Transcript
Page 1: TOURNAMENT KIT - MindWareimages.mindware.com/DIRECT/lessonplans/MathDice Education Gui… · Proven to Sharpen Math Skills! LEARNING GUIDE DESIGNED FOR USE WITH € TO € STUDENTS

1

1

28

6

4

10

BENEFITS:

5 - 8RADES

Proven to Sharpen Math Skills!

LEARNING GUIDE

DESIGNED FOR USE WITH 12 TO 18 STUDENTS

Strengthens addition, subtraction, multiplication and division skills Teaches the rules of exponents Creates di�erentiated learning and play experiences Allows you to hold your own Math Dice Tournament

TOURNAMENT KIT

123

11

78

9

Page 2: TOURNAMENT KIT - MindWareimages.mindware.com/DIRECT/lessonplans/MathDice Education Gui… · Proven to Sharpen Math Skills! LEARNING GUIDE DESIGNED FOR USE WITH € TO € STUDENTS

2 3

Includes• 6SetsofMathDiceEachContaining:

•Two12-sidedTargetDice •Three6-sidedScoringDice

• 15BlacklineMastersIncluding: •6StationAssignmentSheets •3OnTargetGameSheets •3FourinaRowGameSheets •TournamentScoreSheet •MathDiceChampionCertificate •MultiplicationandPowersTrainingTablesSheet

• 150Double-sidedGameChips

Table of ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 MathDiceGameInstructions . . . . . . . . . . . . . . . . . . . . . . . 4 HowtoRunaMathDiceTournament . . . . . . . . . . . . . . . . . . . 6 DeterminingaMathDiceChampion . . . . . . . . . . . . . . . . 8 OtherGamestoPlayUsingMathDice . . . . . . . . . . . . . . . . . . 8 OnTarget–IndividualorTeamPlay . . . . . . . . . . . . . . . . . 8 OnTarget–CompetitivePlay . . . . . . . . . . . . . . . . . . . . 9 OnTarget–ClassroomPlay . . . . . . . . . . . . . . . . . . . . .10 FourInaRow . . . . . . . . . . . . . . . . . . . . . . . . . . . .11

IntroductionGetstudentsexcitedaboutmathbyholdingyourveryownMathDice®tournament!Thiskitcontainsinstructionsandmaterialstorunatournamentwith12to18students .PlayingMathDiceisafunandflexiblewaytoteachtherulesofexponentsandstrengthenaddition,subtraction,multiplicationanddivisionskills .

TherearemanydifferentwaysthatyoucanuseMathDiceinyourclassroom .MathDicebasedgamesheetsandtrainingtablesareincludedtoaddvarietytotheMathDiceexperienceandtogivestudentsampleopportunityforpractice .Herearesomethingsthatyoumightconsiderdoingtohelpstudentsprepareforatournament:

1. ExplaintherulesofMathDiceandhavestudentsplaythegameinpairsorgroups .

2. BreakstudentsintopairsandhavethemplayOnTargetandFourinaRow .OncestudentshavemasteredtheBeginnerversionsofthesegameshavethemtryAdvanced .Foranaddedchallenge,youwillfind“MakeYourOwn”versions .Havefunfillinginyourownnumbersonthesesheets!

3. PlayaroundofOnTargetwiththefullclassroom .

4. HandouttheMultiplicationandPowersTrainingTables .Thefasteryourstudentsareatmultiplicationtablesandpowersthebetterthey’llbeatMathDice!

ThepossibilitiesforpracticingMathDiceareendless .Everygamewillbedifferentandthemorestudentsimprovetheirmathskills,themoreinterestingthegameswillbecome!

Materialsarecreatedasblacklinemasterstomakeduplicationeasy .Thekitcanbeusedyearafteryear .IfyouwouldliketoseeadditionalMathDiceresourcesorordermoresetsofMathDice,goto:http://www.thinkfun.com/teachers_resources/MathDice

HavefuncreatingMathDicechampions!

TOURNAMENT KIT

© 2012 ThinkFun Inc. #1500. Blackline01.

This certifies that

is awarded

Math Dice Tournament Champion

MathDice Judge

Organization Nameon

.

Date

Participant Name

TOURNAMENTSCORE SHEET

TOURNAMENT KIT

© 2012 ThinkFun Inc. #1500. Blackline01.

