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. Twelve (12) numbered chips will be placed on each side. The two players will take turns alternately. 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. 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. The taker chip may take more than one loop before taking the opponent’s chip. 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. 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. 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%
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In a Nutshell
Object of the Game: To get the higher score.
To start. 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 his or her 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 the line passing through the loop. The taker chip must be able to go around at least one loop 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 own pile.
Scoring. The numbers encoded in the chips will be added, subtracted, multiplied or divided depending upon the sign of operation that can be found in the position where the taker chip landed. The taker chip will be the addend, minuend, multiplicand or dividend. The captured chip will be the other addend, the subtrahend, multiplier or divisor. Pass is not allowed. Each player will capture only one chip at a time. A player has the option to choose which chip to take when there is more than one chip to capture.
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 total score wins the game.
The Game Device used in a teaching-learning situation. Teachers can use the game device as a manipulative instructional material that will promote mastery in performing four fundamental operations involving integers, fractions, decimals, radicals and polynomials. Modifications will be made when used in a teaching learning situation. During a capture, signs of operation on the game board will be disregarded upon the introduction of the new lesson. When the lesson is about addition, the students will add the chips regardless of the sign of operation where the taker chip landed. They will subtract all the chips when the lesson is about subtraction, multiply when the lesson is about multiplication and divide when the lesson is about division. After the game computations will be checked, rated and evaluated.
The Game Device used in remedial classes. Slow learners will be paired with fast learners. The latter will guide the former.
Example: Number of correct answer = 7 Total number of solutions = 8
Rating: 7/8 = 0.875 or 87.5%
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In a Nutshell
Object of the Game: To get the higher score.
To start. 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 his or her 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 the line passing through the loop. The taker chip must be able to go around at least one loop 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 own pile.
Scoring. The numbers encoded in the chips will be added, subtracted, multiplied or divided depending upon the sign of operation that can be found in the position where the taker chip landed. The taker chip will be the addend, minuend, multiplicand or dividend. The captured chip will be the other addend, the subtrahend, multiplier or divisor. Pass is not allowed. Each player will capture only one chip at a time. A player has the option to choose which chip to take when there is more than one chip to capture.
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 total score wins the game.
The Game Device used in a teaching-learning situation. Teachers can use the game device as a manipulative instructional material that will promote mastery in performing four fundamental operations involving integers, fractions, decimals, radicals and polynomials. Modifications will be made when used in a teaching learning situation. During a capture, signs of operation on the game board will be disregarded upon the introduction of the new lesson. When the lesson is about addition, the students will add the chips regardless of the sign of operation where the taker chip landed. They will subtract all the chips when the lesson is about subtraction, multiply when the lesson is about multiplication and divide when the lesson is about division. After the game computations will be checked, rated and evaluated.
The Game Device used in remedial classes. Slow learners will be paired with fast learners. The latter will guide the former.