Self-moving educational toy
AssigneeQubs AG
InventorHayri C. Bulman
Life of this patent
Estimating the term…
Loading patent…
AssigneeQubs AG
InventorHayri C. Bulman
Estimating the term…
An educational toy (1) includes a self-moving vehicle (10) adapted to move and steer freely on a two-dimensional surface (2) such as a table leaf. A tangible, three-dimensional marker (20) includes at least one RFID tag (21) is used to wirelessly trigger a specific action of the vehicle (10), e.g. turn 90 degrees right, when the vehicle (10) enters a readout range of the marker (20). The marker (20) can be placed freely on the surface (2) and cannot be overrun by the vehicle (10). Thus, the vehicle (10) is instructed to perform a certain action, e.g. take a 90 degrees left turn, using the marker (20). Then, the vehicle (10) moves forward until a next marker (20′) is found from which the vehicle (10) receives its next instruction. This enables the educational toy (1) to teach programming during play, which reduces the risk that a user will lose interest.
An educational toy for teaching basic concepts of computer programming to children, comprising:
Dependencies are inferred from the claim text.