Math Checker. Math Checker relates to a game and game device that can be used by two players...
-
Upload
curtis-shepherd -
Category
Documents
-
view
218 -
download
0
Transcript of Math Checker. Math Checker relates to a game and game device that can be used by two players...
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.
0
550
4
11
4
2
33
2
2
3
3
4
11
4
5
0
50
+
+
+
x
+
+
+
––
+
••
••
•
••
••
•
•
••
•
•
x
–
–––
–––
––
–––x
x
x
x
x
x
+
–•
–2
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 LessonsAddition, 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.
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.
0
550
4
1
1
4
2
33
2
2
3
3
4
11
4
5
0
50
+
+
+
x
+
+
+
––
+
••
••
•
••
••
•
•
••
•
•
x
–
–––
–––
––
–––x
x
x
x
x
x
+
–•
–2
Twelve (12) numbered chips will be placed on each side.
The two players will take turns alternately.
0
55
0
4
1
1
4
2
33
2
2
3
3
4
11
4
5
0
50
+
+
+
x
+
+
+
––
+
••
••
•
••
••
•
•
••
•
•
x
–
–––
–––
––
–––x
x
x
x
x
x
+
–•
–2
7689
320145
9
5
11
10
2
11
10
0
7
1
6
4
8
3
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.
0
550
4
1
1
4
2
33
2
2
3
3
4
11
4
5
0
50
+
+
+
x
+
+
+
––
+
••
••
•
••
••
•
•
••
•
•
x
–
–––
–––
––
–––x
x
x
x
x
x
+
–•
–2 8
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.
0
550
4
1
1
4
2
33
2
2
3
3
4
11
4
5
0
50
+
+
+
x
+
+
+
––
+
••
••
•
••
••
•
•
••
•
•
x
–
–––
–––
––
–––x
x
x
x
x
x
+
–•
––2
2 8
0
550
4
1
1
4
2
33
2
2
3
3
4
11
4
5
0
50
+
+
+
x
+
+
+
––
+
••
••
•
••
••
•
•
••
•
•
x
–
–––
–––
––
–––x
x
x
x
x
x
+
–•
––2
2 8
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
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 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%
Integers 5 –4 1 0 –2 3–9 8 6 –7 10 –11
Similar Fractions
_5_ _4_ _1_ _0_ _2_ _3_ 10 10 10 10 10 10 _9_ _8_ _6_ _7_ _10_ _11_ 10 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 √12 √27 √75
√432 √243 √147 √192 √300 √363
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.
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