Name

12 0

Match Number

Tally # of Round Wins Circle Your Points for the Match

Station Number

2 PLAYERS

2 1 03 PLAYERS

1ST 2NDLAST2

2 02 PLAYERS

2 1 03 PLAYERS

1ST 2NDLAST3

2 02 PLAYERS

2 1 03 PLAYERS

1ST 2NDLAST4

2 02 PLAYERS

2 1 03 PLAYERS

1ST 2NDLAST5

2 02 PLAYERS

2 1 03 PLAYERS

1ST 2NDLAST

Total Match Points

Multiplication 4

= 2 × 2 6 = 2 × 3 8 = 2 × 4 9 = 3 × 3 10 = 2 × 5 12 = 2 × 6

3 × 4 14 = 2 × 7 15 = 3 × 5 16 = 2 × 8

4 × 4 18 = 2 × 9

3 × 6 20 = 2 × 10

4 × 5 21 = 3 × 7 22 = 2 × 11 24 = 2 × 12

3 × 8 4 × 6 25

= 5 × 5 27 = 3 × 9 28 = 4 × 7 30 = 3 × 10

5 × 6 32 = 4 × 8 33 = 3 × 11 35 = 5 × 7 36 = 3 × 12

4 × 9 6 × 6 40

= 4 × 10 5 × 8 42

= 6 × 7 44 = 4 × 11 45 = 5 × 9 48 = 4 × 12

6 × 8 50 = 5 × 10 54 = 6 × 9 55 = 5 × 11 60 = 5 × 12

6 × 10 66

= 6 × 11 72 = 6 × 12

4 = 2 x 2 = 22

8 = 2 x 2 x 2 = 23 9 = 3 x 3

= 32 16 = 2 x 2 x 2 x 2 = 24 = 4 x 4

= 42 25 = 5 x 5

= 52 27 = 3 x 3 x 3 = 33 32 = 2 x 2 x 2 x 2 x 2 = 25 36 = 6 x 6

= 62 49 = 7 x 7

= 72 64 = 2 x 2 x 2 x 2 x 2 x 2 = 26 = 4 x 4 x 4 = 43 = 8 x 8

= 82 81 = 3 x 3 x 3 x 3 = 34 = 9 x 9

= 92100 = 10 x 10

= 102 121 = 11 x 11

= 112 125 = 5 x 5 x 5 = 53 128 = 2 x 2 x 2 x 2 x 2 x 2 x 2 = 27 144 = 12 x 12

= 122

Super Powers

TRAINING TABLESTOURNAMENT KIT

© 2012 ThinkFun Inc. #1500. Blackline01.

ON TARGET!BEGINNER GAMETOURNAMENT KIT

Number of MathDice Points Won

Each time you change a scoring die, move the marker to the next lowest number.

START

4 3 2 1

SCORING DICE

12

2

3

64

1

5

7 8

11

109

© 2012 ThinkFun Inc. #1500. Blackline01.

SCORING DICE

BEGINNER GAMEFOUR IN A ROW

TOURNAMENT KIT

1 16 2 15 3 14 4

13 5 12 6 11 7 10

8 9 16 2 15 3 14

4 13 5 12 6 11 7

10 8 9 1 2 15 3

14 4 13 5 12 6 11

7 10 8 9 1 16 4

© 2012 ThinkFun Inc. #1500. Blackline01.! First P

lace

Go to Station

?Second Place

Go to Station

! First Place

Go to Station

?Third Place

Go to Station

?Second Place

Go to Station

© 2012 ThinkFun Inc. #1500. Blackline01.

1STATION

2 PLAYERS

at Station

3 PLAYERS

at Station

4

4

1

11

TOURNAMENT KIT

Page 3: TOURNAMENT KIT - MindWareimages.mindware.com/DIRECT/lessonplans/MathDice Education Gui… · Proven to Sharpen Math Skills! LEARNING GUIDE DESIGNED FOR USE WITH € TO € STUDENTS

4 5

Math Dice Game InstructionsObject:PlayerstrytomatchorcomeclosesttoaTargetNumberusingthreeScoringNumbersinanequation .

How to Play:

1. Oneplayerrollsthetwo12-sidedTargetDiceandmultipliesthesenumberstogethertoestablishaTargetNumber .AllplayersshouldagreethatthisistheTargetNumberbeforeplaybegins .

