# sci dama

```SCI-DAMA: As Teaching Strategy in Science? What's SciDama? With the objective to promote
academic excellence and get the students interested in Science, the Department of Education
(DepEd) has come up with an indoor table game that will now become a national contest - the
SciDama. SciDama is a board game somewhat similar to &quot;Checkers&quot; of Americans. It is patterned
to a Filipino Checkers commonly known as &quot;Dama&quot; and &quot;Perdigana&quot; and integrated with
Mathematical Operations such as Multiplication, Division, Addition &amp; Subtraction (or MDAS) and
Science Concepts. Thus the name, &quot;SciDama&quot; is a combination of Sci (for Science) and Dama (for
Dama, ma for Math). SciDama (as well as eDamath) was invented by1981 Presidential Gold
Medallion Awardee, Juan L. Huenda. There are 4 Variations of SciDama for High School
1. Electro Sci-Dama (Electric Power Consumption)
2. Dama Sci- Notation (Scientific Notation)
3. Thi Sci-Dama (Temperature Humidity Index)
4. Thermo Sci-Dama (Thermodynamics)
General Rules in Playing SciDama Basically the rules in playing the Filipino checkerboard game
called „dama‟ will be used with some modifications in integrating mathematics and science as
follows: 1. 2. 3. 4. 5. 6. 7. 8. 9. Set the starting positions of the chips After the startting position of
the chips have been set, the first player is determined by drawing lots.
A chip is allowed to moved diagonally forward only to an adjoining vacant square. A chip has to
take the opponent‟s chip diagonally forward or backward thus “pass” is not allowed. Mathematical
operations (x,&divide;,+,-) will be used depending on the vacant square‟s operation symbol where the
“taker” chip lands by jumping over the “taken” chip (the latter chip has to be removed from the
board after performing the indicated mathematical operation and recording same in the score
sheet). In taking more than one chip, the “taker” chip is always the addend, minuend, multiplicand,
or dividend as the case may be. In taking a chip or more than one chip,the dama rules on
„dama‟,‟mayor dalawa or mayor tatlo‟,‟mayor tatlo over dalawa‟,and „mayor dalawa or tatlo‟,over
„dama‟ prevail. A chip is declared „dama‟ upon reaching terminally on the following designated
squares: For Red chips: (0,7) (2,7) (4,7) (6,7) For Blue chips: (1,0) (3,0) (5,0) (7,0) A „dama‟ chip
is allowed to take a chip or more than one chip,or move to any unoccupied square along its
diagonal path.Moreover, a dama‟s score is doubled in taking a chip or chips,and quadrapled if it
takes the opponent‟s dama chip.Similarly, an ordinary chip‟s score is doubled if it takes a dama
chip. A move‟ e.g. 2→ (6,3) is good only at the most for one minute including its corresponding
entries in the score sheet; while the game’s duration is twenty (20) minutes.
10. The game ends when any of the following situations occur: &middot; If no show of one player is
declared after ten minutes. &middot; &middot; &middot; &middot; &middot; Repetitive moves of any or both players A player resigns A
player’s chip is cornered A player has no more chip to move The 20 minute game duration ended
11. The remaining chips have to be added to the respective players‟ total score.
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12. The player with a lesser total score is declared winner for which he/she is entitled to one point
in the tally sheet of contestants or (0.5) in case of a draw.
13. Only one score sheet is allowed to be accomplished alternately by the two players whereby
incorrect entries in the score sheet,shall be their responsibility. In case of incorrect entries in the
score sheet,a player has to call the attention of the competition facilitator by raising one’s hand,
that is, after stopping the time. As determined by the said arbiter/facilitator,the appropriate
corrections will be done by the erring player in as much as the formers decision is final and
unappeasable. ---------------------------------------------------------ELECTRO SCI-DAMA Target Learners:
First Year Students Science Concept: Electric Power Consumption Playing Electro Sci-Dama
(Refer to the General Rules in Playing SciDama above)
ELECTRO SCI-DAMA BOARD ARRANGEMENT OF DAMA CHIPS FOR ELECTRO SCI-DAMA ----DAMA SCI-NOTATION Target Learners: Second Year Students Science Concept: Scientific
Notation Playing Dama Sci-Notation (Refer to the General Rules in Playing SciDama above) Note:
Odd numbers will have negative exponent, while even numbers will have positive exponent.
