WO2018157374A1 - 一种学习减法的方法及装置 - Google Patents
一种学习减法的方法及装置 Download PDFInfo
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- WO2018157374A1 WO2018157374A1 PCT/CN2017/075555 CN2017075555W WO2018157374A1 WO 2018157374 A1 WO2018157374 A1 WO 2018157374A1 CN 2017075555 W CN2017075555 W CN 2017075555W WO 2018157374 A1 WO2018157374 A1 WO 2018157374A1
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B5/00—Electrically-operated educational appliances
- G09B5/06—Electrically-operated educational appliances with both visual and audible presentation of the material to be studied
Definitions
- the embodiments of the present invention relate to the technical field of mobile terminals, and in particular, to a method and an apparatus for learning subtraction.
- the purpose of embodiments of the present invention is to provide a method and apparatus for learning subtraction, which aims to solve the problem of how to make a child learn the subtraction in a simple manner.
- the embodiment of the present invention adopts the following technical solutions:
- a method of learning subtraction comprising:
- the method further includes:
- the method further includes:
- the method further includes:
- the method further includes:
- the method further includes:
- an apparatus for learning subtraction comprising:
- a first determining module configured to determine whether to play the game scenario, and if it is determined that the game scenario is not played, determine whether the game scenario ends;
- a display module if the game story ends, initializing a game scene, a battery, a monster, and displaying a projectile to a corresponding position of the battery, the monster slowly descending;
- a second determining module configured to determine whether the monster hits the battery, and if not, determine whether to pull the lever
- the determining module is configured to determine that the monster is destroyed and play a voice if it is determined to pull the lever, and the voice is used to prompt the user for the total number of monsters, the number of the monsters, and the remaining number.
- the device further comprises:
- a third judging module configured to determine whether the projectile is filled after displaying a projectile to the corresponding position of the turret
- the first returning module is configured to, if it is determined that the projectile is filled, return to perform execution to determine whether to pull the lever.
- the device further comprises:
- a fourth determining module configured to determine whether to click the skip button if it is determined to play the game scenario
- the execution module is configured to, if it is determined that the skip key is not clicked, execute the step of determining whether the game scenario ends.
- the device further comprises:
- the exit module is configured to exit the process of learning subtraction if it is determined that the monster hits the battery.
- the device further comprises:
- a fifth determining module configured to determine whether to clear the customs
- a second returning module if not, returning to perform the steps of initializing the game scene, the battery, and the monster;
- the embodiment of the present invention provides a method and apparatus for learning subtraction, determining whether to play a game scenario, and if it is determined that the game scenario is not played, determining whether the game scenario ends; if the game scenario ends, initializing the game scenario , the turret, the monster, showing a cannonball dragged to the corresponding turret position, the monster slowly landing; determining whether the monster hits the turret, if not, then determining whether to pull the lever; if it is determined to pull the lever, then determine The monster is destroyed and the voice is played. The voice is used to remind the user of the total number of monsters, the number of monsters and the remaining number.
- FIG. 1 is a schematic flow chart of a first embodiment of a method for learning subtraction according to an embodiment of the present invention
- FIG. 2 is a schematic flow chart of a second embodiment of a method for learning subtraction according to an embodiment of the present invention
- FIG. 3 is a schematic flow chart of a third embodiment of a method for learning subtraction according to an embodiment of the present invention.
- FIG. 4 is a schematic flow chart of a fourth embodiment of a method for learning subtraction according to an embodiment of the present invention.
- FIG. 5 is a schematic diagram of functional modules of an apparatus for learning subtraction according to an embodiment of the present invention.
- FIG. 1 is a schematic flowchart diagram of a first embodiment of a method for learning subtraction according to an embodiment of the present invention.
- the method for learning subtraction includes:
- Step 101 Determine whether to play the game scenario, and if it is determined that the game scenario is not played, determine whether the game scenario ends;
- Step 102 If the game story ends, initialize the game scene, the battery, the monster, and display a projectile to the corresponding position of the battery, and the monster slowly descends;
- Step 103 determining whether the monster hits the battery, and if not, determining whether to pull the lever;
- Step 104 If it is determined that the pull rod is pulled, it is determined that the monster is destroyed, and the voice is played, and the voice is used to prompt the user for the total number of monsters, the number of erasures, and the remaining number.