2 3X = 6

2. Anotherplayerrollsthethree6-sidedScoringDicetoestablishthethreeScoringNumbers .

3. UsingeachScoringNumberonlyonce,playerscreateamathequationthatequalstheTargetNumberORcomesascloseaspossibletotheTargetNumber .Addition,subtraction,multiplication,divisionandevenpowerscanbeused!

Examples: (1+2) +3 = 6 OR (1x2) x 3 = 6

4. Onceaplayerhasananswer,heorshecallsthatnumberouttoclaimit .

5. IftheanswercalledoutdoesnothittheTargetNumberexactly,allotherplayershave30secondstorespondwithanewnumberthatisclosertotheTargetNumber .Theplayerwiththecurrentbestanswermustremainsilentwhiletheotherplayerstryforabetteranswer .

6. Eachtimeaplayeroffersabetteranswer,the30secondtimeresetssothatotherplayershaveachancetorespond .Playersgobackandforthwiththeiranswersuntiloneplayereitherhitsthetargetexactlyorplayersagreethattheycannotfindacloseranswer .

7. Theplayerwiththeclosestnumberattheendoftheroundmuststatetheequationheorsheusedtoreachtheanswer .Iftheequationiscorrect,thepointisawardedto

thisplayer .Ifitisincorrect,theplayerwiththenextclosestanswercanstatehisorherequationtogetthepoint .

8. Thefirstplayertowinfourpointswinsthegame!Note:Inatournament,thewinnerwillbedetermineddifferently .Seepage8 .

Example Round

Rule Clarifications:

1. AwinninganswercanbeabovetheTargetNumber,belowtheTargetNumberortheexactTargetNumber .

2. Aplayer’sanswermustalwaysBEAThisorheropponent’snumbertobesuccessful,meaningthatitmustbeCLOSERtotheTargetNumber .

3. IftwoormoreplayerscallouteitherthesamenumberortwonumbersequidistantfromtheTargetNumberatthesametime,nooneclaimsthatnumberandthegamecontinues .IfneitherplayercancomeupwithabetteranswerorifbothplayerssimultaneouslysaytheTargetNumber,atieisdeclaredandnopointisawarded .

4. Ifneitherplayercancomeupwithaninitialanswerwithin30seconds,theroundisadrawandplayersrollagain .

5. TheonlytimeaplayermuststateanequationiswhenallplayersagreethatthisistheclosestanswertotheTargetNumberorwhenaTargetNumberishit .

6. Fractionscanbeachievedthroughtheuseofdivisionandtheyarepermittedasvalidanswers .

7. Inordertouseanexponentinanoperation,aScoringNumbercanbeusedastheexponentnumberortwoScoringNumberscanbecombinedtocomeupwiththeexponent .

Example: if your Scoring Numbers are 2, 3, 2, the equations could be: (2+3)2 OR 2(2+3)

IftheTargetNumberis28: Player1shouts,“25!”—(2+3)x5 Player2shouts,“30!”—(2x3)x5 Player1shouts,“29!”—25–3 Player2shouts,“28!”—52+3 TheyhittheTargetNumberexactly,statetheequationandwinthepoint!

3 1 2

52 25

Page 4: TOURNAMENT KIT - MindWareimages.mindware.com/DIRECT/lessonplans/MathDice Education Gui… · Proven to Sharpen Math Skills! LEARNING GUIDE DESIGNED FOR USE WITH € TO € STUDENTS

6 7

How to Run a Math Dice TournamentThistournamentisdesignedtoworkforanynumberofstudentsbetween12and18 .

Object:TobeawardedMathDicechampionbyhavingthemostpointsattheendofthetournament .

Setup:

1. ArrangesixstationsandplaceaStationAssignmentsheetandasetofMathDiceoneach .

2. AtournamentMatchwillbebetweentwoorthreeplayers,sotwoorthreestudentswillsitateachstation:Ifthereareexactly12orexactly18studentsinyourtournamentjustseatplayersevenlyamongstthestations .Foratournamentincluding13to17students,thestudentsmustbeseatedinaparticularway .Divideplayers1through12evenlyamongstthestations,thenseattheremainingstudentsfollowingthesespecificstationassignments:

Student # Starting Station

13 3

14 4

15 1

16 5

17 2

3. HandoutaTournamentScoreSheetandapenciltoeachstudent .

4. Thereshouldbeatleastonerefereeortimekeeperwhodoesnotplaythegame(thiscanbetheinstructor) .

5. Therefereeshoulddecideatthebeginningofthetournamentwhetherscratchpaperisallowedorwhetherallcalculationsmustbedonementally .

