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Teacher guide for using Ocean Raiders in classrooms
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Introduction	
Welcome	to	the	world	of	Logic	Roots	Math	Games	where	students	practice	while	playing.	The	games	
are	designed	so	that	in	each	session,	students	get	to	practice	up	to	20	times	more	Math	problems	
than	in	class	and	that	too	with	a	lot	more	fun	and	engagement.		
This	Game	Book	will	help	you,	the	teachers,	get	most	Math	practice	out	of	Logic	Roots	Math	Games.		
It	has	been	divided	into	the	following	5	sections.		
Session	name	 Details	 When		
1. Before	the	
game	play	
This	section	describes	all	the	activities	that	the	teacher	
has	to	do	before	you	get	the	students	to	play	the	game	
1. Group	formation	
2. Arranging	the	game	room	
3. Get	acquainted	with	the	game	
4. Purpose	of	the	game	session	
	
Once	a	year	
2. Setting	up	
the	game	
session	
This	section	is	about	introducing	the	students	to	play	the	
game	in	a	fun	and	organized	manner.	It	includes	game	
rules	too	
1. Taking	kids	to	the	game	room	
2. Teaching	them	the	game	rules	
	
Once	for	each	
game	
3. During	the	
game	play	
Here,	we	explain	all	the	things	you	need	to	take	care	of,	
while	the	game	is	in	progress	
1. Getting	them	into	desired	groups	
2. Getting	the	game	open	in	front	of	each	group	
3. Initiate	play	
4. Observing	and	managing	issues	
	
Every	time		
4. Winding	up	
the	game	
session	
Correctly	winding	up	the	game	is	as	important	as	starting	
the	game.		
1. Finding	winners	
2. Announcing	the	end	of	game	session	
3. Wrapping	up	the	game	
4. Taking	feedback	from	kids	
5. Getting	back	to	the	class	
Every	time		
5. After	the	
game	play	
Your	observations	after	the	gameplay	will	help	make	the	
next	sessions	better	
1. Reviewing	notes	
2. Discussing	with	other	teachers	
3. Recording	changes	for	the	next	game	session	
Every	time
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1.	Ocean	Raiders	
The	idea	is	that	each	child	is	learning	by	observing.	So	we	are	not	going	to	give	out	the	game	rules	
yet.	We	will	make	them	play	the	game	and	let	everyone	learn	as	we	go	along.	
1.1 Before	the	game	play	
Below	are	the	steps	you	need	to	take	before	playing	Ocean	Raiders.	Often	this	has	to	be	
done	1	week	prior	to	the	game	session.		
1) Group	Formation	
Ocean	Raiders	is	a	group	game	where	4	students	
play	on	each	board.	Here	you	will	find	out	how	
many	groups	will	be	there	for	your	class.	You	will	
determine	who	will	sit	in	which	group	and	where	
will	each	group	sit	and	what	will	each	group	be	
called.	
a) Find	out	how	many	groups	will	be	formed.	
Since	this	is	a	4	player	game	and	suppose	you	
have	30	students	in	your	class	then	you	will	
have	8	groups	with	2	groups	of	3	members	
and	the	other	6	groups	of	4	members	each.	
b) Skill	based	grouping	is	a	good	idea	for	Ocean	
Raiders.	This	means	that	for	each	group,	you	have	one	child	who	is	good	in	Math	and	
already	takes	an	interest	in	what	you	are	teaching.	The	other	3	students	can	be	chosen	
at	random.		
• Choose	8	leader	students		
• Allocate	rest	of	the	class	to	these	8	groups	
• Give	creative	and	yet	easy	to	remember	names	to	each	of	these	groups.	
Instead	of	simply	calling	them	A,	B,	C,	D,	E,	F,	G,	H	you	could	call	them	
Australia,	Belgium,	China,	Denmark,	England,	Finland,	Germany,	and	Hungary	
etc.	This	will	make	it	fun	and	build	a	competitive	spirit.	
• Prepare	this	list	in	your	diary	and	save	it	for	future	reference.	
• Announce	this	grouping	and	group	names	to	students	in	class	and	tell	them	
that	they	have	to	remember	their	country	mates	for	the	rest	of	the	year	
because	we	are	all	going	to	use	this	formation	to	play	this	game.	
c) Visit	the	game	room	and	make	a	mental	map	of	where	will	each	group	sit.	You	can	start	
with	First	block	for	Australia	seating	Belgium	behind	them	and	so	on.	
d) This	is	once	in	a	year	activity	
2) Arranging	the	game	room	
Before	you	conduct	the	game	session,	you	must	get	the	logistics	in	place.	Before	each	game	
session,	teachers	must	make	sure	that		
a) Game	room	has	desired	number	of	game	boxes	–	Are	the	8	Ocean	Raiders	board	games	
there?	Are	they	in	good	condition	and	do	they	have	all	the	components?	You	can	take	
the	help	of	2	students	to	do	this	task.
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b) Game	room	has	a	place	where	students	can	sit	in	groups,	preferably	on	the	ground.	So	it	
has	a	mat	but	no	tables	and	chairs.	
c) Ensure	availability	of	the	game	room	–	Check	with	the	head	mistress	/	principal	that	the	
game	room	is	available	that	day	i.e.	no	other	teacher	is	planning	to	use	it	on	the	same	
day.	
d) Ensure	you	have	double	period	–	Playing	the	game	with	young	kids	takes	time	to	explain	
and	have	them	to	practice	it	again.	So	having	a	double	period	(2	periods	back	to	back)	
helps	in	better	conducting	the	game	session.	
