A theme-based goal achievement game for modifying a
rewarded for behavior that fosters care and kindness, dignity student's themed behavior in cooperation with teacher input
and respect to others. This game puts these concepts into at at least one of home, for example, a parent, and School, for
action—moving student along the gameboard each time they example, a teacher or behaviorist, comprising:
demonstrate these positive, necessary behaviors. a theme-based gameboard for display in the student's home
I0086. When a student accomplishes a pre-determined task configured on a front side with a contiguous theme
(such as performing a random act of kindness towards another based path comprising a plurality of positions represen
student for example) he is moved a place on the classroom tative of completion of theme-defined tasks that include
game-board (an erasable stamper is used for this) and his a start position, a finish position and interim reward
initials are placed next to the stamped area. He also marks a positions there between:
score card that is kept in his desk (under the teacher or behav a place marker for marking the student's instant position,
iorist's supervision). The first student to finish their score card which reflects the student’s cumulative progress in com
in the classroom receives an achievement certificate and spe pleting the respective theme-defined tasks and therefore
cial recognition of some sort by the teacher (maybe he or she traversing the theme-based path; and
gets a 'get out of homework free pass or becomes the class a set of instructions for educating the home and the School
leader for the day, etc.) teacher or behaviorist on the themed behavior and the
0087 Collectively, as a group when the class arrives at the instructions for Supporting the student to modify his/her
star area they are reinforced as a whole—they may, perhaps themed behavior by participating in the game in coop
be able to get out of their seats and do a fun yoga pose or some eration with the theme-based gameboard;
other kind of positive action that they would enjoy. This game wherein the student is presented with pre-defined theme
also includes a special “giving bridge' this is explained in based goals by one of the home teacher, the school
an earlier section of this application. When the class finishes teacher or behaviorist and both, progress towards
the whole game the student that participated receive special completion of which corresponding to path positions on
recognition and some kind of reward. The game further incor the gameboard including interim achievement reward
US 2011/0223570 A1 Sep. 15, 2011

positions and reflecting real behavioral modification, 12. The theme-based goal achievement game as set forth in
which is reinforced by the teacher interaction at at least claim 1, further including prizes as interim and final achieve
one of home and School to engage the student's attention ment awards.
as often as possible throughout each day (or each time 13. A method of teaching to modify a student’s behavior in
period) of actively participating in the game. cooperation with a goal achievement game comprising a
2. The theme-based goal achievement game as set forth in theme-based gameboard with a theme-based path comprising
claim 1, wherein the place marker is a board piece that is a plurality of positions representative of completion of theme
temporarily fixed to each gameboard position by the student defined tasks, a place marker for marking the student’s instant
on the theme-based path to reflect the student’s cumulative position on the theme-based gameboard, thereby tracking the
progress. student's instant and cumulative progress in traversing the
3. The theme-based goal achievement game as set forth in path through a theme-based plan and a set of instructions for
claim 1, wherein the place marker is a stamp by which the educating at least one of a home teacher and a school teacher
instant position is marked by the student on each gameboard or behaviorist on the theme-based behavior to be modified
position. and on how to Support the student to modify said theme-based
4. The theme-based goal achievement game as set forth in behavior in cooperation with the theme-based gameboard, the
claim 3, wherein both the stamp and gameboard include method comprising steps of
cooperating Velcro elements for attaching the stamp to the the home teacher and the school teacher or behaviorist
gameboard. reading and understanding the instructions to determine
5. The theme-based goal achievement game as set forth in their role in supporting the student's effort to modify
claim 1, further comprising a information-containing score his/her behavior while participating in the game in coop
card that is managed by the student, which student manage eration with the theme-based gameboard;
ment is overseen and approved by the parent and carried by determining specific interim and final achievement tasks
the student between home and school, to indicate the stu for the student and marking the theme-based gameboard
dent's goal achievement progress at home or school, and to reflect the specific task positions;
facilitates engaging the student's attention as often as pos providing the student with a score card and a marker to
sible throughout each day of actively participating in the mark the student's path position as the student completes
game. each task:
displaying the theme-based gameboard in a place in the
6. The theme-based goal achievement game as set forth in student's home or classroom that is frequented by the
claim 5, wherein the scorecard includes scorecard positions student in order to engage the student's attention as often
that facilitate communication by the school teacher to the as possible throughout each day of actively participating
home teacher, and wherein the gameboard includes a “star' in the game; and
section at which the home teacher provides stars as a form of the student marking the theme-based gameboard to reflect
positive feedback where the school teacher to home teacher the student's achievement including that achievement
communication indicates student progress in modifying indicia marked on the scorecard by the home teacher and
behavior, or alternatively updating the student's gameboard that achievement indicia identified by the school teacher
positioning. or behaviorist.
7. The theme-based goal achievement game as set forth in 14. The method of teaching as set forth in claim 13, further
claim 1, further comprising a reward card that is managed by comprising:
one of the home teacher, the school teacher or behavioristand once per School day or once per week, the home teacher
both, which is carried by the student, which reflects and receiving the scorecard from the student to confirm that
communicates the behavior modification progress to the stu the student has completed a particular day's scheduled
dent, and which facilitates engaging the student's attention as task(s), and initialing same.
often as possible throughout each day of actively participat 15. The method of teaching as set forth in claim 14, further
ing in the game comprising:
8. The theme-based goal achievement game as set forth in the student presenting the scorecard to the School teacher
claim 1, wherein the home teacher and School teacher instruc or behaviorist who then, based on the student's home
tions and theme-based information is pre-printed on a back task completion or achievement, awards the student by
side of the gameboard. placing a sticker on the scorecard or some comment for
9. The theme-based goal achievement game as set forth in communication to the home teacher.
claim 1, wherein said instructions and theme-based informa 16. The method of teaching as set forth in claim 13,
tion further comprises an information curriculum packet of wherein the positions on the theme-based gameboard reflect
printed material for the student's use, correlated to the game the student’s action to action progress in achieving the behav
board and goals and including at least one of printed booklets, ior modification goal, by completion of each assigned task,
audio tapes, video tapes, compact discs, information cards including a start position, a finish position and interim reward
and placards. positions therebetween.
10. The theme-based goal achievement game as set forth in 17. The method of teaching as set forth in claim 13,
claim 1, further including at least one of a spinner having any wherein the step of the student marking includes stamping on
number of spaces that are spun to with a dial and a deck of a gameboard position to reflect the user's progress.
cards, both of which allow a student to choose any of awards 18. The method of teaching as set forth in claim 13, further
or tasks. comprising managing a reward card by one of the home
11. The theme-based goal achievement game as set forth in teacher, the school teacher or behaviorist and both, and car
claim 9, wherein the information curriculum packet includes rying the reward card by the student to reflect and communi
an element of special needs awareness. cate the behavior modification progress to the student and to
US 2011/0223570 A1 Sep. 15, 2011