How to Play & How to Score:

1. Therewillbe5five-minuteMatchesinatournament .(Note:youcandecidetomakethematcheslongerorshorterdependingonwhatworksforyourstudents .)

2. PlayersplayasmanyMathDiceRoundsastheycanduringaMatch .

3. FollowtheMathDiceGameInstructions(seepage4) .

4. ForeachRoundWin,aplayerputsatallyinthe“Tally#ofRoundWins”columnofhisorherScoreSheet .

5. ThirtysecondsbeforetheendofatournamentMatchtherefereewillcallout“NoNewRounds .”AtthistimeplayersmayfinishouttheircurrentRound,butmaynotrollthediceagaintostartanewRound .

6. AttheendofaMatch,playerstallytheirRoundWins,andcomparetheirnumberwiththeotherplayersattheirstation .

7. PlayerscirclethepointstheygainedfortheMatchinthe“CircleYourPointsfortheMatch”column:

a. Ina3-playerMatch:1stplacegets2points,2ndplacegets1pointandlastplacegets0points .

b. Ina2-playerMatch:1stplacegets2pointsandlastplacegets0points .

Itisimportantthatstudentsfollowscoringinthismannersothatitiseasiertodetermineaclearchampionattheendofthetournament .

8. BeforebeginningthenextMatch,playerslookattheStationAssignmentsheetat

theirstationtofindoutwhichstationtheywillplayatnext .StationAssignmentsheetsclearlytellplayerswheretogobasedonplacementinaMatch .Makesurethatplayersreadthesheetaccordingtothenumberofplayerscurrentlyattheirtable .

9. Playerscompleteall5Matchesinthismanner .

Below is a Station Assignment Reference Guide:

Station #

2 Players at Station 3 Players at Station

First Place goes to Station:

Second Place goes to Station:

First Place goes to Station:

Second Place goes to Station:

Third Place goes to Station:

1 3 1 5 3 12 3 1 6 3 13 5 2 5 3 24 5 2 5 4 25 6 4 6 4 16 6 4 6 4 2

Note:TheStationAssignmentsheetsaredesignedsothatasplayersmovefromonestationtothenext,theywillbematchedwithotherplayersofsimilarabilities .

TOURNAMENTSCORE SHEET

TOURNAMENT KIT

© 2012 ThinkFun Inc. #1500. Blackline01.

Name

12 0

MatchNumber

Tally # of Round Wins

Circle Your Points for the Match

StationNumber

2 PLAYERS

2 1 03 PLAYERS

1ST 2ND LAST

22 02 PLAYERS

2 1 03 PLAYERS

WIN 2ND LAST

32 02 PLAYERS

2 1 03 PLAYERS

1ST 2ND LAST

42 02 PLAYERS

2 1 03 PLAYERS

1ST 2ND LAST

52 02 PLAYERS

2 1 03 PLAYERS

1ST 2ND LAST

Total Match Points

OFFICIAL PLAYERSCORE SHEET

TOURNAMENT KIT

Name

12

Round Number

Tally # of Round Wins

Circle Your Points for the Round

Station Number

2 PLAYERS

23 PLAYERS

1ST

222 PLAYERS

23 PLAYERS

1ST

TOURNAMENTSCORE SHEET

TOURNAMENT KIT

© 2012 ThinkFun Inc. #1500. Blackline01.

Name

12 0

Match Number

Tally # of Round Wins

Circle Your Points for the Match

Station Number

2 PLAYERS

2 1 03 PLAYERS

1ST 2ND LAST

22 02 PLAYERS

2 1 03 PLAYERS

1ST 2ND LAST

32 02 PLAYERS

2 1 03 PLAYERS

1ST 2ND LAST

42 02 PLAYERS

2 1 03 PLAYERS

1ST 2ND LAST

52 02 PLAYERS

2 1 03 PLAYERS

1ST 2ND LAST

Total Round Points

Page 5: TOURNAMENT KIT - MindWareimages.mindware.com/DIRECT/lessonplans/MathDice Education Gui… · Proven to Sharpen Math Skills! LEARNING GUIDE DESIGNED FOR USE WITH € TO € STUDENTS