3) Get	acquainted	with	the	game	
Before	you	actually	play	the	game	with	the	students,	it	is	imperative	that	you	are	fully	
aquatinted	with	the	game.	
a) Check	all	the	game	components	to	know	what	all	is	there	in	the	box.	
b) Read	the	game	rule	book	thoroughly.	You	should	be	able	to	explain	the	rules	to	all	the	
students	without	the	need	of	this	rule	book.	Be	aware	of	the	skills	that	this	game	will	
require	and	get	them	to	practice	and	it	will	reveal	how	the	practice	will	be	generated.	
The	skills	that	will	be	practised	through	this	game	are	–	
o Addition	of	two	and	one	digit	numbers	with	one	digit	numbers	
o Number	recognition	and	number	sequencing	
o Analytical	thinking	and	speedy	calculation	
c) You	must	know	how	the	box	looks,	how	it	is	opened	and	closed	and	where	each	
component	goes.	
d) You	must	anticipate	the	kind	of	difficulties	the	students	may	face	while	playing.	
4) Purpose	of	the	game	session	
For	Ocean	Raiders,	you	will	have	3	such	sessions.	But	you	must	plan	at	what	stage	in	the	
course	you	plan	to	use	the	game	and	why.	A	clear	understanding	of	the	objective	of	the	
game	will	give	you	more	benefit.	We	suggest	the	following	3	stages	
a) To	build	interest	–	When	you	have	exposed	students	to	the	basics	of	1	and	2	digit	
addition	but	they	do	not	have	any	proficiency	yet.	
b) To	build	accuracy	–	When	you	have	nearly	completed	the	chapter	on	addition,	now	use	
this	game	to	build	accuracy.	
c) To	build	speed	–	When	you	have	moved	to	other	topics	but	you	want	to	use	this	game	
for	revision	and	to	build	speed.		
1.2 Setting	up	the	game	session	
This	section	is	about	introducing	students	to	play	the	game	in	a	fun	and	organized	manner,	it	
also	includes	familiarising	them	with	the	game	rules.	
1) Taking	the	kids	to	the	game	room	
This	means	getting	them	into	the	groups,	forming	a	queue	and	taking	to	the	game	room.	
a) Come	to	the	class	and	get	the	students	to	assemble	in	their	groups	of	Australia,	Belgium,	
China	and	so	on.	
b) Let	them	now	form	a	queue	and	take	them	to	the	game	room.
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c) Ask	the	respective	groups	to	reach	their	pre-assigned	places	and	stand	there.	
d) Take	a	quick	head-count	
e) Redistribute	the	groups	if	required.	If	any	group	has	2	or	less	students	then	merge	that	
group	into	other	groups.	For	example,	if	Australia	has	just	2	people	while	China	and	
Hungary	have	3	people	each,	then	allocate	1	member	of	Australia	to	China	and	1	to	
Hungary.	
f) Now	ask	them	to	sit	down	at	their	respective	places	in	a	circle.	As	of	now,	they	do	not	
have	any	game	box	with	them.	
2) Getting	them	in	demo	groups	
There	are	several	ways	to	teach	them	to	play	the	game,	we	will	use	the	1	session	
observation	method.	
a) Formation	of	demo	groups		
• Choose	8	students	such	that	you	have	1	person	from	each	group.	Make	sure	these	
are	NOT	the	group	leaders.	Choose	students	who	are	very	sincere	and	will	follow	
your	instructions	word	for	word.	
• Ask	these	8	to	come	to	the	centre	of	the	room	and	form	2	groups	of	4.	We	are	
getting	them	ready	to	play	the	game.	So	one	group	sits	on	the	right	side	of	the	
teacher	and	the	other	group	sits	on	the	left	side	with	some	place	in	the	middle	for	
the	teacher	to	stand	and	coordinate	easily.	We	will	call	these	8	students	as	the	
demo-group.		
b) Getting	everyone	in	observer	position	
• Now	tell	everyone	else	to	stand	at	their	places.	Group	by	group,	ask	them	to	come	
and	stand	near	either	of	these	2	demo	groups	such	that	they	are	able	see	the	game	
play.		
• Make	sure	that	the	demo	groups	are	seated	on	the	floor,	the	teacher	is	in	the	
middle	and	everyone	is	surrounding	them	without	pushing.	
c) Getting	the	game	box	
• Point	out	1	child	in	each	demo	group	(let	him	be	the	demo	group	leader)	to	stand	
up.	Ask	demo	group-1	leader	to	get	desired	game	box	with	a	mark	of	“1”	on	the	box.	
Ask	demo	group-2	leader	to	get	the	box	with	a	mark	of	“2”	on	it.	
• They	both	must	go	and	get	the	box,	put	it	in	the	centre	of	the	group	without	opening	
it	and	sit	at	their	previous	places.	Now	ask	the	demo	group	leaders	to	open	their	
respective	boxes.	No	one	else	must	touch	anything.	Everyone,	including	the	demo	
group	players	are	just	observing.	
• It	is	important	to	maintain	decorum	and	discipline	at	this	point	for	smooth	function	
of	the	game	later.	
d) Setting	up	the	game	
• Ask	the	2	demo	group	leaders	to	take	out	one	item	at	a	time	so	that	everyone	can	
see	them.	
