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4210011 0010 1010 1101 0001 0100 1011
Richpaul_rock
SciDaMaths
Manual
(DepEd Memo. No. 361 s. 2001)(DepEd Memo. No. 361 s. 2001)
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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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SciDaMaths
 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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SciDaMaths
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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SciDaMaths
 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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SciDaMath
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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SciDaMath
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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SciDaMaths
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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SciDaMaths
• 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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SciDaMaths
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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SciDaMaths
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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SciDaMaths
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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77
55
BACK
88
Richpaul_rock
               
               
               
               
               
               
               
               
BACK
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SciDaMathsStarting Positions of the SciDaMaths Chips
WaterPatrol SciDamaths (cu. m))(Grades III – IV)
9090 6565 1010 4545
5050 3030 105105 7070
110110 8585 5050 2525
BACK
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SciDaMathsStarting Positions of the SciDaMaths Chips
POWERPATROL Sci Damaths (kwh) Grades V-VI
9595 7070 1515 5050
1010 3535
110110 7575
115115 9090 5555 3030
BACK
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DaMathsStarting Positions of the DaMaths Chips
8585
BACK
2525
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DaMathsStarting Positions of the DaMaths Chips
-7-7
88
BACK
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BACK
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BACK
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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

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Scidamaths manual finals

  • 1. 4210011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMaths Manual (DepEd Memo. No. 361 s. 2001)(DepEd Memo. No. 361 s. 2001)
  • 2. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock                                                                                                                                
  • 3. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock 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.
  • 4. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock 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:
  • 5. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock 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:
  • 6. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock 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.
  • 7. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMaths  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.
  • 8. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMaths 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
  • 9. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMaths  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.
  • 10. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock • 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.
  • 11. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMath 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.
  • 12. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMath 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.
  • 13. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMaths 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.
  • 14. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMaths • 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
  • 15. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock • 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
  • 16. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock • 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.
  • 17. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMaths 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
  • 18. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock 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
  • 19. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock – 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
  • 20. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMaths 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.
  • 21. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock 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
  • 22. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMaths 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.
  • 23. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock 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
  • 24. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock 77 55 BACK 88
  • 25. Richpaul_rock                                                                                                                                 BACK
  • 26. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMathsStarting Positions of the SciDaMaths Chips WaterPatrol SciDamaths (cu. m))(Grades III – IV) 9090 6565 1010 4545 5050 3030 105105 7070 110110 8585 5050 2525 BACK
  • 27. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock SciDaMathsStarting Positions of the SciDaMaths Chips POWERPATROL Sci Damaths (kwh) Grades V-VI 9595 7070 1515 5050 1010 3535 110110 7575 115115 9090 5555 3030 BACK
  • 28. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock DaMathsStarting Positions of the DaMaths Chips 8585 BACK 2525
  • 29. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock DaMathsStarting Positions of the DaMaths Chips -7-7 88 BACK
  • 30. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock                                                                                                                                 BACK
  • 31. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock                                                                                                                                 BACK
  • 32. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock                                                                                                                                 back
  • 33. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock 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
  • 34. 421 0011 0010 1010 1101 0001 0100 1011 Richpaul_rock 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