File - Math Checker

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Math Checker
Math Checker relates to a
game and game device that can
be used by two players
representing two competing
forces. The game is somewhat
similar to chess and “dama”.
Its difference is the unique
applicability in mathematics,
its capacity to enhance the
computational skills of the
students, and its ability to
eliminate negative attitude
towards the subject matter.
Math Checker Game Board
–
1
2
4
••
–
x
–
+
3
–
+
••
–
x
2 +
–
x
••
••
–
+
x
1
••
+
–
–
x 4
–
+ 3
–
+
–
2
1 x
–
x
••
5
4
x
••
3
••
0
1
0
+
3
–
–
0
2
4
5
–
5
0
5
Math Checker Chips
Two sets of chips that differ in color
size or shape is needed in this game
(i.e. 12 red and 12 blue, 12 square and
12 triangle) Each of which are
encoded with numbers.
Bottle caps, thick card boards, wood
and other improvised materials may
be used.
The game can be used in
introducing new lessons involving
addition, subtraction,
multiplication and division of
whole numbers, integers, radicals,
polynomials, decimals and
fractions. It can also be used in
remedial classes and
tournaments.
Math Checker
Introduction of New Lessons
Addition, Subtraction, Multiplication and Division
Of Whole Numbers, Integers, Decimals, etc
Tournaments
(for Fast Learners)
Remediation
(for Slow Learners)
The game device is
especially helpful in
improving the student’s skill
in numerical facility and
number recognition.
This game aims to:
• Encourage mastery and competitiveness in
performing basic mathematical operations.
• Provide wholesome activity that develops
mathematical skills of the students.
• Integrate fun and excitement in learning
mathematics.
• Tap multiple intelligence of the students, and
• Promote sportsmanship, discipline and other
desirable values.
PROCEDURE IN PLAYING
THE GAME
Determine the first player by
tossing a coin. The first player
will occupy the playing side with
(0,0) coordinate while his/her
opponent will occupy the playing
side with (5,5) coordinate.
–
4
••
–
x
–
+
3
–
+
••
–
x
2 +
–
x
••
••
–
+
x
1
••
1
2
+
–
–
x 4
–
+ 3
–
+
–
2
1 x
–
x
••
5
4
x
••
3
••
0
1
0
+
3
–
–
0
2
4
5
–
5
0
5
Twelve (12) numbered chips
will be placed on each side.
The two players will take turns
alternately.
7
6–
8
9
1
••
–4
5
–
x
–
+ 3
–
+
–
–
x
2
7+
3
10
4
11
–
10
–3
x
2
–
0
3
–
+
2 +
–
x
–
1+
8x
1
3
5
x 4
2
x
1 5
4
0
••
4
••
+
5
••
5
••
4
x
••
2
+
••
1
••
0
0 9
0
–
–
11 0
5
–
6
2
3 1
In moving a chip, a player will
put his/her chip in any
adjacent vacant position.
He/she can move his/her chip
forward, backward, sideways,
diagonally forward or
diagonally backward.
–
4
••
–
x
–
+
3
–
+
••
–
x
2 +
–
x
••
••
–
+
x
1
••
1
2
+
–
–
x 4
–
+ 3
8
–
+
–
2
1 x
–
x
••
5
4
x
••
3
••
0
1
0
–
+
3
–
0
2
4
5
–
5
0
5
In taking a chip, a player’s chip
can travel further. It must be
strategically located in one of
the lines passing through the
loop. He/she must be able to pass
at least one of the loops and
reach the opponent’s chip without
jumping over other chips.
–
4
••
–
x
–
+
3
–
–2
+
••
–
x
2 +
–
x
••
••
–
+
x
1
••
1
2
+
–
–
x 4
–
+ 3
8
–
+
–
2
1 x
–
x
••
5
4
x
••
3
••
0
1
0
–
+
3
–
0
2
4
5
–
5
0
5
The taker chip may take more
than one loop before taking
the opponent’s chip.
–
–
–
–
3
5
4
x
••
x
5
3
••
4
••
1
2
+
0
x 4
5
–
+
–
+
••
–
x
–
+ 3
2 +
–2
–
x
8
••
–
+
–
2
1 x
••
–
+
–
x
••
1
0
x
1
••
–
+
3
–
2
4
–
0
0
5
The captured chip will be
removed and the taker chip
will take its place. The
numbers encoded in the chips
will be added, subtracted,
multiplied or divided
depending upon the sign of
operation found in the position
where the taker chip landed.