• They	must	take	out	one	item	at	a	time,	open	it	and	place	it	neatly	on	the	floor	such	
that	it	is	in	the	middle	of	all	the	4	players.	You	must	ask	everyone	what	this	is	and	
the	entire	class	can	respond	that	this	is	a	game	board	or	sketch	pens	etc.	
• Leave	the	rule-book	in	the	box,	close	the	box	lid	and	put	it	aside	so	that	it	is	near	the	
teacher	and	away	from	the	other	students,	else	they	will	lose	attention	and	focus
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while	you	are	explaining	the	gameplay.	Now	the	leader	would	distribute	1	sketch	
pen,	1	slate	to	each	player	and	the	teacher	must	allocate	the	play	coins.	The	dice	can	
stay	in	the	middle	of	the	board.	
	
1.3 Game	rules	
1) Narrate	the	game	story	
• Ask	everyone	to	pay	attention	to	you	as	you	are	going	to	narrate	a	story	for	this	
game.	
• Narrate	this	little	story	-Long-time	back,	there	was	a	ship	that	was	carrying	lots	and	
lots	of	gold.	But	in	the	stormy	seas,	the	ship	sank	and	went	to	the	bottom	of	the	
deep	ocean.	Along	with	the	ship,	all	the	gold	went	in	too.	Today,	you	want	to	bring	
that	gold	out	so	you	are	the	Ocean	Raiders.	You	have	to	dive	into	the	ocean	to	bring	
it	out.	The	gold	is	at	an	area	in	the	ocean	called	49.	Using	your	dice,	you	dive	in.	But	
in	the	ocean,	there	are	some	strong	waves.	The	green	waves	take	you	towards	the	
treasure	<teacher	must	point	towards	the	arrow>	and	the	red	waves	take	you	away	
from	treasure	<again	point	towards	the	arrow>.	So	are	you	ready?	Ok.	We	will	watch	
the	demo	boards.	And	every	player	on	the	demo	board	MUST	wait	for	the	teacher’s	
command	before	proceeding	ahead.	
2) Make	the	first	move	
• We	will	move	clockwise.	The	first	turn	will	be	for	the	child	with	the	red	coin.	You	do	
NOT	have	to	wait	for	1	or	6	to	start	the	game.	The	teachers	must	focus	their	
attention	only	on	the	demo	groups.		
• Now	ask	the	red	diver	to	roll	the	dice.	Both	the	boards	must	do	it	at	the	same	time	
and	then	wait.	Ask	board-1	player	to	speak	out	the	number	on	the	dice	and	ask	
board-2	player	to	speak	out	the	number	on	the	dice.	
• Now	tell	them	to	move	their	diver	coin	to	that	number	on	the	board.	Make	it	clear	
that	the	numbers	are	jumbled,	so	3	may	not	be	at	the	3rd
	place	on	the	board.	After	
all,	it	is	the	ocean	and	the	numbers	have	moved	away	with	the	waves.	So	you	all	
have	to	be	careful.	
• Once	they	have	moved,	it	is	the	next	player’s	turn	to	roll	the	dice.	They	will	roll	the	
dice	simultaneously	on	both	the	boards,	read	out	the	numbers	and	move	their	coins	
to	the	position.		
• Explain	that	even	if	2	players	come	on	the	same	position,	they	won’t	knock	each	
other	off.	More	than	1	player	can	continue	to	be	at	the	same	place.	After	all	Ocean	is	
a	vast	area.	
• Then	the	remaining	2	players	on	both	the	demo	boards	will	complete	their	first	turn.	
Now	pause	and	ask	everyone	if	they	have	understood	so	far.	
3) The	second	move		
• Now	the	next	turn.	Ask	the	red	diver	on	both	the	boards	to	pick-up	the	dice	again	
and	roll	it.	Let	them	read	out	the	numbers	that	they	got.		
• Ask	them	where	will	they	go	now?	They	must	answer	without	moving	their	diver	
coins.	Ask	other	players	too	and	then	ask	the	observing	students	till	you	get	the
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correct	answer	that	the	previous	position	will	be	added	with	the	number	on	the	
dice.	Once	you	have	got	the	correct	answer,	the	teacher	must	clearly	say	it	out	aloud	
for	the	benefit	of	every	one.		
• Now	ask	them	to	put	their	coins	on	the	new	positions.	The	teacher	must	make	sure	
that	it	is	the	correct	position.	
• Now	it	is	the	turn	of	the	2nd
	player	to	roll	the	dice.	Let	them	announce	the	number	
on	the	dice	and	then	state	out	the	position	to	where	they	will	go.	Ask	everyone	if	
this	is	correct	and	then	let	them	move	to	that	position.	
• Then	it	is	the	3rd
	player’s	turn	and	then	the	4th
	player’s	turn.	
4) The	third	move	
• The	move	comes	to	the	red	diver	again.	Now	let	them	roll	the	dice	and	tell	them	
about	the	slate	and	sketch	pen.	Tell	them	that	if	the	addition	is	difficult,	they	must	
write	the	current	position	in	the	top	square	and	number	on	the	dice	in	the	bottom	
square.	They	can	use	it	to	add	and	find	the	new	position.	Let	both	the	players	do	it	
once.	
• Now	the	2nd
	player	must	go	ahead	with	his	turn.	Again	guide	them	in	using	the	slate	
and	then	the	move	comes	to	the	3rd
	and	4th
	player.	