*EQUIVALENT OF CHIP’S NUMBER IN* SCIENTIFIC NOTATION CHIPS 1 2 3 4 5 6 7 8 9 10 11
12 SCIENTIFIC NOTATION 1.1 x 10-1 2.2 x 10&sup2; 3.3 x 10-&sup3; 4.4 x 10⁴ 5.5 x 10-⁵ 6.6 x 10⁶ 7.7 x 10-⁷
8.8 x 10⁸ 9.9 x 10-⁹ 1.01 x 1010 1.111 x 10-11 1.212 x 1012
*POSITION OF CHIPS* ...Cartesian Coordinate... CHIPS COORDINATES 1 (0,1) 2 (5,2) 3 (7,0) 4
(2,1) 5 (7,2) 6 (5,0) 7 (3,2) 8 (6,1) 9 (3,0) 10 (1,2) 11 (4,1) 12 (1,0) First player CHIPS 1 2 3 4 5 6 7
8 9 10 11 12 COORDINATES (7,6) (2,5) (0,7) (5,6) (0,5) (2,7) (4,5) (1,6) (4,7) (6,5) (3,6) (6,7)
Second player DAMA SCI-NOTATION BOARD
ARRANGEMENT OF DAMA CHIPS FOR DAMA SCI-NOTATION ---------------THI SCI-DAMA
Target Learners: Third Year Students Science Concept: Temperature Humidity Index Playing THI
Sci-Dama (Refer to the General Rules in Playing SciDama above) In determining the
TEMPERATURE HUMIDITY INDEX,use the tables below RELATIVE HUMIDITY % 0 5 10 F 78 79
80 15 81 20 82 25 83 30 84 35 85 40 86 45 87 50 88 RELATIVE HUMIDITY % F 55 89 60 90 65
91 70 93 75 95 80 97 85 99 90 102 95 105 100 108
&middot; Examples of taking chip: 2 6 50% - 25% = 25% 2 S( SC I THI F F F S 2 2 F F F F TOTAL THI
After adding the remaining chips, the player with the lesser temperature in the otal ( F converted to
C) is declared winner. THI SCI-DAMA BOARD
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ARRANGEMENT OF DAMA CHIPS FOR THI SCI-DAMA ---------------------------------------------------------THERMO SCI-DAMA Target Learners: Fourth Year Students Science Concept:
Thermodynamics (Heat) Playing Thermo Sci-Dama (Refer to the General Rules in Playing
SciDama above) 1. The object of the game is to have the lowest possible score to be able to win.
2. When you capture a piece, the symbol on the spot where you landed will be used to perform the
operation.(Example: You have 37 g. You captured 19 g and you landed on a spot with a + sign.
Now you must add 37 g with 19 g. Your piece number is the one who is always first in your
calculations. Example again: When your piece is 50 C and you captured a piece which has 69 C
and you landed on a spot with a minus sign, you will compute 50 C - 69 C which is NS(No Score)
since the answer is negative.) 3. The allotted time for playing the game is 20 minutes ONLY. Each
player is given 1 minute to make a move. When the time is over, the remaining pieces will be
tallied and diminished from the player who has the leftover piece/s. 4. The units used in the game
are: g(grams), C(degree Celsius) and g.C(grams degrees Celsius). Scoring: Here are examples:
When two different units have met that must be either added, subtracted or divided, you have no
score.(An exception is g x C.When you encounter this you must multiply the value of your piece to
your enemies' piece that you captured. Example: Your piece is 37 C and you captured a piece
which is 10 g(which you would never do, given the opportunity.) Then you must multiply 37 C and
10 g. 37 C x 10 g 370 g.C) 5. When you and your opponent finish playing, make a table with three
columns.(You can do this before the start of the game.) On the first column, write g(the symbol for
gram). On the second one, write C(degree Celsius) and on the third, g.C(grams degree Celsius.)
Everytime you capture a piece, record the value computed.Then place the computed values in the
appropriate columns. Afterwards, add the total of the g and C columns and add their sum. Then,
when you finish computing, multiply the total value with the g.C column(if you placed a value in
this column. Otherwise, that is the total score. 6. The player with the lowest score wins.