8 9

Determining a Math Dice Champion

1. Playersaddtheirpointsforall5Matches .Thehighestscoreaplayercanhaveis10 .

2. Theplayerwiththemostpointsisthechampion!Insomeinstancestherewillbeseveralplayerstiedforchampion .Inthiscase,youcanholdaFinalsMatchtodeterminethewinner:

a. AllwinningplayerscompeteagainstoneanotherinonefinalMathDiceMatch .TheplayerattheendoftheMatchwiththemostwinsisthechampion .

b. Ifyouhavefourplayerstiedforchampionyoumaydecidetohavethemcompeteinpairs .Thewinnersofeachpairwillthencompeteforthechampionaward .

3. Youmaychoosetohaveonechampionpertournament,multiplechampionsoranongoingMathDicecompetitionwithatournamentperweekandafinalchampionbasedoncumulativepointsattheendofamonth .

4. Ifyoutrackresultsfromoneweektothenext,youmightdecidetogiveanawardforMostImprovedPlayer .

5. Havefunandbecreativewithhowyoudecidetoholdandrunyourtournaments!

Other Games to Play Using Math DiceOn Target – Individual or Team Play

Object:CoveralltwelveTargetsonthegamesheetinasfewturnsaspossible .

Setup:

1. TheOnTargetgamesheetand13gamechipsareneededtoplay .YouwillnoticethattherearethreeOnTargetsheets .OnesheetislabeledBeginnerandcontainsthenumbers1through12,thesecondsheetislabeledAdvancedandcontainshighernumbers,andthethirdsheet,MakeYourOwn,allowsplayerstochoosetheirownnumberstofillin .

2. Playersmaychoosetohaveapaperandpencilclosebytorecordtheirequationsastheyplay .

3. Asinglechipshouldbeplacedat“5”ontheTurnMarkeratthebottomofthegamesheet .

4. Theotherchipscanbeleftofftothesideforuseduringplay .

5. Rollthethree6-sidedScoringDiceandplacethemintheareamarkedScoringDiceatthebottomofthesheet .

To Play:

1. PlayersusethethreeScoringDicetocreateequationsthatequaltheTargetNumbers(1through12)shownonthesheet .EachtimeaTargetishititcanbecoveredwithachip .PlayersshouldthinkofasmanyequationsastheycantohitthedifferentTargetsontheboard .ThemoreTargetshitinoneturnthebetter!

2. WhenplayerscannothitanymoreTargetsusingtheScoringDice,one(andonlyone)diecanbechangedtoANYothernumber .

3. TheTurnMarkerisnowmovedtotherightonespaceto“4” .

4. NowthatoneoftheScoringDicehaschanged,playerstrymakingnewequationstohitandcoveradditionalTargets .

5. Playcontinuesinthismanneruntilall12Targetshavebeencovered .

6. Ifall12Targetsarecoveredinfiveturnsorless,it’sawin!ThefinalscoreisequaltothenumberthattheTurnMarkercoversattheendofthegame .Thehigherthescorethebetter!

On Target - Competitive Play (Played in Pairs)

Object:TohitthemostTargetsonthegamesheet .

Setup:

1. TheOnTargetgamesheetand13gamechipsareneededtoplay .

2. Eachplayerrollsadie .TheplayerwiththehighestnumberisPlayer1andstartsthegame .

3. Player1choosesacolor(blueorred)andplacesachipwiththiscolorfacingupinthePlaceHolderspotonthegamesheet .

4. Player1rollsthethree6-sidedScoringDiceandplacesthemonthegamesheetinthespotmarkedScoringDice .

To Play:

1. Player1beginsthefirstRoundbyattemptingtohitasingleTargetNumberonthesheetusingthethreeScoringDice .IfaTargetishit,thisplayercoversitwithhisorhercolorchip .

2. ItisnowPlayer2’sturn .Player2attemptstoreachadifferentTargetwiththesamethreedice .IfaTargetishit,hisorhercolortokenisplacedoverthecorrespondingnumberonthesheet .

Page 6: TOURNAMENT KIT - MindWareimages.mindware.com/DIRECT/lessonplans/MathDice Education Gui… · Proven to Sharpen Math Skills! LEARNING GUIDE DESIGNED FOR USE WITH € TO € STUDENTS

10 11

3. PlaycontinuesbackandforthwitheachplayertryingtohitasingleTarget .

4. IfonhisorherturnaplayercannothitaTarget,theotherplayerhasachancetotrytohitasmanyadditionalTargetNumbersasheorshecanbeforetheRoundisover .