• By	now,	if	any	player	has	landed	on	a	whirlpool,	tell	them	about	it.	Tell	them	that	if	
they	land	up	on	the	arrow	(red	or	green	arrow),	they	get	sucked	in	and	then	land	up	
in	the	new	position.	But	they	will	NOT	get	sucked	in	if	there	is	no	arrow.	
5) The	discipline	rules	
• By	now,	the	players	are	getting	comfortable	with	the	gameplay.	Let	them	play	1	
move	on	their	own	under	your	supervision.	In	the	meantime,	keep	building	
excitement	for	the	game	among	the	observers.		
• Once	they	are	comfortable	with	the	play	and	rules,	tell	them	the	2	discipline	rules.	
Tell	them	that	to	keep	the	divers	safe,	there	are	2	very	important	rules	that	must	be	
followed	at	all	times.	If	any	diver	is	caught	breaking	them,	then	the	teacher	must	
immediately	be	called	to	the	board.	The	rules	are-	
o If	any	player	gives	an	incorrect	answer,	he	must	directly	go	to	the	start.		
o If	any	player	speaks	in	someone	else’s	turn,	he	will	miss	a	turn.		
• Let	them	play	2	more	rounds.	During	this	time,	if	possible,	demonstrate	these	2	rules	
and	follow	them	with	utmost	rigidity	and	strictness	no	matter	what.	
6) Winding	up	the	game	
Now	it	is	time	to	demonstrate	the	winding	up	of	the	game	and	this	is	to	be	led	by	the	leader.	
• Ask	everyone	to	stop	the	gameplay	and	put	the	dice	in	the	middle	of	the	board.	
• Whoever	reaches	the	treasure	i.e.	area	49	first	will	be	the	winner.	So	check	the	
demo	boards	to	see	who	has	reached	no.	49	or	is	closest	to	it	and	declare	the	
winner.	
• Now	ask	the	leader	to	open	the	game	box	and	bring	out	the	little	white	box.	Only	
the	leader	must	do	this.	All	other	players	must	move	slightly	away	from	the	board.
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• Ask	the	leader	to	collect	the	diver	coins.	Ask	them	to	count	them	out	loud	and	make	
sure	that	you	have	4	of	them.	Now	put	these	4	coins	in	the	white	box.	If	you	do	not	
have	all	4	coins,	call	the	teacher.	
• Ask	the	leader	to	collect	the	ten	faced	dice	and	put	it	in	the	white	box.	If	you	do	not	
have	the	dice,	call	the	teacher	immediately.	Do	not	proceed	further.	
• Ask	the	leader	to	collect	the	slates.	Count	them	and	make	sure	there	are	4	of	them.	
If	you	have	do	not	have	4	slates	then	call	the	teacher.	
• Ask	the	leader	to	collect	sketch	pens,	make	sure	they	have	their	caps	on	and	now	
count.	If	you	do	not	have	4	sketch	pens	with	their	caps	on,	call	the	teacher	
• Now	put	the	slates	in	the	box	in	the	first	slot.	Put	the	sketch	pen	on	top.		
• The	teacher	must	ask	now	if	the	leader	has	put	the	3	things	in	the	box.	Now	ask	
them	if	the	rule	book	is	already	there	in	the	box.	
• Now	fold	the	board.	You	might	have	to	help	them	with	this	as	the	board	does	not	
fold	in	all	directions.	Tell	them	that	they	do	not	have	to	use	excess	force.	If	they	
cannot	fold	it,	try	the	other	direction.	You	may	have	to	show	it	to	the	leaders	and	
everyone	else	once.		
• Now	put	this	board	back	in	the	box	on	top	and	close	the	lid	of	the	box.	
• Now	the	leader	must	get	up	from	his	place,	take	the	box	and	put	it	back	in	the	rack	
where	it	earlier	was.	Once	this	is	done,	make	sure	everyone	claps	for	the	leader	and	
the	group.	He	must	then	come	back	and	sit	in	his	original	position	with	the	group.	
• The	teacher	must	tell	them	that	it	is	the	job	of	the	group	leader	to	make	sure	all	the	
components	go	in	the	box	and	the	box	has	to	be	kept	back	properly.	
1.4 During	the	game	play	
You	already	have	set	them	up	in	groups,	each	group	has	a	group	leader,	they	have	all	seen	
the	game	play	once	and	they	now	have	the	game	in	front	of	them.	Now	let	us	come	to	the	
part	about	how	to	get	the	entire	class	to	play	the	game.	
1) Initiate	play	
The	section	is	about	getting	the	group	to	start	playing.	The	students	will	take	some	time	to	
get	familiar	with	the	components	of	the	game	and	will	need	some	help	with	the	game	rules.	
So	this	should	be	a	step	by	step	process.	
o Just	as	you	worked	with	the	demo	group	leader	earlier,	ask	the	leader	of	all	the	
groups	to	get	the	boards.	Open	the	game	box	step	by	step	and	then	set	up	the	game	
to	play.	
o Ask	the	group	leader	to	start	the	game.	Randomly	ask	2-3	groups	to	announce	their	
first	moves	or	numbers	and	check	if	they	are	moving	correctly.	
o Then	the	next	player’s	turn	comes.	Again	do	the	same	thing	with	2-3	groups	and	so	
on	till	all	4	players	have	had	one	chance	to	play.	
o Now	it’s	the	first	player’s	turn	again.	Again	lead	them	through	the	next	turn	exactly	
like	you	lead	the	group	leaders	at	the	demo	stage.		
o Let	the	groups	start	to	play	on	their	own.	
o Announce	that	if	any	group	has	any	problem,	they	should	call	the	teacher.	Also	
announce	that	it	is	the	group	leader’s	role	to	keep	the	board	safe	and	game	play	
going	smoothly.
