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SciDaMaths
It is becoming a growing classroom practice
in many school projects, including mathematics &
science and technology to use games to promote the
understanding of concepts and skills. This practice is
supported by child psychologist Piaget and Inhelder
(1969) and Kohlberg (1969) who are convinced that
affective , cognitive and social development strongly
influence one another and develop along parallel
lines. There is data to support this statement. Thus,
the use of socially interactive scientific and
mathematical games in learning math & science is
credible.
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SciDaMaths
1. To integrate the Filipino
checkerboard game of dama into the
teaching of Mathematical and Science
concepts and skills;
2. To encourage the utilization of
recycled materials in constructing
SCIDAMATHS board set.
3.To analyze SciDamaths as
possible subject of scientific and
mathematical investigations;
4.To enhance wholesome
interpersonal relations among learners.
OBJECTIVES:OBJECTIVES:
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SciDaMaths
Basically the rules in playing the
Filipino checkerboard game called the
dama will be used with some
modifications in integrating
Mathematics and Science as follows:
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SciDaMaths MANUAL
1. Set the starting position of the chips
StartingStarting PositionPositionStartingStarting PositionPosition
2. After the starting position of the
chips has been set, the first player is
determined by tossing a coin or
drawing lots. The first player will
occupy the side of the SCIDAMATH
board where (0,0) is located.
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3. A chip is allowed to move
diagonally forward only to an
adjoining vacant square.
e.ge.g..
4. A chip has to take opponent’s
chip diagonally forward only or
backward, thus pass is not allowed.
ee.g..g.
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5. Mathematical operations will be
used depending on the vacant square’s operation
symbol where the “taker” chip lands by jumping
over the “taken” chip. (For WaterPatrol and
PowerPatrol SciDama only + and – operations are
involve)
( the latter chip has to be removed from the board after performing
the indicated mathematical operation and recording same in the score sheet)
÷
÷÷
÷÷
( )÷×−+
e.g.e.g.
show
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6. In taking more than one chip, the
“taker” chip is always the addend, or
the minuend, as the case may be.
7. In taking a chip or more than one chip,
the dama rules on dama, mayor dalawa
or tatlo’, “mayor tatlo over dalawa’,
‘mayor dama’ and mayor dalawa or tatlo
over dama’ prevail.
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• However, it can only pass through its
diagonal path once until returns to its
original position when taking chips.
SciDaMath
exampleexample
• When two taker chips will take same
number of chips, it’s up for the player to
decide which to move.
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8. A chip is declared dama upon reaching
terminally on the following designated
squares:
SHOW
For red chips: (0,7) (2,7) (4,7)(6,7)
For blue chips : (1,0) (3,0) (5,0)
(7,0)
To specify that a chip is already a “dama”,“dama”, the chip is
encircled in the scoresheet.
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A dama chip is allowed to take a chip or
more than one chip, or move to any unoccupied
square along its diagonal path. Moreover a
dama’s score is doubled in taking a chip or
chips, and quadrupled if it takes the
opponent’s dama chip. Similarly, an ordinary
chip’s score is doubled if it takes a dama
chip. Dama’s score is quadrupled if it takes
the opponent’s dama chip.
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9. A “move” ( 2 (6,3) ) is good only at
the most for one (1) minute including its
corresponding entries in the scoresheet ;
while the game’s duration is twenty (20)
minutes.
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• It will be the responsibility of the arbiter to
remind the player to make a move and write
entries in the scoresheet. This will be done
10 seconds before the 1-minute time frame.
• A player may consume the whole minute in
taking chip(s) and writing the entries in the
scoresheet
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• If in case a player did not finish writing the
entries in the scoresheet after 1 minute (due
to multiple chips taken), the time will be
stopped by the arbiter. This is to give the
player time to finish writing in the
scoresheet. The extra time is exclusive of
the twenty – minute game duration.
• A player is required to take chip(s) when
there is still time left.(remaining second(s) of
the 20-minute game duration)
SciDaMaths
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• The player must pass the scoresheet with
complete entries to the other player. This
marks the start of the 1-minute time given
to the opponent to write entries in the
scoresheet and to make a move. Passing
the scoresheet and making a move should
be done almost at the same time.
SciDaMaths
A player must write entries in the scoresheet
first before making a move.
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10. The game ends when any of the
situations occur:
Repetitive moves of any or both players.
The 20-minute game duration is ended.
A player has no more chip to move
A player’s chip is cornered.
A player resigns
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11. The remaining chips have to be added to the
respective players’ total score.”DAMA”chip’s
corresponding value is double
12. The player with the lesser total score in
SciDamath is declared winner for which he/she is
entitled to one point in the tally sheet of
contestant or one-half (0.5) point in case of a
draw.
SciDaMaths
SCORE SHEET
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– In case of two or more players have the
same number of winnings, their previous
games will be considered. Whoever won in
these games prevails. (win over the other)
If a winner cannot be determined from
these games, a 10-minute rematch shall be
done. Point System shall be followed if no
player emerges as winner after the rematch.
SciDaMaths
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13. Only one scoresheet is allowed to be
accomplished alternately by the two players
whereby incorrect entries shall be their
responsibility. In case of incorrect entries in the
score sheet, a player has to immediately call the
attention of the competition facilitator/arbiter by
raising one’s hand, that is , after stopping the time.
As determined by the facilitator, the appropriate
corrections will be done by the erring player
inasmuch as the former’s decision is final and
unappealable.
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o The time spent in correcting the entries is
exclusive of the 20-minute game duration.
o Scoresheets will be reviewed by a panel of
reviewers. Corrections will be done to the
wrong entries which not checked during the
game.
SciDaMaths
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Summary
• How to play scidamaths?
– Toss a coin to decide who moves first.
– The first player (red player) moves a chip by
sliding diagonally forward to an adjoining
vacant square ( no chip is to be placed on the
colored squares)
– The two players alternately take turn in moving
a chip.
– The player with the lesser total score in
SciDamaths is declared winner.
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DaMaths Score sheetDamaths
Red Blue
Player:
_______________
Player:
___________________
School:_________ School:_____________
Move SCORE
TOTAL
SCORE
Move SCORE
TOTAL
SCORE
Player's Signature Player's Signature
_________________________ _______________________________
Signature of Facilitator: Signature of Facilitator:
( ) WIN ( ) LOSS ( ) WIN ( ) LOSS
BACK
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Red
WaterPatrol Scidama
Blue
WaterPatrol Scidama
Player: _______________ Player: ___________________
School:_________ School:_____________
Move SCORE
TOTAL
SCORE
Move SCORE
TOTAL
SCORE
90cu. m + 45 cu. m 135 cu. m 135 cu. m
105cu. m - 65 cu. m 40 cu. m 17 5 cu. m
30 cu. m - 50 cu. m NS 175 cu. m
Remaining Chips 30 cu. m
105 cu. m
70 cu. m
Sum 205 cu. m 205 cu. m
Total Score 480 cu. m
Player's Signature Player's Signature
_________________________ _______________________________
Signature of Facilitator: Signature of Facilitator:
( ) WIN ( ) LOSS ( ) WIN ( ) LOSS
BACK
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Thank you!Thank you!
SciDaMathsSciDaMaths
(DepEd Memo. No. 361 s. 2001)(DepEd Memo. No. 361 s. 2001)
RICHARD B. PAULINORICHARD B. PAULINO
Ilocos Norte Regional School of FisheriesIlocos Norte Regional School of Fisheries
La Paz, Laoag CityLa Paz, Laoag City