- the game begins, and the monster slowly descends from the top of the screen, and the monster attacks the turret and fails. At the same time, the shells roll out from the exit port. The player needs to drag the shells into the designated cannons. After all the shells are dragged to the designated position, the voice prompts to pull the rods of the guns, pull the rods and the monsters do not attack the battery. The number of monsters corresponding to the shells will be destroyed. There will be a voice prompt "Total X Monsters". At this point all monsters including the fallen monster will flash a hint. Then play the "To destroy a total of Y monsters.” At this point, the monster that fell down will fly out of the screen to indicate that it was driven away. Finally, the "Z remaining monsters" will be played. The remaining ones will flash. These voices will give the child a buffer space for the child to understand. Finally, the level is over.
- the embodiment of the present invention provides a method for learning subtraction, determining whether to play a game story, and if it is determined that the game story is not played, determining whether the game story ends; if the game story ends, initializing the game scene and the battery a monster that displays a cannonball to the corresponding turret position, the monster slowly descends; determines whether the monster hits the turret, and if not, determines whether to pull the lever; if it is determined to pull the lever, the monster is determined Destroy, play the voice, the voice is used to remind the user of the total number of monsters, the number of extinctions and the remaining number.
- FIG. 2 is a schematic flowchart diagram of a first embodiment of a method for learning subtraction according to an embodiment of the present invention.
- the method for learning subtraction includes:
- Step 201 determining whether the game scenario is played, and if it is determined that the game scenario is not played, determining whether the game scenario ends;
- Step 202 If the game story ends, initialize the game scene, the battery, the monster, and display a projectile to the corresponding position of the battery, and the monster slowly descends;
- Step 203 determining whether the monster hits the battery, and if not, determining whether to pull the lever
- Step 204 After displaying that a projectile is dragged to the corresponding position of the battery, it is determined whether the projectile is filled; if it is determined that the projectile is filled, it returns to execute to determine whether to pull the lever.
- Step 205 If it is determined that the pull rod is pulled, it is determined that the monster is destroyed, and the voice is played, and the voice is used to prompt the user for the total number of monsters, the number of erasures, and the remaining number.
- FIG. 3 is a schematic flowchart diagram of a third embodiment of a method for learning subtraction according to an embodiment of the present invention.
- the method for learning subtraction includes:
- Step 301 determining whether to play the game scenario, and if it is determined that the game scenario is not played, determining whether the game scenario ends;
- Step 302 if it is determined that the game story is played, it is determined whether to click the skip button;
- Step 303 if it is determined that the skip button is clicked, the game story is ended;
- Step 304 if it is determined that the skip key is not clicked, performing a step of determining whether the game story is over;
- Step 305 if the game story ends, initialize the game scene, the battery, the monster, and display a projectile to the corresponding position of the battery, the monster slowly descends;
- Step 306 determining whether the monster hits the battery, and if not, determining whether to pull the lever
- Step 307 If it is determined that the pull rod is pulled, it is determined that the monster is destroyed, and the voice is played, and the voice is used to prompt the user for the total number of monsters, the number of erasures, and the remaining number.
- FIG. 4 is a schematic flowchart diagram of a fourth embodiment of a method for learning subtraction according to an embodiment of the present invention.
- the method for learning subtraction includes:
- Step 401 Determine whether to play the game scenario, and if it is determined that the game scenario is not played, determine whether the game scenario ends;
- Step 402 If the game story ends, initialize the game scene, the battery, the monster, and display a projectile to the corresponding position of the battery, and the monster slowly descends;
- Step 403 determining whether the monster hits the battery, and if not, determining whether to pull the lever;
- Step 404 If it is determined that the pull rod is pulled, it is determined that the monster is destroyed, and the voice is played, and the voice is used to prompt the user to count the total number of monsters, the number of the monsters, and the remaining number;
- Step 405 determining whether to clear the customs
- Step 406 if no, returning to perform the steps of initializing the game scene, the battery, and the monster;
- Step 407 if yes, exit the process of learning subtraction.
- Step 408 if it is determined that the monster hits the battery, the process of learning subtraction is exited.
- FIG. 5 is a schematic diagram of functional modules of an apparatus for learning subtraction according to an embodiment of the present invention.
- the learning subtraction device comprises:
- the first determining module 501 is configured to determine whether to play the game scenario, and if it is determined that the game scenario is not played, determine whether the game scenario ends;
- the display module 502 is configured to initialize a game scene, a battery, and a monster if the game story ends, and display a projectile to the corresponding position of the battery, and the monster slowly descends;
- a second determining module 503, configured to determine whether the monster hits the battery, and if not, determine whether to pull the lever
- the determining module 504 is configured to determine that the monster is destroyed and play a voice if the pull lever is determined to be used, and the voice is used to prompt the user for the total number of monsters, the number of the monsters, and the remaining number.
- the device further comprises:
- a third judging module configured to determine whether the projectile is filled after displaying a projectile to the corresponding position of the turret
- the first returning module is configured to, if it is determined that the projectile is filled, return to perform execution to determine whether to pull the lever.
