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[0001] None
[0002] This invention relates to an educational game that can be played with a board and playing markers or on a computer by way of a CD-ROM.
[0003] There are numerous board and computer games currently available, some of which include an educational component. There are also some US patents that describe board games designed to instruct children on safety rules. For example:
[0004] U.S. Pat. No. 5,988,642 to Ziemba,
[0005] U.S. Pat. No. 5,860,652 to Ruff,
[0006] U.S. Pat. No. 5,826,877 to Glassman, and
[0007] U.S. Pat. No. 5,810,358 to Manson.
[0008] The invention described herein differs from those previously described in that the topic area of child safety around dogs has not before been the main focus of any game. In addition the educational methods including modelling, conditioning, visual identification and group activity components have not been incorporated into previously described safety games.
[0009] The incidence of dog bites to children has been rising and governments in various countries are addressing citizen demands for action, including breed bans and vicious dog legislation. Dog bite incidence data from the US, Canada and the Netherlands indicate that most dog bites are not the result of roaming vicious dogs, but are caused by the family dog or other dog known to the child. These are preventable bite situations. This game is intended to aid in dog bite prevention through education of both children and parents. The game provides tools and training in the use of these tools through play to empower children so that they can successfully assess situations involving dogs and can make safe choices for their own actions.
[0010] The invention is a board game intended to provide amusement while imparting knowledge and strategies that will reduce the risk of dog bites to children. The game comprises a game board, moveable playing markers, a numbered spinning device, reward tokens and sets of instructional cards. Players advance along the trail of dog footprints that denote the playing path. Movement along the path is determined by spinning a numbered spinning wheel and moving forward by the number of spaces indicated. Players are rewarded by winning a token representing a dog bone for landing on spaces that describe a safe interaction with a dog. They are similarly rewarded if they land on a space directing them to one of the instructional cards and they correctly carry out the required action. In some cases the player is rewarded by gaining another turn or by moving ahead by one or more spaces. Players are penalized through the loss of a dog bone token if they land on a space describing a dangerous interaction with a dog. In cases of a severely dangerous situation the player is set back in his progress along the game path by means of being sent to hospital. In other cases the player is set back by means of being sent to the vet or into quarantine. Players who are deemed to have talked to a stranger without permission are set back in his progress through the loss of a turn. Players who land on spaces describing unfortunate (but not dangerous) incidents are set back by having to retreat one or more spaces. The game is over once the first player reaches the finish space. This player receives two bone tokens as a reward. The winning player is the one who has collected the most bone tokens.
[0011]
[0012]
[0013]
[0014]
[0015]
[0016]
[0017] The underlying objective of the game is to instruct players (particularly children and their parents) in behaviours and actions that will reduce the risk of the occurrence of dog bites to children. This objective is met through various means including the following:
[0018] safety messages printed on the game squares;
[0019] instructional cards showing pictures of dogs with interpretations of the dog's body language printed on the reverse of the card;
[0020] instructional cards showing pictures of dogs and children engaged in various activities, with identification of the depicted activity as safe or dangerous printed on the reverse side of the card;
[0021] instructional cards describing scenarios involving dogs and children which the players must act out correctly to a safe conclusion, with a description of the correct actions printed on the card;
[0022] instructional cards showing the scripts for “Simon Says” games with safe actions being associated with “Simon Says” and dangerous actions being associated with a command from the card reader that is not prefaced with the phrase “Simon Says”;
[0023] instructional cards showing true and false questions related to safe or dangerous interactions with dogs and having the correct answer printed on the card;
[0024] instructional cards showing multiple choice questions related to safe or dangerous interactions with dogs and having the correct answer printed on the card;
[0025] a matching activity in which the player must match a picture of a “tool” that can be used in maintaining safety in dog/child interactions, with a picture showing a dog for which the subject “tool” would be appropriately used;
[0026] opportunities to practice the most important safety action described in the game (that is—to act like a tree if a strange, frightening or overly excited dog approaches) at random intervals in the game as dictated by the pointer on the game's numbered spinning device pointing to a picture of a snarling dog.
