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©2018 Erasmus+ Math-GAMES
Project No. 2015-1-DE02-KA204-002260
Disclaimer: "The European Commission support
for the production of this publication does not
constitute an endorsement of the contents
which reflects the views only of the authors,
and the Commission cannot be held responsible
for any use which may be made of the
information contained therein.„
This work is licensed under a Creative
Commons Attribution-ShareAlike 4.0
International License
Content and Schedule time every day (to be modified by each country team):
09:00 – 11:00 Working Part 1 (2 hrs.)
11:00 – 11:30 Coffee Break
11:30 – 13:30 Working Part 2 (2 hrs.)
13.30 – 15.00 Lunch
15.00 – 17.00 Working Part 3 (2 hrs., Homework and Social Activities)
Day 1:
Presentation about the Math-GAMES Project
Math-GAMES Market Place (partner bring games and other things for display, partner introduction)
Presentation about the Math-GAMES Didactics and Methodology
Math-GAMES Portal-Website
Explanation of the Synopsis
Presentation of GAMES
Presentation of Online Game Tools
Day 2:
Presentation of different games via lesson plans
First practice games, second learn about Mathematics
Day 3:
Presentation of games via lesson plans
Practice and assignment (prepare a lesson, in groups of 3 participants)
Day 4:
Trainees deliver the above prepared lessons in groups of 3 (30-40 min each)
Day 5:
Trainees deliver lessons
Discuss ideas for dissemination and promotion
Evaluation
Members of the
Math-GAMES
Project Group
Teachers in Europe,
who are teaching
basics in
Mathematics
Students in Europe,
who are attending
classes for basics in
Mathematics
Specialists from 10 countries
are working out the material
for the Math-GAMES project.
Everything can be
downloaded from the
website:
www.math-games.eu
in the languages BG, DE, EN,
ES, EL, FR, IT, RO, VA, TR
Teachers in Europe, who are
working in Adult-Education or
in other educational fields for
people who want to learn
basics in Mathematics, can use
the Math-GAMES didactic
material.
Students in Europe, who want to
learn basics in Mathematics, e. g.
• Adults (old and young)
• Migrant people
• People, who had not the chance
to visit a school
• People, who have forgotten the
knowledge of mathematics and
need it in their profession
How games can help learning
Mathematical Literacy
- learning to count and calculate
- learning basics in Mathematics,
Statistics and Geometry
The 3 Target Groups of
the European Erasmus+
Project Math-GAMES
Math-GAMES
Compendium
Books and e-Book (in 9 languages)
Math-GAMES
Guidelines
Books and e-Book (in 9 languages)
Math-GAMES
Teacher Training Course
Seminar and e-Presentation (in EN)
More than 30 games with
description
• Rules
• Pictures
• Graphics
• Relevance for
Mathematics
Videos on YouTube
Talk on Facebook
Guidelines to each of the
games in terms of
Mathematics
• Didactic and
methodological notes for
teachers
• Structure of each lesson,
step by step
• Templates for the games
• How to make games
themselves
Teacher Training Course to
work with Math-GAMES
• Didactic and
methodological notes for
teachers
• Structure of each lesson,
step by step
• Templates for the games
• How to make games
themselves
Presence Training
e-Presentation
Math-GAMES
Evaluation Report
(e-Book in EN)
How games can help learning
Mathematical Literacy
- learning to count and calculate
- learning basics in Mathematics,
Statistics and Geometry
Structure of the
European Erasmus+ Project
Math-GAMES
Mankind and Mathematics
https://www.youtube.com/watch?v=kc
WdcGwd844
Fact is, that adults need a minimum knowledge of numeracy
to survive in our world. Numeracy is increasingly necessary in
a wide range of life-skills, such as
• personal finance,
• data handling,
• at daily work and
• in everyday transactions.
Prometheus was chained for punishment on a high rock
because he brought salvation to man, not only by steeling
the gods’ fire (energy), but also by giving man also numbers
and their meaning. Prometheus did not teach man only
some useful topics. He taught him how he would use his
mind, how he would plan for the future, how he would
develop concepts and how he would exercise his logic. Thus,
already 2,500 years ago, Aeschylus in his “Prometheus
Bound” confirms the importance of numbers for mankind.
Math-GAMES Methodology 1
Aeschylus
Prometheus Bound
https://www.youtube.co
m/watch?v=PuzRbxU1X1
Q&t=33s
This is what is behind the
work of Ludwig van
Beethoven “The Creatures
of Prometheus”
Each person needs a minimum knowledge of numeracy.
Numeracy is like literacy increasingly necessary in a wide range of life-skills.
The basic life-skills are obviously reflected in the main goals of mathematics education,
which will prepare people to
• solve problems
• communicate and reason
• make connections between mathematics and its applications
• become mathematically literate
• appreciate and value mathematics
• make informed decisions as contributors to society.
Particularly in the case of Slow Adults Learners the impact during regular lessons shows
deficits on the
• motivational,
• emotional,
• cognitive and
• social aspects.
The result is: 13% of all adults have a lack of knowledge in arithmetic.
Math-GAMES Methodology 2
This causes playing in
humans:
• Playing is fun
• Playing together
builds human
relationships
• Playing strengthens
creativity
• Playfully problems
are solved
• When playing, you
have to pay
attention to the
rules
This causes playing with
the learning behaviour:
• Interest is aroused
• Motivation is
encouraged
• Competition is
socialization
• Games represent
reality as a model
• A relaxed and
cheerful
environment is
created when
playing
This causes playing when learning
Mathematics:
• Great learning motivation by
working with things that make
pleasure
• High learning effect by joy in the
matter
• Social behaviour in solving
problems is promoted
• Speaking and language skills are
encouraged to play, important
for the understanding of
mathematical tasks
• In Mathematics, as in the game,
there is always a model for
reality
• When playing certain games, the
motoric skills are encouraged
• Solution strategy and
mathematical rules are applied
Math-GAMES Methodology 3
Choose the right game!
Pay attention to the mathematical content to be learned
• Search in the synopsis
• Note the text in the compendium
• See the page in the manual
• Make the right material
Make sure that the game used is also motivated
• Pay attention to the feelings of the learners and answer the questions:
• Does he like to play alone?
• Does he like to play with an opponent?
• Does he like to play in the group?
• What games does he like to play?
• Note the different game types
• Pure gambling (for example, dice, Domino)
• Pure brain games (e.g., four-in-a-row, chess, mill, lady)
• Combined games of brain and fortune (e.g., 17 and 4, Monopoly)
• Movement games (e.g., seven-step dance, bouncy play)
• Motorized games (e.g., Mikado, thread game)
• Puzzles
The result is: Play Games and and learn Mathematics more easily.
Our Project-Website will help you: www.math-games.eu
1.1 Nine men’s morris - Mill (Board Game)
Aims:
• Participants should be taught to count reliably up to 9
items.
• They understand that if items are rearranged the number
stays the same.
• They know how to count on and back from any small
number
Comments on the Course:
• Lesson 45 Minutes, take a board for each 3 players
• The game was chosen, because 9 is the biggest single digit number.
• Explain the game “Nine men’s Morris”
• Make groups of three participants: one is watching and helping the
game, two are playing. The participants play several times the game
"Nine Men's Morris". They always have to begin with 9 men. The
Players have fun and they win the game sometimes. This makes
them feeling self-confident.
• The participants learn to count up to 9 by putting the men to the
board.
• On the worksheet they mark the men with numbers.
• They learn that the last number when counting is the number,
which represents the amount of the men.