- the device further comprises:
- a fourth determining module configured to determine whether to click the skip button if it is determined to play the game scenario
- the execution module is configured to, if it is determined that the skip key is not clicked, execute the step of determining whether the game scenario ends.
- the device further comprises:
- the exit module is configured to exit the process of learning subtraction if it is determined that the monster hits the battery.
- the device further comprises:
- a fifth determining module configured to determine whether to clear the customs
- a second returning module if not, returning to perform the steps of initializing the game scene, the battery, and the monster;
- the embodiment of the present invention provides a learning subtraction device for determining whether to play a game scenario, and if it is determined that the game scenario is not played, determining whether the game scenario ends; if the game scenario ends, initializing the game scenario and the battery a monster that displays a cannonball to the corresponding turret position, the monster slowly descends; determines whether the monster hits the turret, and if not, determines whether to pull the lever; if it is determined to pull the lever, the monster is determined Destroy, play the voice, the voice is used to remind the user of the total number of monsters, the number of extinctions and the remaining number.
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Abstract
本发明实施例公开了一种学习减法的方法及装置,通过用炮弹打怪物的过程中,通过语音与动画的形式让孩子更容易理解减法的概念,从而有效的解决幼儿在开始学习减法概念时候的迷茫;本实施例不同于传统的学习模式,通过以游戏为主线,以理解减法概念为学习目的,能让小孩子在短时间内学习和掌握相关知识,为以后的减法运算打下坚实的基础。
Description
本发明实施例涉及移动终端的技术领域,尤其涉及一种学习减法的方法及装置。
随着电子产品技术的发展,基于电子产品的学习类产品地不断涌现,用户可获得的学习方式不断增多。其中,利用儿童平板平台提供早教资源的学习和应用是当前早教领域研究和开发的热点之一。然而,当前市场上面临的一个基本问题是如何用吸引人的方式和方法让玩家(小朋友)乐于玩,并在玩游戏的同时学到相关的知识。
市场上存在的同类型产品中大多都是关于减法的练习,缺少对减法概念的教学。比如,一般在关于减法的游戏中,都会给出一道减法算式然后给出相应的答案让玩家来选,或者是给出一个结果然后给出相应的减法算式让玩家来选,几乎看不到关于减法概念的教学。孩子无法通过这种方式理解减法的含义。对于开始入门减法的孩子来说直接开始运算这种模式比较困难。
本发明实施例的目的在于提出一种学习减法的方法及装置,旨在解决如何能用简单的方式让小孩学习减法的问题。
为达此目的,本发明实施例采用以下技术方案:
第一方面,一种学习减法的方法,所述方法包括:
判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;
若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;
判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;
若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数。
优选地,所述方法还包括:
在显示一个炮弹拖到对应的炮台位置之后,则判断所述炮弹是否填充完毕;
若判断所述炮弹填充完毕,则返回执行判断是否拉动拉杆。
优选地,所述方法还包括:
若判断播放游戏剧情,则判断是否点击跳过键;
若判断点击跳过键,则结束所述游戏剧情;
若判断未点击跳过键,则执行则判断所述游戏剧情是否结束的步骤。
优选地,所述方法还包括:
若判断所述怪物击中所述炮台,则退出学习减法的流程。
优选地,所述确定所述怪物消灭,播放语音之后,还包括:
判断是否通关;
若否,则返回执行初始化游戏场景、炮台、怪物的步骤;
若是,则退出学习减法的流程。
优选地,所述确定所述怪物消灭,播放语音之后,还包括:
判断是否通关;
若否,则返回执行初始化游戏场景、炮台、怪物的步骤;
若是,则退出学习减法的流程。
第二方面,一种学习减法的装置,所述装置包括:
