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The Game of Creative Mathematics! Michele Krisher, Supervisor Trumbull County ESC

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Page 1: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

The Game of Creative

Mathematics!

Michele Krisher, Supervisor

Trumbull County ESC

Page 2: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

OVERVIEW Game format designed to allow students to

use math skills and game strategies for

successful play.

Increases student awareness of the power of

mathematical equations.

Heightens student interest in mathematical

operations and equation formation.

Allows for creative manipulation of

mathematical operations and equation

formation.

Page 3: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Goal of the Game

To earn points either by:

1. correctly challenging

other players, or

2. being incorrectly

challenged by another

player.

Page 4: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Game Requirements

Playing Mat

Resource Cubes

Timing Device

Paper

Pencils

Score Sheet

Page 5: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

RESOURCES

•24 Cubes—6 of each color;

black, red, blue, & green

•Numerals & operations on

the face of the cubes create

the RESOURCES.

•The resources change each

time the cubes are rolled.

•There are no symbols of

grouping on the cubes.

Page 6: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Operation Signs

Addition is indicated by use of the + .

Subtraction is indicated by use of the – .

Multiplication is indicated by use of the x .

Division is indicated by use of the

Exponents are indicated by the use of * .

Root is indicated by the use of the radical sign.

There are no grouping of symbols such as parentheses or brackets; however, when writing solutions, they must be used when necessary.

Page 7: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Playing Mat Contains 3 major sections:

Forbidden – indicates that this cube can no longer be used in forming the equation

Permitted – indicates that this cube may be used in forming the equation

Required – indicates that this cube must be used in forming the equation

Solution line – cubes should never be moved to this section during play

Goal line – cubes are placed here by the goal setter

Page 8: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Playing EQUATIONS 3 or 4 people may play together. • Each new roll is called a SHAKE.

In tournament play, a MATCH may be comprised by “a few” or “many” shakes. A match is generally determined by the length of time EQUATIONS is played.

To begin, each player rolls a red cube.

Operation signs are valued less than zero.

If all players roll operation signs, each player must re-roll a red cube.

The player with the highest numeral on the red cube, becomes the first GOAL SETTER.

Page 9: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

A player by any other name…

1. Goal Setter - the person who sets the goal

for the shake. The person to the left of a

current goal setter becomes the next goal

setter.

2. Mover – the person whose turn it is to

make a move in the shake.

3. Player – the person who is waiting for

his/her turn to move. In a 4-player match,

there would be two players.

Page 10: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Basic Rules

GOAL

Rule

MOVE

Rule

SOLUTION

Rule

CHALLENGE

Rule

CORRECTNESS

Rule

SCORING

Rule

LAST CUBE

Rule

FORCE OUT

Rule

EQUATIONS

Page 11: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Goal Rule

The goal setter rolls the cubes for the shake.

Goal setter has up to 2 minutes to set the goal.

The goal may contain as few as 1 or as many as 5

cubes.

The goal may contain one- or two-digit numerals.

The goal must form a legal expression:

For example: 5 or 1x5+0 or 55-50

The goal is set when the goal setter states, “Goal”.

3

5 +

0

Page 12: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Move Rule

The person to the left of the goal setter

becomes the first mover.

Once the goal has been set, the mover may

either place a cube on the playing mat or call a

challenge.

The first mover has up to 2 minutes to make

the first move of the shake.

After the first move of the shake, each mover

has up to 1 minute to make a move.

Page 13: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Solution Rule

It must contain all cubes in required, may

contain cubes in permitted and none of the

cubes in forbidden.

May not contain two-digit numerals.

It must be written on paper.

Must contain at least two cubes.

Must use parentheses and/or brackets to

show the order of operations!

{5X [3X ( 1+2 ) ] } + 1 = 46

Page 14: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Challenge Rule

There are two kinds of challenges:

1. NOW Challenge – using no more than 1 additional

cube from the resources, all the cubes in required,

perhaps some cubes in permitted and no cubes

from forbidden-a player can create a solutions that

satisfies the goal; or

2. NEVER Challenge – given the resources in play, it

is not possible to create a solution that satisfies the

goal.

Page 15: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Challenge Rule Continued A player may make a challenge “out-of-turn” by

picking up the challenge block. Within 15 seconds, he/she must state which type of challenge is being made.

A player challenges the last mover.

A player cannot challenge himself/herself.

The third or fourth parties must either agree with the challenger’s choice, or side with the person who has been challenged – the most recent mover. These players must write their solutions independently.

ALL SOLUTIONS MUST BE WRITTEN ON PAPER!

Page 16: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Correctness Rule

A player is correct if his/her solution

satisfies the goal under the conditions of the stated challenge.

A player is correct if his/her move is being challenged and the player who called the challenge is unable to write a correct solution.

Solutions must be written on paper & form a legal mathematical expression.

Players must agree to the correctness of the solution and indicate their acceptance by initializing the score sheet at the end of the match.

Page 17: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Scoring Rule

If you are correct, you get 10

points;

unless you agree with the

Challenger-then you only get 8

points for being correct.

You get 6 points if you are

incorrect.

Page 18: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Last Cube Rule

If there is only 1 cube left in the resources, the only challenge that can be made is a NEVER.

If a NEVER challenge is not called, the mover must place the cube on to the mat.

All players must now write a solution.

Each player with a correct solution receives 8 points; incorrect solutions are worth 6 points.

5

Page 19: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Force Out Rule

When there are two or more cubes left in the resources, a mover may call, “force out”.

This indicates that the mover feels that no matter where he/she places a cube, a challenge will be called on him/her.

If the force out situation is valid (no move could be made) each player who can write a correct solution receives 8 points; incorrect solutions receive 6 points.

If play should have continued, the mover calling the force out receives 0 points, others score 6 points.

Page 20: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Tips & Tricks Ambiguous Goals

A goal setter must physically separate the

cubes when there is more than 1 operation

sign in the goal to indicate proper

interpretation.

Examples:

2x3 +1 = 7 2x 3+1 = 8

or

2x3+1 = 7 or 8!!

Page 21: The Game of Creative Mathematics! - Trumbull County ESC › Downloads › Equations Presentation.pdf · Challenge Rule Continued A player may make a challenge “out-of-turn” by

Tip & Tricks Continued

Once a cube touches the mat, it cannot be moved until the end of the shake.

The goal setter may “reorganize” cubes for the goal once they are placed on the mat, but they cannot be removed from the mat.

A “2” cube is not necessary in front of the radical sign to indicate the “square” root; however, any other indexes must be indicated by a numeral in front of the radical sign.

Solutions must use parentheses/brackets if the solution would otherwise be ambiguous.