9	 The	Game	Book																																																																																										Copy	right	Logic	Roots	
	
	
1.5 Observing	and	managing	issues	
As	the	game	moves	on,	the	teacher	must	keep	eyes	and	ears	open	for	the	issues.	The	kind	of	
issues	that	may	come	up	are	-		
o Specific	players	in	a	board	have	not	understood	how	to	play	the	game	–	in	such	a	
case,	spend	2-3	minutes	on	the	board	to	help	out	the	player.	If	the	group	leader	and	
others	have	understood	the	gameplay	perfectly,	then	delegate	the	role	of	helping	
the	player	to	them.	
o An	entire	group	is	having	issues	with	playing	–	You	may	have	to	identify	all	such	
groups,	get	them	together	and	repeat	the	process	that	you	did	with	the	demo	
groups.	It	might	take	up	to	10	minutes	of	your	time.	
o The	students	are	not	following	the	rules	–	Make	the	student	leave	the	board.	He	
may	not	play	while	rest	of	the	class	is	playing.	Please	be	strict	with	this	rule	and	if	
required,	you	may	disqualify	an	entire	group.	
o The	students	cannot	do	the	Maths	–	For	the	time	being,	ask	them	to	follow	the	
discipline	rule	i.e.	go	back	to	start	position	or	miss	a	turn	etc.	But	this	is	also	a	
feedback	to	the	teacher	that	the	students	are	not	yet	ready	with	the	Math	and	are	
unable	to	apply	it	in	real	life.	They	will	be	excited	by	this	game	session.	So	in	the	
immediate	next	class,	use	this	excitement	to	your	advantage	and	revise	the	topic	in	
a	way	that	they	can	prepare	for	the	next	class.	
1.6 Winding	up	the	game	play	
When	it	is	about	10	minutes	to	the	end	of	the	period,	start	preparing	for	wrapping	up	the	
game.	
1) On	completing	or	winning	the	game	
o Go	to	that	group	and	verify	if	everything	was	correct.	You	can	do	so	by	checking	with	
other	players	and	basing	it	on	your	knowledge	of	the	class	too.	
o Announce	the	winner	and	make	the	class	to	clap	for	him.	
o Ask	the	winner	to	now	observe	the	progress	of	the	board	while	the	remaining	3	
players	continue	playing.	He	must	ensure	that	the	2	discipline	rules	are	being	
followed.	
2) When	just	10	minutes	are	left,	stop.	
3) Wrapping	up	the	game		
o Ask	the	leader	to	take	over	
o Ask	everyone	to	stop	the	game	play	
o Now	take	all	the	leaders	through	the	closing	process	exactly	like	we	did	with	the	
demo	group.	
o Now	the	leader	must	get	up	from	his	place,	take	the	box	and	put	it	back	in	the	rack	
where	it	was.	Once	this	is	done,	make	sure	everyone	claps	for	the	leader	and	the	
group.	He	must	then	come	back	and	sit	in	his	original	position	with	the	group.	
o The	teacher	must	tell	them	that	it	is	the	job	of	the	group	leader	to	make	sure	all	the	
components	go	in	the	box	and	the	box	has	to	be	kept	back	properly.
10	 The	Game	Book																																																																																										Copy	right	Logic	Roots	
	
4) Taking	feedback	from	kids	
Once	the	game	has	been	put	back	in	place	and	leaders	are	seated,	then	ask	students	if	they	
enjoyed	the	game.	Ask	them	if	they	faced	any	difficulties	and	ask	them	if	they	would	like	to	
play	again.	Use	this	time	to	congratulate	the	winners	again	and	state	that	if	they	are	faster	in	
addition,	they	might	win	this	the	next	time.	
5) Getting	back	to	the	class		
o Now	that	the	session	is	complete,	ask	the	kids	to	stand	at	their	places	and	form	a	
queue.	
o They	will	now	have	to	move	back	to	the	class	
1.7 After	the	game	play	
Once	the	game	play	is	over,	it	is	important	for	the	teachers	to	think	about	the	session	and	
take	steps	to	improve	the	future	sessions	for	this	and	other	games.	
1) Reviewing	the	observations	
Review	your	observations	from	today.	It	is	a	good	idea	to	record	them	in	your	teacher	diary.	
Record	major	issues	and	major	wins.	
2) Discuss	with	other	teachers	
If	other	teachers	from	other	class	or	other	sections	have	played	the	same	game,	discuss	your	
notes	with	them	find	out	ways	to	improve.	
3) Planning	for	the	next	sessions	
There	are	some	things	that	you	may	not	have	to	repeat	in	the	next	session	e.g.	game	training	
from	scratch	or	group	formation.	But	you	may	have	to	take	some	corrective	actions.	So	plan	
these.