第一判断模块,用于判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;
显示模块,用于若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;
第二判断模块,用于判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;
确定模块,用于若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数。
优选地,所述装置还包括:
第三判断模块,用于在显示一个炮弹拖到对应的炮台位置之后,则判断所述炮弹是否填充完毕;
第一返回模块,用于若判断所述炮弹填充完毕,则返回执行判断是否拉动拉杆。
优选地,所述装置还包括:
第四判断模块,用于若判断播放游戏剧情,则判断是否点击跳过键;
结束模块,用于若判断点击跳过键,则结束所述游戏剧情;
执行模块,用于若判断未点击跳过键,则执行则判断所述游戏剧情是否结束的步骤。
优选地,所述装置还包括:
退出模块,用于若判断所述怪物击中所述炮台,则退出学习减法的流程。
优选地,所述装置还包括:
第五判断模块,用于判断是否通关;
第二返回模块,用于若否,则返回执行初始化游戏场景、炮台、怪物的步骤;
退出模块,用于若是,则退出学习减法的流程。
本发明实施例的提供一种学习减法的方法及装置,判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数,通过用炮弹打怪物的过程中,通过语音与动画的形式让孩子更容易理解减法的概念,从而有效的解决幼儿在开始学习减法概念时候的迷茫;本实施例不同于传统的学习模式,通过以游戏为主线,以理解减法概念为学习目的,能让小孩子在短时间内学习和掌握相关知识,为以后的减法运算打下坚实的基础。
图1是本发明实施例学习减法的方法第一实施例的流程示意图;
图2是本发明实施例学习减法的方法第二实施例的流程示意图;
图3是本发明实施例学习减法的方法第三实施例的流程示意图;
图4是本发明实施例学习减法的方法第四实施例的流程示意图;
图5是本发明实施例学习减法的装置的功能模块示意图。
下面结合附图和实施例对本发明实施例作进一步的详细说明。可以理解的是,此处所描述的具体实施例仅仅用于解释本发明实施例,而非对本发明实施例的限定。另外还需要说明的是,为了便于描述,附图中仅示出了与本发明实施例相关的部分而非全部结构。
实施例一
参考图1,图1是本发明实施例学习减法的方法第一实施例的流程示意图。
在实施例一中,所述学习减法的方法包括:
步骤101,判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;
步骤102,若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;
步骤103,判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;
步骤104,若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数。
具体的,该玩法开始,怪物从屏幕上方缓缓出现慢慢落下来,怪物攻击到炮台就算失败。同时有炮弹从出弹口滚动出来,玩家需要把炮弹拖到指定的炮膛中,等所有炮弹拖动到指定位置后,出现语音提示拉动开炮的拉杆,拉动拉杆并且怪物也没有攻击到炮台,那么与炮弹相对应数量的怪物就会被消灭掉落下来。之后会有语音提示“总共X个怪物”此时所有怪物包括掉落下来的怪物会闪烁提示一下。接着播放“一共消灭了Y个怪物”此时掉落下来的怪物会飞出屏幕外表示被赶跑的意思。最后播放“还剩下Z个怪物”此时剩下的那几个会闪一下。这些语音播放时都会给孩子一个缓冲空间,方便孩子来理解。
最后结束关卡。
本发明实施例的提供一种学习减法的方法,判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数,通过用炮弹打怪物的过程中,通过语音与动画的形式让孩子更容易理解减法的概念,从而有效的解决幼儿在开始学习减法概念时候的迷茫;本实施例不同于传统的学习模式,通过以游戏为主线,以理解减法概念为学习目的,能让小孩子在短时间内学习和掌握相关知识,为以后的减法运算打下坚实的基础。
实施例二
参考图2,图2是本发明实施例学习减法的方法第一实施例的流程示意图。
在实施例二中,所述学习减法的方法包括:
步骤201,判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;
步骤202,若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;
步骤203,判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;
步骤204,在显示一个炮弹拖到对应的炮台位置之后,则判断所述炮弹是否填充完毕;若判断所述炮弹填充完毕,则返回执行判断是否拉动拉杆。
步骤205,若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数。
实施例三
参考图3,图3是本发明实施例学习减法的方法第三实施例的流程示意图。
在实施例三中,所述学习减法的方法包括:
步骤301,判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;
步骤302,若判断播放游戏剧情,则判断是否点击跳过键;
步骤303,若判断点击跳过键,则结束所述游戏剧情;
步骤304,若判断未点击跳过键,则执行判断所述游戏剧情是否结束的步骤;
步骤305,若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;
步骤306,判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;
步骤307,若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数。
实施例四
参考图4,图4是本发明实施例学习减法的方法第四实施例的流程示意图。
在实施例四中,所述学习减法的方法包括:
步骤401,判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;
步骤402,若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;
步骤403,判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;
步骤404,若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数;
步骤405,判断是否通关;
步骤406,若否,则返回执行初始化游戏场景、炮台、怪物的步骤;
步骤407,若是,则退出学习减法的流程。
步骤408,若判断所述怪物击中所述炮台,则退出学习减法的流程。
实施例五
参考图5,图5是本发明实施例学习减法的装置的功能模块示意图。
在实施例五中,所述学习减法的装置包括:
第一判断模块501,用于判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;
显示模块502,用于若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;
第二判断模块503,用于判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;
确定模块504,用于若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数。
优选地,所述装置还包括:
第三判断模块,用于在显示一个炮弹拖到对应的炮台位置之后,则判断所述炮弹是否填充完毕;
第一返回模块,用于若判断所述炮弹填充完毕,则返回执行判断是否拉动拉杆。
优选地,所述装置还包括:
第四判断模块,用于若判断播放游戏剧情,则判断是否点击跳过键;
结束模块,用于若判断点击跳过键,则结束所述游戏剧情;
执行模块,用于若判断未点击跳过键,则执行则判断所述游戏剧情是否结束的步骤。
优选地,所述装置还包括:
退出模块,用于若判断所述怪物击中所述炮台,则退出学习减法的流程。
优选地,所述装置还包括:
第五判断模块,用于判断是否通关;
第二返回模块,用于若否,则返回执行初始化游戏场景、炮台、怪物的步骤;
退出模块,用于若是,则退出学习减法的流程。
本发明实施例的提供一种学习减法的装置,判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数,通过用炮弹打怪物的过程中,通过语音与动画的形式让孩子更容易理解减法的概念,从而有效的解决幼儿在开始学习减法概念时候的迷茫;本实施例不同于传统的学习模式,通过以游戏为主线,以理解减法概念为学习目的,能让小孩子在短时间内学习和掌握相关知识,为以后的减法运算打下坚实的基础。
以上结合具体实施例描述了本发明实施例的技术原理。这些描述只是为了解释本发明实施例的原理,而不能以任何方式解释为对本发明实施例保护范围的限制。基于此处的解释,本领域的技术人员不需要付出创造性的劳动即可联想到本发明实施例的其它具体实施方式,这些方式都将落入本发明实施例的保护范围之内。
Claims (10)
- 一种学习减法的方法,其特征在于,所述方法包括:判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数。
- 根据权利要求1所述的方法,其特征在于,所述方法还包括:在显示一个炮弹拖到对应的炮台位置之后,则判断所述炮弹是否填充完毕;若判断所述炮弹填充完毕,则返回执行判断是否拉动拉杆。
- 根据权利要求1或2所述的方法,其特征在于,所述方法还包括:若判断播放游戏剧情,则判断是否点击跳过键;若判断点击跳过键,则结束所述游戏剧情;若判断未点击跳过键,则执行判断所述游戏剧情是否结束的步骤。
- 根据权利要求1或2所述的方法,其特征在于,所述方法还包括:若判断所述怪物击中所述炮台,则退出学习减法的流程。
- 根据权利要求4所述的方法,其特征在于,所述确定所述怪物消灭,播放语音之后,还包括:判断是否通关;若否,则返回执行初始化游戏场景、炮台、怪物的步骤;若是,则退出学习减法的流程。
- 一种学习减法的装置,其特征在于,所述装置包括:第一判断模块,用于判断是否播放游戏剧情,若判断不是播放所述游戏剧情,则判断所述游戏剧情是否结束;显示模块,用于若所述游戏剧情结束,则初始化游戏场景、炮台、怪物,显示一个炮弹拖到对应的炮台位置,所述怪物缓缓降落;第二判断模块,用于判断所述怪物是否击中所述炮台,若否,则判断是否拉动拉杆;确定模块,用于若判断拉动拉杆,则确定所述怪物消灭,播放语音,所述语音用于提示用户怪物的总数、消灭个数和剩余个数。
- 根据权利要求6所述的装置,其特征在于,所述装置还包括:第三判断模块,用于在显示一个炮弹拖到对应的炮台位置之后,则判断所述炮弹是否填充完毕;第一返回模块,用于若判断所述炮弹填充完毕,则返回执行判断是否拉动拉杆。
- 根据权利要求6或7所述的装置,其特征在于,所述装置还包括:第四判断模块,用于若判断播放游戏剧情,则判断是否点击跳过键;结束模块,用于若判断点击跳过键,则结束所述游戏剧情;执行模块,用于若判断未点击跳过键,则执行则判断所述游戏剧情是否结束的步骤。
- 根据权利要求6或7所述的装置,其特征在于,所述装置还包括:退出模块,用于若判断所述怪物击中所述炮台,则退出学习减法的流程。
- 根据权利要求9所述的装置,其特征在于,所述装置还包括:第五判断模块,用于判断是否通关;第二返回模块,用于若否,则返回执行初始化游戏场景、炮台、怪物的步骤;退出模块,用于若是,则退出学习减法的流程。
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| US6729884B1 (en) * | 2001-11-13 | 2004-05-04 | Metavante Corporation | E-Critter game for teaching personal values and financial responsibility to a child |
| CN1897068A (zh) * | 2006-06-19 | 2007-01-17 | 杨道坤 | 数学学习游戏卡 |
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