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• Children Generally Dislike/Fear Math = Math Phobia!• Learning Division and Multiplication By Recitation

Can Be Boring But Is Essential.• Basic Skills / Knowledge in the 4 Operations of Math

(+, -, x,÷) is Essential to a Confident Start Up in Learning Math.

• Urgent Need for Children to Develop Interest in Learning

• Basic Skills in Math Willingly/Without Fear.

A Board Game (Mathematic’s Answer to Scrabble)

MathMagic Allows Children to Learn and

Master the Basic Operations of Math Through FUN and Constant PLAY

Before MathMagic• Fear/ Dislike Of Math • Bored with Lesson• Unable to Master Basic Operations of Math• Impossible to Get Children to Do More than 20 Math

Questions Daily

After MathMagic• Play/Fun Factor Removes Fear/Dislike of Math• Play Allows Children to Learn Positively. Average Mental

Calculation Per Game 500 -1500 Time• Constant Play/Practice Increases Skill and Confidence

Play Approach • Children learn much faster/unconsciously when they are enjoying

themselves.Peer Guidance• Children accept corrections (Of their mistakes) from friends and learn

from their mistakes more willingly during play.• More preferable to Parent / Teacher guidance in a learning situation.Level Playing Field• Like any game, luck of the draw is a factor. Reducing any advantage of

cleverer children or adults / parents. Improve Math Skill through Repetitive Play • Being able to defeat cleverer peers/adults gives player confidence and

willingness to continue playing – Result? More games = more practice = more confidence = Better Mastery of Basic Math.

Enhanced Mental Development• Regular Play of MathMagic Increases the Mental Capability of Children -

Develops Skills in Evaluation, Strategizing, Planning and Risk Taking.

• In Class – 1 lesson a week / fortnight Offer Children a Break From Normal Lessons Which They May Find Boring or Tiresome

• The Prospect of A Lesson (No Fixed Period) When They can “Play” will Always Add to Their Looking Forward/Working Hard for the “Fun Break”

• When Class Teacher Is Busy / Attending Staff Meetings

• At Recess Time, Before or After School – “Co-Curricular” Activity During Math and Science Club Meetings

• Inter Class, School, Inter School MathMagic Competitions

1. Red connects with Red

Divide (÷) for the score (12 ÷ 3 = 4)

Numbers must be wholly divisible.Decimals and fractions not accepted.

WHAT THE MEAN

93 12

13

53 13

5

2. Green connects with Green

Multiply (x) for the score (4 x 3 = 12)

54 4

2

3. Blue connects with Blue

Subtract (─) for the score (23 ─ 3 = 20)Negative score not accepted.

93 9

40

123 23

15

103 5

24

4. Yellow connects with Yellow

Add (+) for the score (34 + 13 = 47)

87 34

9

613 10

27

BASIC MOVES OF GAME

1. Single-Sided Combination

(Green 4 x 3) = 12

93 12

1454 42

2. Two-Sided Combination

(Yellow 12 + 10) = 22(Blue 14 - 2) = 12 +

Total 34

210 3

24

54 4

2

93 12

148

7 123

3. Three-Sided Combination(Yellow 12 + 10) = 22(Blue 14 - 2) = 12 (Green 3 x 5) = 15 +

Total 49

45 8

3

122 23

20

54 4

2

93 12

148

7 123

210 3

24

4. Four-Sided Combination _:(Green 3 x 5) = 15 (Red 24 3) = 8 +Total = 57Bonus = 100Grand Total 157

210 3

245

5 96

317 24

24

31 35

4

122 23

204

5 83

54 4

2

93 12

148

7 123

(Yellow 12 + 10) = 22

(Blue 14 - 2) = 12

1. Tiles with numbers sideways (1a) or 2. upside down (1b) are not allowed.

53 14

57

112

26

52 4

12

(1a)

(1b)

MOVES NOT ALLOWED

2. When making 2, 3 and 4 –sided Combinations, colours on sides joining tiles on the board MUST always match.

122 10

17

54 13

6

22 11

2617

5 1246

108 6

4

412 9

55

15 96

(2a)

4. Combinations (subtraction [2a] and division [2b] only ) where lower numbers are placed above or to the left of higher numbers are not allowed.