5. WhenneitherplayercanhitanotherTarget,thePlaceHolderchipisturnedtoPlayer2’scolor .Player2nowmustchangeoneandonlyoneScoringDietoanothernumber .HeorshebeginsthenextRoundbytryingtohitoneoftheremainingTargetNumbers .

6. PlaycontinuesbackandforthinthismanneruntilalloftheTargetsonthesheetarecoveredwithchips .

7. Theplayerwiththemostchipsonthesheetattheendisthewinner!

On Target - Classroom Play

PlayingOnTargetasaclassroomcanfostergoodconversationandwillhelpkidsexpressthethinkingandstrategiesthattheyuseastheyplay .Hereisawaythatyoucanplaywithaclassroomorlargegroup .

1. Dividestudentsintosmallteams .GiveeachteamanOnTargetsheet,13gamechips,threeScoringDiceandapencilandpaper .

2. DesignateoneRecorderoneachteam .

3. AssignonestudentintheroomtorollthethreeScoringDiceandannouncethenumbers .AllteamsshouldsettheirScoringDicetothesenumberssothattheystartthegameinthesameway .

4. EachindividualteamnowplaysOnTargetpertheTeamgamerules .

5. Asteamsplay,theRecorderwritesdowntheequationsusedtocomeupwiththevariousTargets .Everytimeaturnisoverandadieischanged,theRecordermakesanoteofwhatScoringNumberchanged .

6. Onceallteamsarefinishedplaying,haveaclassroomdiscussiontocomparetheresultsofeachgame .

a. Whatwereeachteam’sscores?

b. HowmanyTargetNumbersdidteamshitinthefirstturn?

c. Afterthefirstturn,whatScoringDiedidteamschange?Whatnumberdidtheychangethedieto?Whatwastheirthinkingwhentheymadethischange?

d. Howdidtheresultsvaryfromteamtoteam?

Four in a Row (Played in Pairs)

Object:Bethefirstplayertogetfourchipsinarowhorizontally,verticallyordiagonally .

Setup:

1. YouwillneedtheFourinaRowgamesheettoplay .25tokenswillbesufficientfortheaveragegame .YouwillnoticethattherearethreeFourinaRowsheets,Beginner,Advanced,andMakeYourOwn,inwhichyoucanchooseyourownnumberstofillin .Choosethesheetthatismostappropriateforyourstudents .

2. Playerschoosetheircolorsforthegame(blueorred) .

To Play:

1. RolladietodeterminetheStartingPlayer .

2. TheStartingPlayerrollsthethree6-sidedScoringDiceandplacesthemintheScoringDicearea .

3. HeorsheusesthethreeScoringDiceinanequationthatwillyieldananswerequaltooneofthenumbersonthegamesheet .Thisnumberisthencoveredwithhisorhercoloredgamechip .

4. Thenextplayernowhasaturn .HeorshemustchangeoneandonlyoneScoringDietoanewnumber .Thisplayernowtakesaturnatusingthesenumberstohitandcoveradifferentnumberonthesheetwithhisorherchip .

5. Playcontinuesuntiloneplayerhassuccessfullyplacedfourofhisorherchipsinanunbrokenstraightline .Thisplayeristhewinner!

SCORING DICE

BEGINNER LEVEL

FOUR IN A ROWTOURNAMENT KIT

1 16 2 15 3 14 4

13 5 12 6 11 7 10

8 9 16 2 15 3 14

4 13 5 12 6 11 7

10 8 9 1 2 15 3

14 4 13 5 12 6 11

7 10 8 9 1 16 4

© 2012 ThinkFun Inc. #1500. Blackline01.

Where It Started

MathDice®wasinventedbySamRitchieasa“DesignaGame”mathworkshopprojectforhissixthgradeclass .NowasoftwareengineeratTwitter,®Ritchiecontinuestoseekoutnew,innovativewaystoinspirethinkersthroughgameplay .HerecentlyusedhisprogrammingexpertisetocreatethemobileappforThinkFun’sRushHourgame…andMathDiceiscomingsoon!SamhopesthatMathDicewillmakemathmorefunandaccessibleforkidsaroundtheworld!

Blue Wins!


Top Related