• The participants learn, that 9 men are 3 mills, each mill exist of 3
men.
1.1 Nine men’s morris - Mill (Board Game)
Hints
• If the participants cannot read, the teacher has to guide them.
• If participants have difficulties to count, you have to train – you
need more time or you can split the group.
• If participants have difficulties to write numbers, you have to
divide the lesson into two lessons: First lesson: play and count,
second lesson: play and write numbers.
• Following lesson: Look for another game, in which the
participants have to count up to 9.
1.1 Nine men’s morris - Mill (Board Game)
You start the game Nine Men’s Morris with 9 men
for each player.
Are you sure, these are nine men?
Yes!
Count the men again and write numbers on them!
Give each man a number according to the
lines! Start on the left side!
The last number is the amount of the men.
How many men are all together?
Give each point on the line a number:
1 2 3 4 5 6 7 8 9
The last number is 9
You have got a number-line and the numbers are
sorted, they are in an order!
9 - because the last number during counting is 9.
1.1 Nine men’s morris - Mill (Board Game)
1.2 Checkers - Dame (Board Game)
Objectives
• Participants should be taught to count reliably up to 12 items.
The game Checkers was chosen, because the board exists of 8 by
8 fields and it is played with 12 men each.
• Students understand that all the fields on the board have the
same size and the same area.
• Students learn all about squares (length, height and right angle).
• The students construct different squares and count the fields.
• The students learn about square numbers, e.g. “a square, which
the length of 3 fields, consist of 9 fields. 3*3=9”
• The students learn multiplication with equal factors.
Tools, Materials and Organisation
• Take a checkers-board (8 by 8 fields) for each 3 players.
• Each group needs 12 white and 12 black men.
• Prepare copies from the worksheet for each student.
• Each student must have a pencil and a ruler (for constructing)
• The lesson takes about 45 minutes.
1.2 Checkers - Dame (Board Game)
Description of the Lesson
First part of the lesson
• Explain the game “Checkers”
• Arrange groups with 3 persons.
• Each group is sitting on an extra table.
• The role of the persons in the group: one person is watching the
game and the rules and two are playing.
• The participants play several times the game "Checkers". They
always have to begin with 12 men in the starting position. The
Players have fun and sometimes they win the game. This makes
them feeling self-confident.
• The participants learn to count up to 12 by putting the men to the
board.
1.2 Checkers - Dame (Board Game)
Second part of the lesson
• Hand out the worksheets to each person one.
• Follow the instruction on the worksheet.
• Learn all about squares.
• See the different squares on the worksheet and count the
fields in the squares.
• Make a list of square numbers and learn about multiplication.
1.2 Checkers - Dame (Board Game)
Useful Hints
• At the end of the lesson the worksheet is completed.
• If the participants cannot read, the teacher has to guide them.
• If participants have difficulties to count, you have to train – you
need more time or you can split the group.
• If participants have difficulties to do multiplication with single
digit numbers, show the different squares and count the inside
squares.
• With the free computer tool GEOGEBRA you can construct
geometric figures easily: www.geogebra.org
• You can do more area calculations by counting squares!
1.2 Checkers - Dame (Board Game)
1.2 Checkers - Dame (Board Game)
What is a square?
A square is a geometric figure with the following
characteristics:
All side lengths are equal.
All angles are equal; they are right angles.
Construct a square with a side length 3 UL
Count the fields inside this square!
There are 9 fields inside the square with the
side length 3.
1 2 3 4 5 6 7 8 9
Definition
The numbers in the second row are
called square numbers.
Construct 3 different squares with side
length from 1 to 9 UL! Use the grid on the
left side, talk to other students, so that all
possible squares are constructed.
Count the fields inside these squares and
note it in a table!
1.2 Checkers - Dame (Board Game)
1 4 9 16 25 36 49 64 81
1.3 Damath - Math Checkers (Board Game)
REQUIREMENTS
 Participants already can count and calculate with whole numbers
between 0 and 11. Participants know, that multiplication by 0 is
always 0 and divided by 0 is not possible, so this move is not
allowed.
 Students already know the rules of the game Checkers (Dame)
OBJECTIVES
 The game DAMATH is a game to exercise calculating with
numbers between 0 and 11.
 Students practice playing the reckoning. You have fun.
1.3 Damath - Math Checkers (Board Game)
TOOLS, MATERIALS AND ORGANISATION
• Take a checkers-board (8 by 8 fields) for each 3 players.
• The white fields of the board are marked with arithmetic
symbols. You can mix different symbols or, much easier, you start
first just with addition and so on.
• Each group needs 12 white and 12 black men. These men are
marked with whole numbers from 0 to 11.
• Use the copy template from 1.2 Checkers!
• The lesson takes 45 minutes. If the participants don’t know the
rules of the game Checkers, you have to play Checkers first for
another 45 minutes.
1.3 Damath - Math Checkers (Board Game)
DESCRIPTION OF THE LESSON
First part of the lesson (40 minutes)
• Explain the game “Damath” (the participants already know the game Checkers).
• Arrange groups with 2 persons.
• Each group is sitting on an extra table.
• The role of the persons in the group: two are playing against each other.
• When capturing the opponent's piece. The score is obtained by calculating the
number value of player's piece which captures the opponent's piece and the captured
piece. The mathematical operation used depends where the player's piece lands after
the capture.
• The participants play a certain number of times the game "Damath". They always have
to begin with 12 men in the starting position (see picture). The Players get only points,
if they calculate in the right way when jumping over an opponent. The result of this
calculation is to be noted.
Second part of the lesson (5 minutes)
• Each participant is presenting his score.
• The winner of the group has the most scores, but everybody has learned a lot
by exercising the caculations.
1.3 Damath - Math Checkers (Board Game)
USEFUL HINTS
• You can construct Damath by your own.
• It is very important, that the teacher knows the abilities of the
participants.
• Start, if necessary, with easier calculations, e.g. you can mark the
white fields just with + and the men with numbers between 0
and 5 – so your participants calculate e.g. just 2+3=5 or 0+5=5 or
1+2=3.
8
9.
10
11
0
1
2
3
4
5
6.
7
9.
10
11
0
1
2
3
4
5
6.
7
8
8
9.
10
11
0
1
2
3
4
5
6.
7
9.
10
11
0
1
2
3
4
5
6.
7
8
8
9.
10
11
0
1
2
3
4
5
6.
7
9.
10
11
0
1
2
3
4
5
6.
7
8
Start the game example:
white moves first (3|2) to (2|3)
than black moves (0|5) to (1|4)
8
9.
10
11
0
1
2
3
4
5
6.
7
9.
10
11
0
1
2
3
4
5
6.
7
8
Now white 6 can jump over black 4 and remove it to the side
At the same time white gets 2 points, because: 6-4=2
Calculation
white:
6-4=2
8
9.
10
11
0
1
2
3
4 5
6.
7
9.
10
11
0
1
2
3
4
5
6.
7
8
the next move could be black 6 from (4|5) to (3|4)
Now white 1 from (5|2) to (4|3)
Calculation
white:
6-4=2
8
9.
10
11
0
1
2
3
4 5
6.
7
9.
10
11
0
1
2
3
4
5
6.
7
8
black 6 must now jump over white 1 from (3|4) to (5|2) and remove white 1
Black has to culculate: 6+1=7
Calculation
white:
6-4=2
Calculation
black:
6+1=7
8
9.
10
11
0
1
2
3
4 5
6.
7
9.
10
11
0
1
2
3
4
5
6.