412 6

48

2 1126

512 13

5

(2b)

WHAT THE MEAN

• The same color must be connected at all times. Each color represents a specific operation.

• To calculate a player ‘s score, perform the operation according to the tile colors joined on the board (same as Version 1).

• The following additional operations and colors on the tile

(version 2) are perform:

1) RED √2

Square root of √4 = 2

Red √2 – Connection, the square root of the number given on the connecting square (RED) is

the score. (4 x √2 = 2)

93 4

13

5√2 13

5

2) RED √3

Cube root of √8 = 2

Red √3 - Connection, the cube root of the number given on the connecting square (RED) is the score. (8 x √3 = 2)

93 √3

13

58 13

5

3) Green X2

Square of 42 = 16

912

14

Green X2 - the square value of the connecting number is the score. (4 x 4 = 16)

542

X2 4

4) Olive X3

Cube of 63 = 216

54 6

2

9X3 12

14

Olive X3 - the cube value of the connecting number is the score. (6 x 6 x 6 = 216)

Note: can be used to connect with Olive segment only

5) Joker Tiles

8 segment tile can be used when combining with 4 segment tiles or other joker tiles provided at least 1 color (segment) matches with colors of connecting tile. Scores are calculated depending on the colors.

a) Joker 8 segment connect with other joker

2420

918 24

20

918

24 * 18 = 432

b) Bonus Score Using Joker Tiles

- 8 segment connect with 4 segment.

- When joker tile is used in a 4 sided combination, 50 points bonus is awarded.

55 9

6

317 24

24

31 35

4

122 23

204

5 83

54 4

2

93 12

148

7 123

2421

918

(Green 24 x 5) = 120 (Red 21 ÷ 3) = 7 (Yellow 12 + 18) = 30(Blue 14 - 9) = 5 +

Total = 162Bonus = 50

Grand Total = 212

PAUL GODDING Education Consultancy

The UK’s No.1 provider of fun and effective mathematical activities

MathMagic: £19.99

As probably the very best numeracy board game in the world, MathMagic can best be described as a mathematical version of Scrabble. The concept behind the game is very similar to the world-famous word game, but utilises numbers instead of letters. It is the mainstay of The Maths Games & Puzzle Day and used regularly in pre-SATs events!

Constant playing of MathMagic not only helps children improve their mathematical skills but also builds confidence in mastering basic numeracy. It can also result in players working up to 1500 mental calculations per game, without even realising they have done so.

Children will also develop strategic thinking skills at a very young age. Players automatically learn to evaluate every move/calculation to improve their scores or to prevent their opponents from making high scores. Most importantly, it gives the players hours of fun. It is suitable for anyone, as long as they can add, subtract, multiply and divide (the game can easily be adapted for younger, or less able, pupils by just using addition).

We guarantee you'll be impressed with the simplicity and effectiveness of MathMagic.

MathMagic2: £19.99

This is a sequel to the original game and brand-new to the UK. MathMagic2 is designed for those pupils with a keen and sharp mathematical brain and is based on the same principles as the original game. The main difference is that squares, cubes, square roots and cube roots are also available as well as a few creative amendments to the original rules. Ideal for Year 6 and Secondary school pupils who want a new challenge and to sharpen up those mental arithmetic skills prior to SATs!