[0027] The game embodies several key learning and teaching strategies including positive reinforcement, negative reinforcement, modelling, conditioning, visual information, auditory information and physical activity.
[0028] The game board is shown in
[0029] Green: words written on the spaces inform the player that they have been involved in a safe interaction with a dog, or that a good thing has happened because of a dog. Examples are:
[0030] Ask for puppy kisses on your hand—go ahead one space
[0031] Avoid a lunging and excited dog (win a bone)
[0032] Throw a ball for a dog (win a bone)
[0033] Act like a tree when a strange dog approaches—spin again (win a bone)
[0034] Red: words written on the spaces inform the player that they have been involved in an unsafe interaction with a dog, or that an unfortunate thing has happened because of a dog. Examples are:
[0035] Step in dog poop—go back 3 spaces
[0036] Play tug of war with a dog (lose a bone)
[0037] Put your face close to a dog's face—dog bites (go to hospital)
[0038] Get fleas—go to vet
[0039] Bitten by a strange dog—go to quarantine
[0040] Ask a stranger if you can pat her puppy—lose a turn
[0041] Yellow: Take a yellow See-See-See-It card (
[0042] Purple: Take a purple Do-Do-Do-It card (
[0043] Blue: Toolbox space—player takes a Toolbox card (
[0044] A player may leave hospital
[0045] If a player lands on the space marked “Climb Tree”
[0046] While travelling on the main track
[0047] The game is ended when the first player reaches the Finish space
[0048] The symbol of a tree
[0049] The “be a tree” concept is also reinforced during game play at random intervals. The numbered spinning device (
[0050] A player landing on a yellow space is instructed to take a See-See-See-It card (
[0051] A player landing on a purple space is instructed to take a Do-Do-Do-It card (
[0052] true or false question;
[0053] multiple choice question:
[0054] “Simon Says” script
[0055] scenario description
[0056] A player wins a bone for a correct answer to a question. All players participate in “Simon Says”, with the active player being eligible to win a bone if correctly played. Scenarios are acted out by various players as instructed on the card. The active player must use an appropriate strategy to handle the situation safely and win a bone. The player must be able to identify the “tool” that was used in safely handling the situation by pointing to the appropriate “tool” or “tools” from the available “tools” shown pictorially on the game board. The tools are as follows:
[0057] mouth to ask for permission or for help
[0058] fist to let dog sniff in greeting
[0059] eyes to look over dog or situation in deciding on safety
[0060] body to “be a tree” so that a frightening, strange or overly excited dog will go away
[0061] legs to walk away from an unsafe situation in which the dog has no direct access to the child (e.g., tied up, lunging on a leash, behind a fence, in a car etc.)
[0062] The tools and the reasons for their use will be explained on an explanatory card to be included with the game. The “Simon Says” and scenarios are modelling techniques in which the players physically perform actions, or watch others perform correct. These are also intended to contribute to generating conditioned responses that children will use in real-life situations.
[0063] A player landing on a blue “toolbox” space is instructed to obtain a “tool” card (
[0064] The foregoing provides a description of a means of playing a board game with certain unique features including interpretation of information in photographs, physical activity in the form of acting out scenarios to demonstrate knowledge of a topic, “Simon Says” and actions related to a cue from the numbered spinning device (
[0065] While the embodiment described herein relates to child safety in interacting with dogs, it is recognized that other embodiments that would incorporate the unique features described above are also possible. Examples of other topics that could be taught to children through play with a board game in the manner described in the foregoing include manners, basic accident prevention, street proofing and puppy/dog obedience.
[0066] An additional embodiment of the means of playing a board game described herein is the production of the game on a CD-ROM, with the game board and associated components to be displayed on a monitor and played on a personal computer. This embodiment will incorporate as many aspects of the board game as possible, but will necessarily lack some of the group activity components if only one player is playing. These will be replaced with virtual activities using players generated by the computer. The CD-ROM version will have the advantage of allowing more control by player of the structure of play and will allow the incorporation of video clips in addition to still photographs. Rewards of colouring pages, virtual stickers, printable stickers and entertaining video and music will supplement the positive reinforcement aspect of the CD-ROM version.