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Addition Board Game - Ocean Raiders. 11 times more math practice

  • 1. Teacher guide for using Ocean Raiders in classrooms
  • 2. 2 The Game Book Copy right Logic Roots Introduction Welcome to the world of Logic Roots Math Games where students practice while playing. The games are designed so that in each session, students get to practice up to 20 times more Math problems than in class and that too with a lot more fun and engagement. This Game Book will help you, the teachers, get most Math practice out of Logic Roots Math Games. It has been divided into the following 5 sections. Session name Details When 1. Before the game play This section describes all the activities that the teacher has to do before you get the students to play the game 1. Group formation 2. Arranging the game room 3. Get acquainted with the game 4. Purpose of the game session Once a year 2. Setting up the game session This section is about introducing the students to play the game in a fun and organized manner. It includes game rules too 1. Taking kids to the game room 2. Teaching them the game rules Once for each game 3. During the game play Here, we explain all the things you need to take care of, while the game is in progress 1. Getting them into desired groups 2. Getting the game open in front of each group 3. Initiate play 4. Observing and managing issues Every time 4. Winding up the game session Correctly winding up the game is as important as starting the game. 1. Finding winners 2. Announcing the end of game session 3. Wrapping up the game 4. Taking feedback from kids 5. Getting back to the class Every time 5. After the game play Your observations after the gameplay will help make the next sessions better 1. Reviewing notes 2. Discussing with other teachers 3. Recording changes for the next game session Every time
  • 3. 3 The Game Book Copy right Logic Roots 1. Ocean Raiders The idea is that each child is learning by observing. So we are not going to give out the game rules yet. We will make them play the game and let everyone learn as we go along. 1.1 Before the game play Below are the steps you need to take before playing Ocean Raiders. Often this has to be done 1 week prior to the game session. 1) Group Formation Ocean Raiders is a group game where 4 students play on each board. Here you will find out how many groups will be there for your class. You will determine who will sit in which group and where will each group sit and what will each group be called. a) Find out how many groups will be formed. Since this is a 4 player game and suppose you have 30 students in your class then you will have 8 groups with 2 groups of 3 members and the other 6 groups of 4 members each. b) Skill based grouping is a good idea for Ocean Raiders. This means that for each group, you have one child who is good in Math and already takes an interest in what you are teaching. The other 3 students can be chosen at random. • Choose 8 leader students • Allocate rest of the class to these 8 groups • Give creative and yet easy to remember names to each of these groups. Instead of simply calling them A, B, C, D, E, F, G, H you could call them Australia, Belgium, China, Denmark, England, Finland, Germany, and Hungary etc. This will make it fun and build a competitive spirit. • Prepare this list in your diary and save it for future reference. • Announce this grouping and group names to students in class and tell them that they have to remember their country mates for the rest of the year because we are all going to use this formation to play this game. c) Visit the game room and make a mental map of where will each group sit. You can start with First block for Australia seating Belgium behind them and so on. d) This is once in a year activity 2) Arranging the game room Before you conduct the game session, you must get the logistics in place. Before each game session, teachers must make sure that a) Game room has desired number of game boxes – Are the 8 Ocean Raiders board games there? Are they in good condition and do they have all the components? You can take the help of 2 students to do this task.
  • 4. 4 The Game Book Copy right Logic Roots b) Game room has a place where students can sit in groups, preferably on the ground. So it has a mat but no tables and chairs. c) Ensure availability of the game room – Check with the head mistress / principal that the game room is available that day i.e. no other teacher is planning to use it on the same day. d) Ensure you have double period – Playing the game with young kids takes time to explain and have them to practice it again. So having a double period (2 periods back to back) helps in better conducting the game session. 3) Get acquainted with the game Before you actually play the game with the students, it is imperative that you are fully aquatinted with the game. a) Check all the game components to know what all is there in the box. b) Read the game rule book thoroughly. You should be able to explain the rules to all the students without the need of this rule book. Be aware of the skills that this game will require and get them to practice and it will reveal how the practice will be generated. The skills that will be practised through this game are – o Addition of two and one digit numbers with one digit numbers o Number recognition and number sequencing o Analytical thinking and speedy calculation c) You must know how the box looks, how it is opened and closed and where each component goes. d) You must anticipate the kind of difficulties the students may face while playing. 4) Purpose of the game session For Ocean Raiders, you will have 3 such sessions. But you must plan at what stage in the course you plan to use the game and why. A clear understanding of the objective of the game will give you more benefit. We suggest the following 3 stages a) To build interest – When you have exposed students to the basics of 1 and 2 digit addition but they do not have any proficiency yet. b) To build accuracy – When you have nearly completed the chapter on addition, now use this game to build accuracy. c) To build speed – When you have moved to other topics but you want to use this game for revision and to build speed. 1.2 Setting up the game session This section is about introducing students to play the game in a fun and organized manner, it also includes familiarising them with the game rules. 1) Taking the kids to the game room This means getting them into the groups, forming a queue and taking to the game room. a) Come to the class and get the students to assemble in their groups of Australia, Belgium, China and so on. b) Let them now form a queue and take them to the game room.