7
8
Now white has to decide to jump over black 6 with white 7 or white 10 – points?
White 10 jumps over black 6 and removes it - new calculation for white?
Calculation
white:
6-4=2
10+6=16
The sum is now
18 points.
Calculation
black:
6+1=7
8
9.
10
11
0
1
2
3
4 5
6. 7
9.
10
11
0
1
2
3
4
5
6.
7
8
Now we play all together – tell me your next move!
(press Esc to do the moves by hand!)
Calculation
white:
6-4=2
10+6=16
The sum is now
18 points.
Calculation
black:
6+1=7
8
9.
10
11
0
1
2
3
4
5
6.
7
9.
10
11
0
1
2
3
4
5
6.
7
8
Basic forms of calculation:
Addition, Subtraction, Multiplication and Division
8
9.
10
11
0
1
2
3
4
5
6.
7
9.
10
11
0
1
2
3
4
5
6.
7
8
Basic form of calculation: Addition
1.4 Tangram (Puzzle)
Objectives
• The participants learn to construct a Tangram.
• The students learn the geometric figures triangle, square and
parallelogram.
• Students learn to recognize and build geometric shapes.
Tools, Materials and Organisation
• There are two possibilities:
you can construct the Tangram on a strong paper by yourself or
you copy the construction and the pupils have to use scissors to cut
the figures.
• The lesson takes 45 minutes.
1.4 Tangram (Puzzle)
DESCRIPTION OF THE LESSON
First part of the lesson (20 minutes)
• Make groups of two participants. Each group has pencil, ruler, paper and scissors.
• Explain the Tangram and its history
• Construct the Tangram (see below, how to construct)
Second part of the lesson (25 minutes)
• Give a copy of the templates with lines to the participants (easy way).
• Give a copy of the templates without lines to the participants (not so easy).
• Each one has to puzzle about 9 templates.
• The teacher controls it and gives points to the well-done constructions.
1.4 Tangram (Puzzle)
USEFUL HINTS
How to construct a Tangram by yourself:
1. Draw 1 square existing of 16 small squares
2. Draw the diagonals like in the picture
3. Draw the different 7 figures of Tangram (2 small, 1 medium and 2 big triangle, 1
small square, 1 parallelogram)
1.4 Tangram (Puzzle)
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
1.4 Tangram
Let’s do a puzzle!
Let’s do a puzzle!
1.5 Sea Battle
Objectives
• The participants learn to construct different rectangles (the
width is always 1; the length is 1, 2, 3, 4 and 5.
• The students learn to use game coordinates, like 3B.
• The students learn to use mathematical coordinates, like (3|2).
TOOLS, MATERIALS AND ORGANISATION
• Each of the two players needs two empty grids: one for to mark
his own ships and one for to mark the hits own and on the
enemy ships.
• The lesson takes 45 minutes.
1.5 Sea Battle
Player 1 Player 2
1.5 Sea Battle
Player 1 Player 2
1.5 Sea Battle
Player 1 Player 2
1.5 Sea Battle
Player 1 Player 2
1.5 Sea Battle
Player 1 Player 2
1.5 Sea Battle
Player 1 Player 2
1.5 Sea Battle
DESCRIPTION OF THE LESSON
First part of the lesson (preparation for 5 minutes)
• Make groups of two participants. Each player has pencil and several pairs of
grids.
• Each player is marking his own ships on one of the grids (1st picture).
Second part of the lesson (game 25 minutes)
• One player begins shooting by saying the coordinates.
• The other player is marking the shots on his grid and is saying: water or hit
• If one ship is full of hits, the player has to say: ship has sunk
• Go on as long as all ships of one player have sunk.
Third part of the lesson (15 minutes)
• Hand out the worksheets to each person one.
• Follow the instruction on the worksheet.
• If there is enough time, you can go back to the game.
1.5 Sea Battle
USEFUL HINTS
• You can do area calculations of rectangles by counting squares
and/or calculating area=length*width.
• There are computer versions available, where you can play “Sea
Battle” alone against the computer:
• http://de.battleship-game.org/
• http://en.battleship-game.org/
• http://es.battleship-game.org/
1.5 Sea Battle What is a grid?
A grid is a geometric background
with the following characteristics:
There are horizontal and
vertical lines. All lines have the
same distance from each other.
Complete the grid on the left side!
Give each column a number from 1
to 10 and each row a letter from A
to J (this is a 10 x 10 grid).
Try to locate the field 2D (column 2,
row D) = (2|D) and mark more
fields: (1|A), (10|C), (10|J), (5|J)
Definition: (2|D) are the game
coordinates of the field in column
2 and row D.
1.5 Sea Battle
In Mathematics not the fields, but the lines
and its crossing-points are marked.
Coordinate System on the left side with P(3|2)
Definition: (3|2) are the math. co-ordinates
of the crossing point of column-line 3 and
row-line 2.
Mathematical notation: P(3|2)
Put more points into the math. co-ordinate
system and add the mathematical notation!
A(1|1)
B(14|1)
C(12|5)
D(10|18)
P(3|2)
1.6 Connect Four
OBJECTIVES
• The participants learn to construct a line by 2 points.
• The students learn that 4 points can be the same line or not.
• The participants determine the approach, materials and
strategies to be used in this game
TOOLS, MATERIALS AND ORGANISATION
• Each of the two players needs a “Connect Four” board. If you
don’t have enough boards, you can use instead of a board a
sheet of paper as a simulation of the board (see below).
• The lesson takes 45 minutes. The students can do the second
part of the lesson only, if they have learned about coordinates in
lesson 1.5
1.6 Connect Four
DESCRIPTION OF THE LESSON
First part of the lesson (25 minutes)
• Make groups of two participants.
• Always two players have
• either an original board with chips in two colours or
• two pencils in two colours and a game template (see below).
• Play the game several times. Discuss about the strategies.
Second part of the lesson (20 minutes)
• Hand out the worksheets to each person one.
• Follow the instruction on the worksheet.
• If there is enough time, you can talk about the differences between two and
three dimension games.
USEFUL HINTS
• Here you see the simulation of the game, if you don’t have an original board.
• Please be aware, that you fill the rows without a gap from the top in
direction of the arrow!
1.6 Connect Four
What is a distance line?
A distance line is a geometric element with the
following characteristics:
The shortest connection of two points
determines a distance line.
Construct in the grid on the left side two points
with the coordinates P(3|2) and Q(9|8)!
Take a ruler and a pencil and connect these two
points by a straight line.
The line is the shortest connection between
two points.
As the line is bounded by the points P and
Q one says “line segment”.
1.6 Connect Four
Plot more points in the painting on the
left side:
R(5|4)
S(3|7)
T(7|6)
U(10|4)
What characteristics do these points
have?
Points R and T are on the line
segment, points S and U not.
You win the game “Connect Four”, if you can put
4 of your own chips = 4 points
in a line!
1.6 Connect Four
1 2 3 4 5 6 7
1.7 Dice Games
OBJECTIVES
• The participants learn all about a dice.
• The participants learn to construct a cube from a net of a cube.
• The students learn how a cube is transformed into a gambling
dice.
TOOLS, MATERIALS AND ORGANISATION
• Groups of 3 to 5 persons are sitting around a table.
• On each table are three dice, a shaker, notepaper and a pencil.
• For the construction of a cube you need paper, scissors and glue.
1.7 Dice Games
DESCRIPTION OF THE LESSON
First part of the lesson (20 minutes)
• Make groups of 3 to 5 participants.
• Choose two from the compendium of 10 dice games
• Play the game several times and note the winner.