The captured chip will be the
addend, minuend, multiplicand
or dividend. The taker chip
will be the addend,
subtrahend, multiplier or
divisor.
Take the case when 8 takes (– 2).
The sign of operation where the
taker chip landed is addition. The
solution will be (– 2) + 8 = 6.
*Kanyang tira,kanyang
record, kanyang kwenta
*Calculators are not
allowed during the game
*Calculators are allowed
in checking the answers
Solutions shall be written
on the score sheet.
Pass is not allowed.
Each player will capture
only one chip during his
turn.
When there is more than
one chip to take, the player
has to decide which chip to
take.
The game ends when
there are no more chips to
move or when the 20-minute
period ended.
The players will add the
remaining chips to their
scores.
The player with the higher
total score wins the game.
In some instances, signs of
operation in the game board
may be ignored like for example
when the teacher is introducing a
new lesson. If the lesson is about
addition, then, the players will
add the chips regardless of the
sign of operation where the chips
landed.
Same thing will be done
when the lesson is about
subtraction, multiplication or
division. The operation shall
depend upon the lesson being
discussed.
To help the slow learners,
they will be paired with
fast learners. The latter
will mentor the former. The
fast learner will teach the
procedure in getting the
correct answer not the
correct answer itself.
For evaluation purposes,
each solution will be
checked and rated. Rating will
depend upon the ratio of the
correct answer over the total
number of solutions made.
Example: Number of correct answer = 7
Total number of solutions = 8
Rating: 7/8 = 0.875 or 87.5%
Math Checker Chips
Whole Numbers
5 4 1
0
2
9 8 6
7 10
0.6
1.0
3
11
Decimals
0.5 0.2 0.1 0.3 0.4
0.9 0.7 0.8 1.1 1.2
5
–9
–4
8
Integers
1
0 –2
3
6 –7 10 –11
Similar Fractions
_5_
10
_9_
10
_4_ _1_ _0_ _2_ _3_
10
10
10 10
10
_8_ _6_ _7_ _10_ _11_
10 10 10 10
10
Dissimilar Fractions
_10_ _10_ _10_ _10_ _10_ _10_
4 3
2
1
5
9
_10_ _10_ _10_ _10_ _10_ _10_
6
7
8
10
11
12
Radicals
√108
√48
√3
√432
√243
√147
√12
√27
√75
√192 √300
√363
In a Nutshell
Object of the Game:
To get the higher score.
Starting:
Place the numbered chips on
each playing side. Determine
the first player by tossing a
coin. The first player will
occupy the playing side with
(0,0) coordinate while the
second player will occupy the
playing side with (5,5)
coordinate.
Playing:
Each player will move their
chips alternately. Chips can be
moved in any adjacent position
as long as it is not occupied. It
can be moved forward,
backward, sideways, diagonally
forward or diagonally
backward.
Capturing an opponent’s chip:
A player can capture an
opponent’s chip when the taker
chip is along one of the lines
passing through the loop. The
taker chip must be able to go
around at least one of the loops
and slide towards the position of
the chip to be captured without
jumping over any other
chip along the way.
To capture, the taker chip
must land on the position of
the opponent’s chip, take off
the captured chip and put it
on the taker’s pile.
Scoring:
After taking the chip, the numbers
encoded in the chip will be
computed. The number in the
captured chip will be the addend,
minuend, multiplicand or dividend.
The number in the taker chip will
be the addend, subtrahend,
multiplier or divisor. The operation
will be based upon the sign of
operation where the taker
chip landed.
End of the Game.
The game ends when there are
no more chips to move or when
the 20-minute period ended.
The players will add the
remaining chips to their
scores.
Winning:
The player with the higher
scores wins the game.
Evaluation
(in classroom setting)
Solutions will be checked.
The rating will depend upon
the ratio of the correct
answer over the number of
computations during the
game.
Thank You for Listening
BUENAVENTURA A. LUCES
Master Teacher I
Lusacan National High School
Tiaong, Quezon
sammy_luces@yahoo.com
09167531375
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