Colour Magic: £12.99

This superb game of strategy has been developed as a joint project between Magic Gamewerks Ltd and the Magic Gamewerks International organisation in Malaysia. It is very popular and challenging for both children and adults.The aim of Colour Magic is to cover all the multi-coloured sections of the game board, except the players’ chosen colour. The board is a 7x7 grid, 49 sections in all, consisting of seven different colours each represented seven times. Using the 14 pieces (seven of which are straight and seven right-angled), the player must cover the whole board except for the chosen colour. Each of the pieces cover three sections of the board, therefore 42 sections should be covered with just seven sections left remaining. Hopefully, only our chosen colour should be showing. It’s not as easy as it sounds!Colour Magic can be played as a challenging puzzle for a single player, as described above, or with two players pitting their wits against each other. The object of the 2-player game is for each player to place their game pieces on the board so that they do not cover any of the designated colour sections. One player has the straight pieces while the opponent has the right-angled pieces. The winner is the player who uses up most of their seven pieces.

Colour Magic (Travel Edition): £9.99

Probably the ‘best value for money’ game in our whole range! Exactly the same as the main version described above, but the travel edition of Colour Magic is housed in a CD case with magnetic pieces. Excellently produced by Magic Gamewerks International in Malaysia, it is already a big seller in 2004.

NEWS!NEWS!!

MORE NEWS!!!

• Playing Rules The Game will be run in accordance with the Standard MathMagic Game rules for Group A and MathMagic Version 2 for Group B players.

• Classification Competitors will be classified under age groups as follows:Group A- Year 4 – Year 6Group B- Form 1 – Form 3

• Players Each competing group will consists of 4 players and one scorer.

• Knock out The competition will be run on a knock-out basis. This will mean that only the winner of each round will proceed to play the next round.To ensure the smooth running of subsequent rounds, the organizers can, in addition to winners of each round, allow extra players to be included.These players will be selected on the basis of highest scores accumulated in the completed round.

• Timing Unless agreed upon by the organizers, timing for each move is 20 seconds only.

– If a player should fail to make a move within the stipulated time given (see Time Keeping) he would forfeit a move.

– The scorer will then take a tile (at random) from the tiles on the player’s hand and place the tile FACE DOWN in front of the player. The total of the numbers of this tile will be deducted from the score of the player at the end of the game to arrive at his final score.

– The player will then draw a new tile to ensure that he has 6 tiles in his hand to continue the game.

• Time Keeping A time keeper will be appointed to be responsible for ensuring that a bell/ buzzer will be sounded every 20 seconds (or otherwise agreed upon timing) throughout the game.

• Calculations Unless previously agreed upon, players will have to work out/calculate the scores for his moves MENTALLY. No pencil or papers, a calculator is allowed.

• Scoring The scorer’s duty is ONLY to write out the score of each move. He is not expected to calculate or work out the score for each move made by a player. On making a move, a player is expected to calculate the score for the move and then CALL OUT his score to allow the scorer to record the score. Other players are expected to challenge his score or legality of his move if they do not agree to either or both.

• Ruling It would be an advantage if the scorer is familiar with the rules and can make a ruling in case of disagreements. However, the event should have a chief judge (and if possible some assistants) whose decisions of any disagreements will be final.

• Objections In the event that players object to a move or a score declared by another player, the scorer will stop play for his/her group, draw the attention of the judge who will make an immediate ruling before the game (within this group) is allowed to continue. Play in all other groups, in the meantime, should continue without any disruption.Note: (1) If the objection is upheld, the defaulting players will miss one turn and the tile used in the default will be taken by the scorer and placed in front of the player.The total of the numbers on the tile will be deducted from the player’s total score as in 5(B). If the player is not to have defaulted, a tile is a removed from the 6 tiles in the objector’s hand. Rule 5(B) is effected.

• Final Score At the end of the game, the scorer has to:

– Record the total values of tiles confiscated due to missed moves (if any) for each player.

– Record the total values of tiles left unused (if any) by each player.– Record the final score after deducting any values mentioned in A and B

above.– Record the names of players and their scores in order.

• Winner The player with the highest score in his round is declared the winner of the round and will proceed automatically to the next round.

School ChampionPoints to be awarded:

1st – 10 points2nd – 6 points3rd – 4 points4th – 2 points