• Which game is the most funny or exciting one?
Second part of the lesson (25 minutes)
• The participants construct their own cube or dice from a net of a cube.
• Each participant gets one worksheet, ruler and pencil, scissors and glue.
• Follow the instruction on the worksheet.
USEFUL HINTS
• It is necessary, that each participant is constructing his own cube and dice –
this is learning by doing!
• Interesting fact: The sum of two opposite sides of the points of a dice is
always 7.
1.7 Dice Games
What is a cube?
A cube is a geometric object with the
following characteristics:
• The cube is three dimensional.
• The cube is bounded by six square
faces (six square sides).
Construct in the grid on the left side the net
of a cube with ruler and pencil!
Plot on the six outer sides (squares) of the
cube the dots (pips) like in the example.
Remember: The sum of the points of two
opposite sides must be always 7.
Take scissors and cut out the net of the cube.
Fold along the line to make a cube!
Take glue or adhesive film to finish the dice.
1.8 Domino
OBJECTIVES
• The participants learn all about dominos as rectangle game
pieces.
• The participants learn to construct a domino on the paper.
• The students learn to count from 0 to 9 and to visualize these
numbers.
TOOLS, MATERIALS AND ORGANISATION
• Groups of 2 to 4 persons are sitting around a table.
• On each table there is one set of dominos.
• For the construction of a set of dominos from paper you need
• a copy of this page and scissors to cut or
• paper, ruler, pencil to construct and scissors to cut.
1.8 Domino
DESCRIPTION OF THE LESSON
First part of the lesson (15 minutes)
• The participants construct their own set of 55 dominos.
• During the construction they learn to count and to visualize the
numbers from 0 to 9
• Each participant has paper, ruler and pencil to construct and
scissors to cut.
Second part of the lesson (30 minutes)
• Make groups of 3 to 5 participants.
• Play the domino game several times and note the winner.
USEFUL HINTS
• It is necessary, that each participant is constructing his own
domino – this is learning by doing! Especially the visualizing of
numbers is important.
1.8 Domino
1.8 Domino
If you want to
construct a full 55
domino set, you
need to copy 7 of
these templates.
It is important, that
the participants can
visualize the
numbers from 0 to
9 by their own.
Please write the
numbers below the
stone!
1.8 Domino
If you want to
construct a full 55
domino set, you
need to copy 7 of
these templates.
It is important, that
the participants can
visualize the
numbers from 0 to
9 by their own.
Please write the
numbers below the
stone!
2.1 Skambalove (marble game)
OBJECTIVES
• Counting to 36, by threes;
• Arrangement and comparison of numbers to 36;
• Summing one-digit and two-digits numbers;
• Trajectory of moving objects (e.g. the length of the trajectory
between two points of it);
• Coordinate system;
• Analytic geometry (e.g. partition of a segment in certain
relation).
TOOLS, MATERIALS AND ORGANISATION
• Each player gets one marble.
• Draw the field for the game.
2.1 Skambalove
DESCRIPTION OF THE LESSON
First part of the lesson (15 minutes)
• Gamе area is a rectangle shape on the ground with parameters 3x4m.
• Each player chooses a marble.
• The teacher explains the rules and the game begins.
• Setting the turn of the players.
• Players learn how to count from 1 to 36.
• Players learn the geometric shapes rectangle, circle and sphere.
• Players learn how to sum numbers up to three.
Second part of the lesson (30 minutes)
• Hand out the worksheets to each person one.
• Follow the instruction on the worksheet.
USEFUL HINTS
USEFUL HINTS
At the end of the lesson the worksheet is completed. If the participants cannot read, the
teacher has to guide them. If participants have difficulties to count, you have to train –
you need more time or you can split the group. The participants have to know to count to
36. The participants have to sum numbers in combination to 3 the numbers form 1 to 36.
2.1 Skambalove
PHASE 1: FIND THE PLAYING ORDER
In the beginning of the game the players stand further from the
side of the hole in the rectangular. Each of them tosses his
marble towards the hole, aiming to move it as close as possible
to it or inside of it. The player whose marble is closest to the
hole or gets inside of it begins first. Second in turn is the player
with the second in distance marble, etc. This rotation order
continues until the end of the game.
PHASE 2: PLAY MARBLES AND EARN POINTS
After settling the sequence the first task of the players is to
place their marbles in the hole. A hit in the hole counts for 3
points. After hitting the hole the player has the right to hit
others players’ marbles. Each opponent’s marble hit counts for
3 points. Once after an opponent’s marble is hit, the player
has the right to shoot again at opponents‘ marbles or to place
his own into the hole. The winner is the one who first manages
to achieve 36 points.
The 33rd and the 36th point cannot be achieved by hitting the
hole, but only by two consequent (directly one after the other)
hits on opponents’ marbles. These consequent hits are named
„Drankel” and „Funkel”.
2.1 Skambalove
At the beginning of the game some of the
players with the help of the teacher may
try to explain the shape of the playing field
and the marble.
If you want to win, you have to make 36
points. Each participant must record and
consider his score with the help of the
teacher. The score of 36 points can be
achieved by at least 12 shots per marble.
Each participant can record how many
times he throws the marble to make 36
and calculate how many rolls over the
"Perfect Game" he has made.
2.2 Do Not Get Angry, Man
OBJECTIVES
• Introduction to geometric figures cube, rectangle, square;
• Knowledge of numbers from 1 to 6;
• Summation of prime numbers;
• Count to 45;
• The participants also learn Probability Theory.
TOOLS, MATERIALS AND ORGANISATION
• Take a game-board and dice.
• Each player needs 4 pawns
• Prepare copies from the worksheet for each student.
• The lesson takes 90 minutes.
2.2 Do Not Get Angry, Man
DESCRIPTION OF THE LESSON
First part of the lesson (30 minutes)
• Up to four players must be chosen.
• Each player choses the color of his 4 four pawns and places them at the dashboard
start field.
• Determining the sequence of the players.
• The participants review the rules and the game begin.
• Players are getting to know the numbers from one to six and also the six sides of the
geometric figure cube.
• While rolling the dice participants learns that the greatest number they can get is 6 and
the smallest is 1.
Second part of the lesson (60 minutes)
• Hand out the worksheets to each person one.
• Follow the instruction on the worksheet.
USEFUL HINTS
• At the end of the lesson the worksheet is completed.
• If the participants cannot read, the teacher has to guide them.
• If participants have difficulties to count, you have to train – you need more time or you can split
the group.
2.2 Do Not Get Angry, Man
THE GAME PROCEEDS IN FOUR PHASES
1st Phase: Starting point 2nd Phase: Moving the pawns
3rd Phase: Final corridor 4th Phase: Final triangle
How many pawns has each player? – 4
How many participants are they? – 4
What is the count of all the pawns? – 4+4+4+4
= 16
Each player rolls the dice; the highest roller
begins the game.
To enter a pawn into play from its staging area
to its starting square, a player must roll a 6.
The player must always move a figure according
to the dice value rolled, and if no move is
possible, pass their turn to the next player.
The game ends when all pawns of each player
are in the final flight.
How many fields must pass every player to
move his pawn to the final (final flight)? – 65
2.2 Do Not Get Angry, Man
Each player rolls the dice; the highest roller
begins the game.
To enter a pawn into play from its staging area
to its starting square, a player must roll a 6.
What is the probability to get 6 when you roll
the dice?