facilitate engaging the student's attention as often as possible a set of instructions for educating the home and the School
throughout each day of actively participating in the game. teacher or behaviorist on the themed behavior and the
19. The method as set forth in claim 13, wherein the step of instructions for Supporting the student to maintain the
reading and understanding of a particular theme and its desired themed-based behavior by participating in the
instructions includes the use of theme-based overlays, which game in cooperation with the desk-sized theme-based
are placed upon and overlay the gameboard. gameboard; and
20. The method as set forth in claim 13, wherein the step of a reward card that includes a set of spaces showing each of
determining includes allowing the student to pick one of a the rewards achieved by the student;
particular card from a deck of theme-based cards to define an wherein the student is presented with pre-defined theme
award.
21. The method as set forth in claim 13, wherein the step of based goals by the school teacher or behaviorist,
determining includes allowing the student to spin a spinner progress towards completion of which corresponding to
that falls on a prize or award by chance. path positions on the gameboard including interim
22. The method as set forth in claim 13, further including a achievement reward positions and reflecting real behav
larger-sized gameboard that is provided in a central location ioral modification, which is reinforced by the teacher
within the classroom, and wherein the school teacher utilizes interaction throughout the school day to engage the stu
the larger-sized gameboard to engage every student in the dent's attention as often as possible throughout each
class to Support the home teacher effort in cooperation with time-period of actively participating in the game includ
the gameboard. ing highlighting the achievements further by concurrent
use of the scorecard.
23. A desk-sized goal achievement game for modifying a
student's themed behavior in cooperation with input from a 24. The desk-sized goal achievement game as set forth in
teacher or behaviorist at school to teach the student to main claim 23, further including a spinner with a dial and a number
tain a desired behavior over a course of a day, comprising: of spinning spaces representative of awards for positive
a desk-sized theme-based gameboard for display on the behavior.
student's desk configured with a contiguous theme 25. The desk-sized goal achievement game as set forth in
based path comprising a plurality of positions represen claim 23, further including keeping the scorecard in a stu
tative of completion of theme-defined tasks that include dent's desk.
a start position, a finish position and interim reward 26. The desk-sized goal achievement game as set forth in
positions there between: claim 23, further including that, upon completion of a score
a place marker for marking the student's instant position, card, the student is presented with a reinforcing reward pre
which reflects the student's cumulative progress in com viously determined before the start of the game-centric
pleting the respective theme-defined tasks and therefore lesson.
traversing the theme-based path over the course of the
day;

S-ar putea să vă placă și