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