Using classical approach:
,
n
m
А
Р 
)
(
m is 1, as there is only one 6 and n is 6, as we
have 6 sides of the dice. If we assume that A is
the probability to get 3, Р(А) = 6
1
Calculate the volume of a cube? - Volume V=а3
,
when a is the length of one of its sides.
Calculate the surface area of the cube? –
Formula of surface area - S=6.𝑎2
, when a is the
length of one of its sides
2.2 Do Not Get Angry, Man
Then, as some of the participants roll the
dice, he must say what the number is
showing the dice and move his pawn. The
teacher has to check if the student has
correctly moved his pawn on the board.
The pawns move forward only.
The winner is the one who first takes all
his pawns into the house.
2.3 Combination 9
OBJECTIVES
• The game was chosen, because of its brain drilling capabilities. It adheres to
levels three “Applying” and six “Evaluating” of “Taxonomy of Educational
Objectives”
• Participants should be taught to sum four single digit numbers fast and
reliably.
• They understand that if numbers are rearranged the sum is different.
• They try to rearrange numbers until preliminary given result is reached
• They should understand that the game has optimal strategy and try to
achieve it intuitively or mathematically proven
TOOLS, MATERIALS AND ORGANISATION
• Game cards.
• Prepare copies from the worksheet for each student.
• The lesson takes 45 minutes.
2.3 Combination 9
DESCRIPTION OF THE LESSON
First part of the lesson (20 minutes)
• Make groups of 2 to 4 participants.
• The participants play several times the game “Combination 9” to learn the
rules and objectives. On first tries no time limitation is defined.
• The participants learn to sum and rearrange numbers until the solution is
found.
• Players rise hand when they find a solution.
• The others students can check their answer. After that teacher checks the
correctness of the answer
• When the participants become more experienced, competition is
announced. When participant finds a solution, the time is recorded. Wins the
fastest competitor.
• The game could be played in rounds of several games each.
• The competition may be for individuals or played by teams.
• Introduce the idea that the game has optimal strategy to find a solution.
Remember that there are 362880 card variants including symmetric.
2.3 Combination 9
Second part of the lesson
• Hand out the worksheets to each person one.
• Follow the instruction on the worksheet.
USEFUL HINTS
• At the end of the lesson the worksheet is completed.
• If the participants cannot read, the teacher has to guide them..
• If the participants can’t understand the rules, the teacher has to guide them.
• If participants have difficulties to sum and combine numbers, you have to
divide the lesson into two lessons: First lesson: sum numbers, second lesson:
rearrange numbers.
2.3 Combination 9
The game set includes - two square boards with nine nests placed on them, nine green and
nine red pawns numbered from 1 to 9 and 35 cardboard squares with height and width 10.4
cm (carnets). Upon them a scheme of 9 circles placed on the edges of 4 similar squares is
drawn. Within the circle situated in the centre of the carnet a random digit from 1 to 9 is
placed (so-called condition-number), and within the squares a random two-digit number up to
30 is placed (so-called task-number). The circles correspond to the nests on the game boards.
After all the carnets are shuffled, the players take a carnet and place it on one of the game
boards aiming to arrange the number in the central circle (condition-number), to place the
numbers in the rest of the circles on the edges of the squares, but considering the sum of the
digits around each square to be equal to the digit inside of it (task number).
Task: Place the numbered pawns to the one selected carnet – the sum of the four numbers must
be equal to the number in the big circle! Try as long as all numbers are put to the carnet.
2.3 Combination 9
Solution of some examples of carnets
2.3 Combination 9
16
20
20
16
1
16
20
20
16
1
9
8
7
6
5
4
3
2
The game proceeds in two phases:
• Random choice of carnet
• Solution of the carnet
1st Phase: Random choice of carnet
One of the players shuffles the carnets and the
participants in the game take them without
looking. Each player places the carnet that he
took on the game board.
2nd Phase: Solution of the carnet
The game begins when all the players place their
numbered pawns in such combination that their
sum equals the number in the centre of each of
the four squares. The winner is the player who
first fills correctly his carnet.
2.3 Combination 9
Players must be able to quickly collect
numbers from 1 to 9 in order to place
them in the right places.
The teacher has to check if they have
done well.
Whoever has succeeded in arranging
them for the shortest time is the winner.
10 15
15 15
How to make a „nest“
14 14
23 18
How to solve a „nest“
14 14
23 18
Solution of the „nest“
3.1 BLACK JACK
Lesson : Getting Acquainted
with basic tools and material
used for Blackjack and related
mathematical concepts and
processes, relevant to the game.
Getting Acquainted with concepts
Introduction
• Blackjack is a popular American casino game, now found
throughout the world. It is a banking game in which the aim
of the player is to achieve a hand whose points total closer to
21 than the banker's hand, but without exceeding 21.
• The game concerns with gaining money and it can be a strong
motive for an adult to understand the process and the
mathematical concepts and processes involved.
• It is a game that can be used for Creating a Happy and Joyful
Environment. Thus we can develop positive conditions for
learning and hence overcome negative attitudes and anxiety.
• Furthermore we can use it for Fixing Relationship Difficulties
among the Learners and thus create a cooperative,
challenging and joyful environment, which is an ideal
condition for learning.
Getting Acquainted with concepts
Aim of the presentation
• Clearly the playing of the game depends on two basic aspects:
(a) Getting to know the basic tools and materials needed
for playing the game and their association to
mathematical concepts and processes.
(b) Following the rules in actually playing the game and using
mathematics in the process of keeping records of assets and their
valuation.
• This presentation aims at providing activities for the
first of these two aspects
• Activities for covering the second aspect is to be the
object of another presentation/ lesson
Getting Acquainted with concepts
Objectives
• Recognise the equivalence of values of cards to
the numbers in the range 1 to 11
• Count and add numbers of value 1-11 up to 21+
• Read numbers up to 11
• Order and compare sum of numbers up to 21
• Improve memory for number cards
• Understand a logical system of rules with
numbers
Getting Acquainted with concepts
Tools Materials and Organisation
• The learners/players are organised in groups of at least 2
players each, one of them being the dealer or banker.
For each group we need
• A table around which the players are taking positions with a
leading position for the dealer (banker) of the game
• One or more decks of cards (52 each of them) depending
on the number of players
• Chips representing money
• A list with the rules of the game and explanation of the
entities involved in playing the game
Dealer or
Banker
Getting Acquainted with concepts
Lists with
the rules of the game and
identification/ explanation of the
entities involved in playing the game
(see these rules in section 3.1 of the
Compendium)
Getting Acquainted with concepts
Remarks and General Comments
• A lesson of 40 to 45 minutes duration
• As mentioned earlier this lesson aims at
Getting to know the basic tools and materials
needed for playing the game and their
association to mathematical concepts and
processes.
Getting Acquainted with concepts
Description of the Lesson
In this lesson it is proposed
• To present to the students the tools and other
material that are used in Blackjack and identify
the connection with mathematical concepts
• To demonstrate the opportunities for Creating a
Happy and Joyful Environment.
• To create an environment for learning supporting
social relations, cooperation and productive
challenge and hence overcoming negative
attitudes and anxiety.
