Math Checker. Math Checker relates to a game and game device that can be used by two players...

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Math Checker

Transcript of Math Checker. Math Checker relates to a game and game device that can be used by two players...

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

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–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.

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.

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Twelve (12) numbered chips will be placed on each side.

The two players will take turns alternately.

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7689

320145

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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.

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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.

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The taker chip may take more than one loop before taking the opponent’s chip.

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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 Numbers5 4 1 0 2 39 8 6 7 10 11

Decimals0.6 0.5 0.2 0.1 0.3 0.41.0 0.9 0.7 0.8 1.1

1.2

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

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

[email protected]