  • 5. 5 The Game Book Copy right Logic Roots c) Ask the respective groups to reach their pre-assigned places and stand there. d) Take a quick head-count e) Redistribute the groups if required. If any group has 2 or less students then merge that group into other groups. For example, if Australia has just 2 people while China and Hungary have 3 people each, then allocate 1 member of Australia to China and 1 to Hungary. f) Now ask them to sit down at their respective places in a circle. As of now, they do not have any game box with them. 2) Getting them in demo groups There are several ways to teach them to play the game, we will use the 1 session observation method. a) Formation of demo groups • Choose 8 students such that you have 1 person from each group. Make sure these are NOT the group leaders. Choose students who are very sincere and will follow your instructions word for word. • Ask these 8 to come to the centre of the room and form 2 groups of 4. We are getting them ready to play the game. So one group sits on the right side of the teacher and the other group sits on the left side with some place in the middle for the teacher to stand and coordinate easily. We will call these 8 students as the demo-group. b) Getting everyone in observer position • Now tell everyone else to stand at their places. Group by group, ask them to come and stand near either of these 2 demo groups such that they are able see the game play. • Make sure that the demo groups are seated on the floor, the teacher is in the middle and everyone is surrounding them without pushing. c) Getting the game box • Point out 1 child in each demo group (let him be the demo group leader) to stand up. Ask demo group-1 leader to get desired game box with a mark of “1” on the box. Ask demo group-2 leader to get the box with a mark of “2” on it. • They both must go and get the box, put it in the centre of the group without opening it and sit at their previous places. Now ask the demo group leaders to open their respective boxes. No one else must touch anything. Everyone, including the demo group players are just observing. • It is important to maintain decorum and discipline at this point for smooth function of the game later. d) Setting up the game • Ask the 2 demo group leaders to take out one item at a time so that everyone can see them. • They must take out one item at a time, open it and place it neatly on the floor such that it is in the middle of all the 4 players. You must ask everyone what this is and the entire class can respond that this is a game board or sketch pens etc. • Leave the rule-book in the box, close the box lid and put it aside so that it is near the teacher and away from the other students, else they will lose attention and focus
  • 6. 6 The Game Book Copy right Logic Roots while you are explaining the gameplay. Now the leader would distribute 1 sketch pen, 1 slate to each player and the teacher must allocate the play coins. The dice can stay in the middle of the board. 1.3 Game rules 1) Narrate the game story • Ask everyone to pay attention to you as you are going to narrate a story for this game. • Narrate this little story -Long-time back, there was a ship that was carrying lots and lots of gold. But in the stormy seas, the ship sank and went to the bottom of the deep ocean. Along with the ship, all the gold went in too. Today, you want to bring that gold out so you are the Ocean Raiders. You have to dive into the ocean to bring it out. The gold is at an area in the ocean called 49. Using your dice, you dive in. But in the ocean, there are some strong waves. The green waves take you towards the treasure <teacher must point towards the arrow> and the red waves take you away from treasure <again point towards the arrow>. So are you ready? Ok. We will watch the demo boards. And every player on the demo board MUST wait for the teacher’s command before proceeding ahead. 2) Make the first move • We will move clockwise. The first turn will be for the child with the red coin. You do NOT have to wait for 1 or 6 to start the game. The teachers must focus their attention only on the demo groups. • Now ask the red diver to roll the dice. Both the boards must do it at the same time and then wait. Ask board-1 player to speak out the number on the dice and ask board-2 player to speak out the number on the dice. • Now tell them to move their diver coin to that number on the board. Make it clear that the numbers are jumbled, so 3 may not be at the 3rd place on the board. After all, it is the ocean and the numbers have moved away with the waves. So you all have to be careful. • Once they have moved, it is the next player’s turn to roll the dice. They will roll the dice simultaneously on both the boards, read out the numbers and move their coins to the position. • Explain that even if 2 players come on the same position, they won’t knock each other off. More than 1 player can continue to be at the same place. After all Ocean is a vast area. • Then the remaining 2 players on both the demo boards will complete their first turn. Now pause and ask everyone if they have understood so far. 3) The second move • Now the next turn. Ask the red diver on both the boards to pick-up the dice again and roll it. Let them read out the numbers that they got. • Ask them where will they go now? They must answer without moving their diver coins. Ask other players too and then ask the observing students till you get the
  • 7. 7 The Game Book Copy right Logic Roots correct answer that the previous position will be added with the number on the dice. Once you have got the correct answer, the teacher must clearly say it out aloud for the benefit of every one. • Now ask them to put their coins on the new positions. The teacher must make sure that it is the correct position. • Now it is the turn of the 2nd player to roll the dice. Let them announce the number on the dice and then state out the position to where they will go. Ask everyone if this is correct and then let them move to that position. • Then it is the 3rd player’s turn and then the 4th player’s turn. 4) The third move • The move comes to the red diver again. Now let them roll the dice and tell them about the slate and sketch pen. Tell them that if the addition is difficult, they must write the current position in the top square and number on the dice in the bottom square. They can use it to add and find the new position. Let both the players do it once. • Now the 2nd player must go ahead with his turn. Again guide them in using the slate and then the move comes to the 3rd and 4th player. • By now, if any player has landed on a whirlpool, tell them about it. Tell them that if they land up on the arrow (red or green arrow), they get sucked in and then land up in the new position. But they will NOT get sucked in if there is no arrow. 5) The discipline rules • By now, the players are getting comfortable with the gameplay. Let them play 1 move on their own under your supervision. In the meantime, keep building excitement for the game among the observers. • Once they are comfortable with the play and rules, tell them the 2 discipline rules. Tell them that to keep the divers safe, there are 2 very important rules that must be followed at all times. If any diver is caught breaking them, then the teacher must immediately be called to the board. The rules are- o If any player gives an incorrect answer, he must directly go to the start. o If any player speaks in someone else’s turn, he will miss a turn. • Let them play 2 more rounds. During this time, if possible, demonstrate these 2 rules and follow them with utmost rigidity and strictness no matter what. 6) Winding up the game Now it is time to demonstrate the winding up of the game and this is to be led by the leader. • Ask everyone to stop the gameplay and put the dice in the middle of the board. • Whoever reaches the treasure i.e. area 49 first will be the winner. So check the demo boards to see who has reached no. 49 or is closest to it and declare the winner. • Now ask the leader to open the game box and bring out the little white box. Only the leader must do this. All other players must move slightly away from the board.