• To help the learner in constructing and innovating
Getting Acquainted with concepts
Description of the Lesson
In this context the lesson is presented as series
of the following activities:
Getting Acquainted with concepts
Activity 1
• Understand what is a deck of cards
• Examples/ Exercises (5-8 minutes)
• (Refer to Worksheet 3.1.1, in the Guidebook
or derive your own)
Getting Acquainted with concepts
Activity 2
• Identify the cards, type and value
• Examples/ Exercises (5-8 minutes)
• (Refer to Worksheet 3.1.1, in the Guidebook
or derive your own)
Getting Acquainted with concepts
Activity 3
• Review the value of each the cards
• Examples/ Exercises (5-8 minutes)
• (Refer to Worksheet 3.1.1, in the Guidebook
or derive your own)
Getting Acquainted with concepts
Activity 4
• Consider various chips identify their
equivalence to money
• Examples/ Exercises (5-8 minutes)
• (Refer to Worksheet 3.1.1, in the Guidebook
or derive your own)
Getting Acquainted with concepts
Activity 5
• Practice adding the values of two cards each
time and ask participants to give the value
• Examples/ Exercises (5-8 minutes)
• (Refer to Worksheet 3.1.1, in the Guidebook
or derive your own)
Getting Acquainted with concepts
Activity 6
• Practice adding more than 2 cards until the
total is over 21
• Examples/ Exercises (5-8 minutes)
• (Refer to Worksheet 3.1.1, in the Guidebook
or derive your own)
Getting Acquainted with concepts
Activity 7
• Compare random pairs of cards for their total
value.
• Examples/ Exercises (5-8 minutes)
• (Refer to Worksheet 3.1.1, in the Guidebook
or derive your own)
Getting Acquainted with concepts
Important Remark
The proposed distribution of time obviously
depends on the skills and abilities of the
learners involved.
Accordingly, and depending on their capabilities
and experiences, we might have to spend
much more time and the whole lesson could
be split in 2 to 3 lessons of 45 minutes
duration
3.2 MATH SCRABBLE
Lesson : Constructing
Equalities and placing them
on a Board using the
MathScrabble symbols
Constructing Equalities using the MathScrabble symbols
• General Aims
• This lesson can be used as an opportunity for
consolidation of the basic arithmetic
operations and the idea of equality as a
relation connecting equal quantities.
Furthermore it provides the opportunity for
developing problem solving and critical
thinking skills
Constructing Equalities using the MathScrabble symbols
Objectives
• Recognize the meaning/ representation of the digits 0, 1 …
9 and the symbols +, -, ×, ÷, =, (, )
• Recognize the meaning and representation of positive
integers in the range 0 … 1000.
• Adding, subtracting, multiplying and dividing integers in the
range 0 … 100.
• Using a calculator for the above operations
• Constructing/ Writing equalities, using the symbols that are
part of the MathScrabble game
• Checking the validity of an equality
Constructing Equalities using the MathScrabble symbols
Remarks and General Comments
• A lesson of 40 to 45 minutes duration, with emphasis on
consolidation of the concepts and processes identified in the
General Aims.
• Through this approach it is aimed to enable the students to
recognize the meaning of equality and to provide them with
opportunities for identifying valid ones. Furthermore it is expected
to provide opportunities for constructing ones themselves using as
many tiles as possible and then place them on the Board
• In this lesson it is proposed
• to present to the students’ idea of an equality
• to provide opportunities for basic arithmetic operations
• to form equalities using available tiles and placing them on the
available board
• to understand the process of simple problem solving
Constructing Equalities using the MathScrabble symbols
Tools Materials and Organisation
• The learners are organised in groups of 2 to 4 and each
group is provided with
• The Board of the Game
• A bag with tiles representing the various symbols for
the game
• A card with the rules of playing the game
• A card with the rules for scoring
• Supporting sheets for calculating the score at each
round and for keeping the score for the whole game
and for each player
The Board
for the
game
The Board
for the game
in a format
for reference
and
determining
the position
of cells on it
A card explaining the notation of the symbols on use on the Board
Constructing Equalities using the MathScrabble symbols
The material provided in the Compendium/
Guidebook constructed or copied by the
learners and consisting of
• A card with the rules of playing the game
• A card with the rules for scoring
• Supporting sheets for calculating the score at
each round and for keeping the score for the
whole game and for each player
Constructing Equalities using the MathScrabble symbols
DESCRIPTION-ACTIVITIES OF THE LESSON
The following description Assumes that the
learners have already been acquainted with
the ideas of the symbols (or at least some of
these symbols that are going to be used in the
present lesson)
For example this could have been achieved through a process in
the spirit of Lesson 1 in the Guidebook.
Constructing Equalities using the MathScrabble symbols
DESCRIPTION OF THE LESSON
Activity 1
• Explain what is a valid equality using the
symbols provided
• Work for 5 minutes on Examples , Exercises
Constructing Equalities using the MathScrabble symbols
DESCRIPTION OF THE LESSON
• How do we consider the issue of quantity?
• How do we explain the concept of equality?
Information Requirements/ Questions for practice/
Comments
Given the following relations
a. 5+3=8
b. 8-2= 2×3
c. 4÷2=2+0
d. 12= 6+2
e. 7 - 2×2 = 10
f. 9 - 6÷3 = 5+2
Which expression/quantity is the left side
and which one is the right side ?
What is the outcome of the each
expression (left or right side) for each
relation?
Find out which of these relations represent
valid equalities
More Exercises
Constructing Equalities using the MathScrabble symbols
DESCRIPTION OF THE LESSON
Activity 2
• Provide all the players with (the same) nine
tiles and ask them to construct valid equalities
• Work for 5 minutes on Examples, Exercises
(See worksheet 6 in the section 3.2 of the Guidebook)
Constructing Equalities using the MathScrabble symbols
DESCRIPTION OF THE LESSON
Activity 3
• Provide all the players with (the same) nine
tiles and ask them to construct equalities and
place them on an empty board
• Work for 8 minutes on Examples, Exercises
Constructing Equalities using the MathScrabble symbols
DESCRIPTION OF THE LESSON
Activity 4
• Provide all the players with (the same) nine
tiles and ask them to construct equalities and
place them on a Board where there are
already one or more existing equalities.
• Work for 8 minutes on Examples, Exercises
Constructing Equalities using the MathScrabble symbols
DESCRIPTION OF THE LESSON
Activity 5
• Use a bag with tiles and (after the decision of
priority of the players) ask them, according to
their turn, to construct equalities and place them
on the Board. The process follows the rules of the
game. Each player has to check the validity of
what has been placed and possibly challenge the
correctness or not of what has been
accomplished at each step of the game.
• Work for 15 minutes on Examples, Exercises.
Constructing Equalities using the MathScrabble symbols
DESCRIPTION OF THE LESSON
Important Remark
The proposed distribution of time obviously
depends on the skills and abilities of the
learners involved.
Accordingly and depending on their capabilities
and experiences we might have to spend
much more time and the whole lesson could
be split in 2 to 3 lessons of 45 minutes
duration
Let’s play by
copy and paste
1
2
3
4
5
6
7
8
9
0
=
+
-
*
:
(
)
3.3 MONOPOLY
Lesson :Getting Acquainted
with basic mathematical
concepts and processes, used
in MONOPOLY
Getting Acquainted with concepts
Introduction
Monopoly is a game that deals with selling and buying, an
activity that makes the learning of mathematics a necessity
for everybody. The game concerns with the dealings with
property and it can be a strong motive for an adult to
understand the process and the main goal of the game,
which is to give the opportunity to the players to become
wealthier (actually the winner of the game is the one that
manages to have the assets with the highest value).
It is a game that is immediately connected with the
everyday applications of mathematics and particularly the
ones that relate with money. Hence it is advisable to
exploit it as an opportunity for approaching the learning of
mathematics through its major contribution for using
mathematics in our everyday dealings.