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THERMO SCI-DAMA BOARD ARRANGEMENT OF DAMA CHIPS FOR THERMO SCI-DAMA Sources: Cudis,
N. R., Sun Star. Checkers used as science teaching strategy. DepEd Memo No. 465. s. 2009. Juan Day Math
Storytelling at the Library Hub. from,
Thermo Sci Dama How to play Thermo Sci-Dama 1. The object of the game is to have the lowest
possible score to be able to win. 2. When you capture a piece, the symbol on the spot where you
landed will be used to perform the operation.(Example: You have 37 g. You captured 19 g and you
landed on a spot with a + sign. Now you must add 37 g with 19 g. Your piece number is the one
who is always first in your calculations. Example again: When your piece is 50 C and you captured
a piece which has 69 C and you landed on a spot with a minus sign, you will compute 50 C - 69 C
which is NS(No Score) since the answer is negative.) 3. The allotted time for playing the game is
20 minutes ONLY. Each player is given 1 minute to make a move. When the time is over, the
remaining pieces will be tallied and diminished from the player who has the leftover piece/s. 4. The
units used in the game are: g(grams), C(degree Celsius) and g.C(grams degrees Celsius).
Scoring: Here are examples: When two different units have met that must be either added,
subtracted or divided, you have no score.(An exception is g x C.When you encounter this you
must multiply the value of your piece to your enemies' piece that you captured. Example: Your
piece is 37 C and you captured a piece which is 10 g(which you would never do, given the
opportunity.) Then you must multiply 37 C and 10 g. 37 C x 10 g = 370 g.C) 5. When you and your
opponent finish playing, make a table with three columns.(You can do this before the start of the
game.) On the first column, write g(the symbol for gram). On the second one, write C(degree
Celsius) and on the third, g.C(grams degree Celsius.) Everytime you capture a piece, record the
value computed.Then place the computed values in the appropriate columns. Afterwards,
MULTIPLY the sum of all g's and sum of all C's then add their product to the gC's (sum of the
values on the gC column -if there is). The player with the lowest score wins. *JUST A THING, the
ideal dimension of a Sci-Dama board is 30cm x 30cm. Therefore, each box must measure 3.75cm
x 3.75cm.
General Rules in Playing SciDama
Basically the rules in playing the Filipino checkerboard game called ‘dama’ will be used with some
modifications in integrating mathematics and science as follows:
1.
Set the starting positions of the chips
2.
After the startting position of the chips have been set, the first player is determined by drawing lots.
3.
A chip is allowed to moved diagonally forward only to an adjoining vacant square.
4
4. A chip has to take the opponent’s chip diagonally forward or backward thus “pass” is not allowed.
Mathematical operations (x,&divide;,+,-) will be used depending on the vacant square’s operation symbol where
the “taker” chip lands by jumping over the “taken” chip (the latter chip has to be removed from the board
after performing the indicated mathematical operation and recording same in the score sheet).
5. In taking more than one chip, the “taker” chip is always the addend, minuend, multiplicand, or
dividend as the case may be.
6. In taking a chip or more than one chip,the dama rules on ‘dama’,’mayor dalawa or mayor
tatlo’,’mayor tatlo over dalawa’,and ‘mayor dalawa or tatlo’,over ‘dama’ prevail.
7.
A chip is declared ‘dama’ upon reaching terminally on the following designated squares:
For Red chips:
(0,7) (2,7) (4,7) (6,7)
For Blue chips:
(1,0) (3,0) (5,0) (7,0)
8. A ‘dama’ chip is allowed to take a chip or more than one chip,or move to any unoccupied square
along its diagonal path.Moreover, a dama’s score is doubled in taking a chip or chips,and quadrapled if it
takes the opponent’s dama chip.Similarly, an ordinary chip’s score is doubled if it takes a dama chip.
9. A ‘move’ (e.g. 2→ (6,3) is good only at the most for one minute including its corresponding entries in
the score sheet; while the game’s duration is twenty (20) minutes.
10. The game ends when any of the following situations occur:
&middot;
If no show of one player is declared after ten minutes.
&middot;
Repetitive moves of any or both players
&middot;
A player resigns
&middot;
A player’s chip is cornered
&middot;
A player has no more chip to move
&middot;
The 20 minute game duration ended
11. The remaining chips have to be added to the respective players’ total score.
12. The player with a lesser total score is declared winner for which he/she is entitled to one point in the
tally sheet of contestants or (0.5) in case of a draw.
13. Only one score sheet is allowed to be accomplished alternately by the two players whereby incorrect
entries in the score sheet,shall be their responsibility.
In case of incorrect entries in the score sheet,a player has to call the attention of the competition facilitator
by raising one’s hand, that is, after stopping the time. As determined by the said arbiter/facilitator,the
appropriate corrections will be done by the erring player in as much as the
formers decision is final and unappeasable.
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