  • 8. 8 The Game Book Copy right Logic Roots • Ask the leader to collect the diver coins. Ask them to count them out loud and make sure that you have 4 of them. Now put these 4 coins in the white box. If you do not have all 4 coins, call the teacher. • Ask the leader to collect the ten faced dice and put it in the white box. If you do not have the dice, call the teacher immediately. Do not proceed further. • Ask the leader to collect the slates. Count them and make sure there are 4 of them. If you have do not have 4 slates then call the teacher. • Ask the leader to collect sketch pens, make sure they have their caps on and now count. If you do not have 4 sketch pens with their caps on, call the teacher • Now put the slates in the box in the first slot. Put the sketch pen on top. • The teacher must ask now if the leader has put the 3 things in the box. Now ask them if the rule book is already there in the box. • Now fold the board. You might have to help them with this as the board does not fold in all directions. Tell them that they do not have to use excess force. If they cannot fold it, try the other direction. You may have to show it to the leaders and everyone else once. • Now put this board back in the box on top and close the lid of the box. • Now the leader must get up from his place, take the box and put it back in the rack where it earlier was. Once this is done, make sure everyone claps for the leader and the group. He must then come back and sit in his original position with the group. • The teacher must tell them that it is the job of the group leader to make sure all the components go in the box and the box has to be kept back properly. 1.4 During the game play You already have set them up in groups, each group has a group leader, they have all seen the game play once and they now have the game in front of them. Now let us come to the part about how to get the entire class to play the game. 1) Initiate play The section is about getting the group to start playing. The students will take some time to get familiar with the components of the game and will need some help with the game rules. So this should be a step by step process. o Just as you worked with the demo group leader earlier, ask the leader of all the groups to get the boards. Open the game box step by step and then set up the game to play. o Ask the group leader to start the game. Randomly ask 2-3 groups to announce their first moves or numbers and check if they are moving correctly. o Then the next player’s turn comes. Again do the same thing with 2-3 groups and so on till all 4 players have had one chance to play. o Now it’s the first player’s turn again. Again lead them through the next turn exactly like you lead the group leaders at the demo stage. o Let the groups start to play on their own. o Announce that if any group has any problem, they should call the teacher. Also announce that it is the group leader’s role to keep the board safe and game play going smoothly.
  • 9. 9 The Game Book Copy right Logic Roots 1.5 Observing and managing issues As the game moves on, the teacher must keep eyes and ears open for the issues. The kind of issues that may come up are - o Specific players in a board have not understood how to play the game – in such a case, spend 2-3 minutes on the board to help out the player. If the group leader and others have understood the gameplay perfectly, then delegate the role of helping the player to them. o An entire group is having issues with playing – You may have to identify all such groups, get them together and repeat the process that you did with the demo groups. It might take up to 10 minutes of your time. o The students are not following the rules – Make the student leave the board. He may not play while rest of the class is playing. Please be strict with this rule and if required, you may disqualify an entire group. o The students cannot do the Maths – For the time being, ask them to follow the discipline rule i.e. go back to start position or miss a turn etc. But this is also a feedback to the teacher that the students are not yet ready with the Math and are unable to apply it in real life. They will be excited by this game session. So in the immediate next class, use this excitement to your advantage and revise the topic in a way that they can prepare for the next class. 1.6 Winding up the game play When it is about 10 minutes to the end of the period, start preparing for wrapping up the game. 1) On completing or winning the game o Go to that group and verify if everything was correct. You can do so by checking with other players and basing it on your knowledge of the class too. o Announce the winner and make the class to clap for him. o Ask the winner to now observe the progress of the board while the remaining 3 players continue playing. He must ensure that the 2 discipline rules are being followed. 2) When just 10 minutes are left, stop. 3) Wrapping up the game o Ask the leader to take over o Ask everyone to stop the game play o Now take all the leaders through the closing process exactly like we did with the demo group. o Now the leader must get up from his place, take the box and put it back in the rack where it was. Once this is done, make sure everyone claps for the leader and the group. He must then come back and sit in his original position with the group. o The teacher must tell them that it is the job of the group leader to make sure all the components go in the box and the box has to be kept back properly.
  • 10. 10 The Game Book Copy right Logic Roots 4) Taking feedback from kids Once the game has been put back in place and leaders are seated, then ask students if they enjoyed the game. Ask them if they faced any difficulties and ask them if they would like to play again. Use this time to congratulate the winners again and state that if they are faster in addition, they might win this the next time. 5) Getting back to the class o Now that the session is complete, ask the kids to stand at their places and form a queue. o They will now have to move back to the class 1.7 After the game play Once the game play is over, it is important for the teachers to think about the session and take steps to improve the future sessions for this and other games. 1) Reviewing the observations Review your observations from today. It is a good idea to record them in your teacher diary. Record major issues and major wins. 2) Discuss with other teachers If other teachers from other class or other sections have played the same game, discuss your notes with them find out ways to improve. 3) Planning for the next sessions There are some things that you may not have to repeat in the next session e.g. game training from scratch or group formation. But you may have to take some corrective actions. So plan these.