Getting Acquainted with concepts
Aim of the presentation
• Clearly the playing of the game depends on two basic aspects:
(a) Getting to know the basic tools and materials needed
for playing the game and their association to
mathematical concepts and processes.
(b) Following the rules in actually playing the game and using
mathematics in the process of keeping records of assets and their
valuation.
• This presentation aims at providing activities for the
first of these two aspects
• Activities for covering the second aspect is to be the
object of another presentation/ lesson
Getting Acquainted with concepts
Objectives
• Recognize the meaning/ representation of the digits 0, 1, …, 9
and the symbols +, -, ×,÷,=, (,). Recognize the meaning and
representation of positive integers in the range 0,…,1000000.
• Adding, subtracting, and multiplying integers in the range 0,
…, 1000000.
• Using a calculator for the above operations.
• Understanding the fact that there is a relation of order in the
set of integers and recognise how to compare such numbers .
• View computation as a tool for problem solving and not as an
end in itself
• Situate problem solving tasks in the context of real issues
• Develop skills for interpreting linguistic information and
transferring it to numerical representation
Getting Acquainted with concepts
Tools Materials and Organisation
• The learners are organised in groups of 2 to 8 and each
group is provided with
• The Board of the Game
• A set of tools, including dice, pawns, depictions of
properties
• Sets of cards with instructions or decisions
• A set of title deed cards
• A pack of banknotes (money)
• Cards with the rules of the game and identification/
explanation of the entities involved in playing the game
The Board
of the
game
The Board of the game depicting
• 4 cells at the corners : the Starting Point, the Jail (either for
imprisoning or for visiting), the Parking Place and the Point
Sending to Jail
• 28 cells at the edge for the properties: 22 of them
representing plots in 22 different streets and corresponding
to 8 colours, 4 cells representing plots where rail stations
are based and 2 cells representing plots where services are
stationed (one for the Water Board and the other for the
Electricity Authority)
• 6 cells at the edge representing (the 3 of them)
Chance/Opportunity points and (the other 3) Community
chest points
• 2 cells at the edge for imposition of Taxes
• 2 Rectangles in the inner part for placing the Chance and
the Community Chest Cards.
Getting Acquainted with concepts
Cards with
the rules of the game and
identification/ explanation of the
entities involved in playing the game
Getting Acquainted with concepts
Remarks and General Comments
• A lesson of 40 to 45 minutes duration
• This lesson can be used as an Introduction to the
ideas that concern the basic arithmetic symbols
and other mathematical ideas as well as what
they represent. Particularly it can provide the
opportunity for comparing two or more
quantities and use them in every day transaction,
thus providing the need for learning mathematics
and realizing that it is an entity with broad
applications in everyday life. Furthermore it
provides the opportunity for developing skills for
creativity and innovation.
Getting Acquainted with concepts
Description of the Lesson
The lesson is to be approached by emphasizing the
applicability/ use of mathematics in every day life.
Through this approach it is aimed to enable the
students to recognize what numbers stand for and
connect them immediately with values – money.
In this lesson it is proposed
• to present to the students the tools and other material
that are used in Monopoly and identify the connection
with real life
• to demonstrate the need for understanding
mathematical concepts as a basic instrument in
everyday life transactions
• to help the learner in constructing and innovating
Getting Acquainted with concepts
Activity 1
Getting acquainted with handling money
• Using the notes, to be used in monopoly,
design examples/ exercises for buying/ selling/
renting properties or for taxation and other
services. Emphasis should be given in keeping
records of their money, in transactions where
there is need for changes etc.
• Work for 10 minutes on Examples, Exercises.
Getting Acquainted with concepts
• Activity 2
Getting acquainted with/ comprehend the
meaning of properties and their values.
• Comprehend where the initial values of the
properties can be found
• Develop skills for distinguishing the properties
with the higher value etc.
• Work for 10 minutes on Examples, Exercises.
Getting Acquainted with concepts
Activity 3
• Getting acquainted with the need for transaction
(buying/selling/renting) properties and what is
involved in this process.
• In particular getting acquainted with the official
documents relating to the valuation of properties
and the money equivalence for such transactions
• Develop skills for identifying the amounts of
money they need for such transactions
• Work for 10 minutes on Examples, Exercises.
Getting Acquainted with concepts
Activity 4
• Getting acquainted with the cells on the Board
and their meaning.
• In explaining these emphasis should be given
to the interpretation of the mathematical and
financial concepts involved.
• Work for 15 minutes on Examples, Exercises.
Getting Acquainted with concepts
For each of these activities use the examples
and exercises provided in Worksheets 1 to 5 of
Section 3.3 (Monopoly) of the Guidebook
Getting Acquainted with concepts
Important Remark
The proposed distribution of time obviously
depends on the skills and abilities of the
learners involved.
Accordingly, and depending on their capabilities
and experiences, we might have to spend
much more time and the whole lesson could
be split in 2 to 3 lessons of 45 minutes
duration
4.1 Petanque (Outside Game)
4.1.1 Lesson 1
Objectives
• The participants learn to
construct a line by 2 points.
• The students learn that through 2
points can pass only one line.
• The students learn that through
one point can cross infinity of
lines.
• The students learn that 2 lines
can cross each other in only one
point.
4.1 Petanque (Outside Game)
Tools, Materials and Organisation
• Petanque is a game that is usually
played in an open space but for
the purpose of the lesson it will
be adapted to be played in a
classroom. This way the students
will learn about lines and in the
meantime learn the
fundamentals of Petanque.
• It will require a jack, a circle, as
many boules as possible and a
tapeline.
4.1 Petanque (Outside Game)
Description of the Lesson
First part of the lesson (30 minutes)
• The teacher will place the circle and
will show the students how to throw
the jack and the boules
• The participants will be divided into
groups of 5.
• First of all the teacher will throw the
jack.
• The team that throws the boules the
closest to the jack wins.
• While one team throws, the others
will measure the distances and keep
the score.
4.1 Petanque (Outside Game)
Second part of the lesson (20
minutes)
• Hand out the worksheets:
one per person.
• Follow the instructions on
the worksheet.
• If there is enough time, one
can speak about the
differences between indoor
and outdoor Petanque.
4.1 Petanque (Outside Game)
Useful Hints
• You have to bear in
mind that the students
have to be able at the
least to count and to
make additions.
4.1 Petanque (Outside Game)
• References and Links
• Wikipedia:
https://en.wikipedia.org/wi
ki/P%C3%A9tanque
• http://www.playaboule.com
/Simple_petanque_rules.as
px
• bhpetanque.org
• http://www.britishpetanqu
e.org/how%20to%20play.ht
m
4.1 Petanque (Outside Game)
4.1.1 Worksheet (Learner)
• What is the shortest way from the player
to the jack?
• ______________________________
• ______________________________
• Take a ruler and a pencil and connect
these two points by a straight line.
______________________________
______________________________
• Is that a line or a line segment?
• ______________________________
• ______________________________
4.1 Petanque (Outside Game)
4.1.1 Worksheet (Learner)
• How far can the line that connects the
player and the jack go?
______________________________
• ______________________________
• How many lines can contain the X point?
______________________________
• ______________________________
• How many lines can contain three non-
collinear points such as the player, the
jack and X?
• ______________________________
• ______________________________
4.1 Petanque (Outside Game)
4.1.1 Worksheet (Teacher)
• What is the shortest way from the
player to the jack?
• A straight line
• So for every two points A, B there can
be no more than one line that
contains each of the points A, B.
• Take a ruler and a pencil and connect
these two points by a straight line.
• The line is the shortest way between
two points.
• Is that a line or a line segment?
• It is a line segment, because it is a
line with a beginning and an end.
4.1 Petanque (Outside Game)
4.1.1 Worksheet (Teacher)
• How far can the line that
connects the player and the jack
go?
• Indefinitely = a line contains an
infinite number of points.
• How many lines can contain the X
point?
• One point can be contained by an
infinite number of lines.
• How many lines can contain three
non-collinear points such as the
player, the jack and X?
• At least two distinct lines.
4.1 Petanque (Outside Game)
4.1.2 Lesson 2
Objectives
• The participants learn to draw a line
by 2 points.
• The students learn to measure the
distance between two points.
• The students learn the unit of length:
metric system ≠ Imperial system ≠US
system.
• The students learn about the metric
system = International System of
Units (French: Système international
d'unités, SI) + non-SI
• The students learn about the meter
and its subdivisions.
• The students learn to convert from
km to m to dm to cm and to mm.
• The students learn to compare
distances.
4.1 Petanque (Outside Game)
4.1.2 Lesson 2
Tools, Materials and
Organisation
• Petanque is a game that is usually
played in an open space bur for
the purpose of the lesson it will
be adapted to be played in a
classroom. This way the students
will learn about lines and in the
meantime learn the
fundamentals of Petanque.
• It will require a jack, a circle, as
many boules as possible and a
tapeline.
4.1 Petanque (Outside Game)
4.1.2 Lesson 2
Description of the Lesson
First part of the lesson (30 minutes)
• The teacher will place the circle and
will show the students how to throw
the jack and the boules
• The participants will be divided into
groups of 5.
• First of all the teacher will throw the
jack.
• The team that throws the boules the
closest to the jack wins.
• While one team throws, the others
will measure the distances and keep
the score.
4.1 Petanque (Outside Game)
4.1.2 Lesson 2
Second part of the lesson (20
minutes)
• Hand out the worksheets:
one per person.
• Follow the instructions on
the worksheet.
• If there is enough time, one
can speak about the
differences between indoor
and outdoor Petanque.
4.1 Petanque (Outside Game)
4.1.2 Lesson 2
Useful Hints
• You have to bear in
mind that the students
have to be able at the
least to count and to
make additions.
4.1 Petanque (Outside Game)
4.1. 2 Worksheet (Learner)
• Note: The drawing is not to scale to
the distances indicated below!
• Which of the players seems to have
thrown his boule the closest to the
jack (the red boule A)?
• ______________________________
______________________________
• The blue player B has thrown 1.5 m,
the purple player C 200 cm and the
green player D 10 dm. How many mm
is the longest throw?
• ______________________________
• ______________________________
4.1 Petanque (Outside Game)
4.1. 2 Worksheet (Learner)
• From the blue ball B to the jack
there are 70 cm, from the purple
boule C 30 cm and from the
green boule D 90 cm. Which one
is the furthest from the jack?
• ___________________________
___
• ___________________________
___
• How many m and how many cm
are in one km?
• ___________________________
___
• ___________________________
___
4.1.2 Petanque (Outside Game)
4.1.2. Workssheet teacher
• Note: The drawing is not to scale
to the distances indicated below!
• Which of the players seems to
have thrown his boule the closest
to the jack (the red boule A)?
• The purple boule 3.
• The blue player B has thrown 1.5
m, the purple player C 200 cm
and the green player D 10 dm.
How many mm is the longest
throw?
• 1.5 m = 1500 mm, 200 cm = 2000
mm, 10 dm = 1000 mm so the
purple B is the longest.
4.1.2 Petanque (Outside Game)
4.1.2. Workssheet teacher
• From the blue ball B to the
jack there are 70 cm, from
the purple boule C are 30
cm and from the green
boule D are 90 cm. Which
one is the furthest from the
jack?
• The green boule D with 90
cm.
• How many m and how
many cm are in a km?
• 1 km = 1000 m = 100000 cm
4.1 Petanque (Outside Game)
The end
Thank you!
4.2 Ticktacktoe
(Paper-Pencil Game)
Objectives:
• Participants will be taught to
count reliably up to 9 items.
• They will be able to read and
identify any single digit number
even if it is not in a consecutive
order.
• Understand a coordinate system
and find positions up to 10
• They will know how to count on
and back from any small number.
They will learn the idea of a
number line.
4.2 Ticktacktoe
Tools, Materials and Organisation:
• A big ticktacktoe board with
detachable boxes for the teacher.
• One extra box for the teacher.
• Smaller ticktacktoe boards with
detachable boxes for groups of 4
students.
• Prepare copies of the worksheet
for each student. The lesson takes
45 minutes.
4.2 Ticktacktoe
Description of the Lesson
• First part of the lesson
• Explain the ticktacktoe game
• Build up groups of 4 persons.
• Each group is sitting at a table.
• The role of each person in the group: two
students are playing while the two others
are watching. After one round they will
shift roles. They will use pen and paper,
not the detachable boards.
• The participants play several times the
game. They start developing strategies.
They will experience a no winner
situation. This makes them feel in control
and is fun.
• The participants learn to count and to
read up to 9 by putting boxes on the
board.
4.2 Ticktacktoe
(Paper-Pencil Game)
Second part of the lesson
• Hand out the detachable
boxes boards
• Ask them to write the
numbers from 1 to 9 on
each box
• Put the teachers’ boxes in
consecutive order from 1 to
9 on the black board
• Ask the students to play
ticktacktoe using the
numbered boxes (in the
place of X and O).
4.2 Ticktacktoe
(Paper-Pencil Game)
Third part of the lesson
• Hand out the worksheets:
one to each person. Follow
the instructions on the
worksheet.
• The participants learn that
numbers have an order and
build up a number-line.
• Add “0” to the order and
the number line.
4.2 Ticktacktoe
(Paper-Pencil Game)
Useful Hints
• If the participants cannot read,
the teacher has to guide them.
• If participants have difficulties to
count, you have to train – you
need more time or you can split
the group.
• If participants have difficulties to
write numbers, you have to
divide the lesson into two
lessons: First lesson: play and
count, second lesson: play and
write numbers.
4.2 Ticktacktoe
(Paper-Pencil Game)
• How many boxes do
you see on the picture
on the left?
• ___________________
_________________
• ___________________
_________________
4.2 Ticktacktoe
(Paper-Pencil Game)
x 0 0
x x
x 0
• How many X and how
many 0 do you see in
the picture?
• ___________________
_________________
• ___________________
_________________
4.2 Ticktacktoe
(Paper-Pencil Game)
1 3
5 6
7 9
• What are the missing
numbers in
chronological order? Fill
them in.
• ___________________
_________________
• ___________________
_________________
4.2 Ticktacktoe
(Paper-Pencil Game)
• Put a number in each
box in the right order!
• Draw a line number
starting with 0.
• ___________________
__________________
4.2 Ticktacktoe
(Paper-Pencil Game)
4.2.1 Worksheet (Teacher)
• How many boxes do
you see on the picture?
• 9
4.2 Ticktacktoe
(Paper-Pencil Game)
• How many X and how
many 0 do you see in
the picture?
• 4 X and 3 O
x o o
x x
x o
4.2 Ticktacktoe
(Paper-Pencil Game)
• What are the missing
numbers in
chronological order? Fill
them in.
• 2, 4, 8
1 2 3
4 5 6
7 8 9
4.2 Ticktacktoe
(Paper-Pencil Game)
• Put a number in each
box in the right order!
• Draw a line number
starting with 0.
• 0, 1, 2, 3, 4, 5, 6, 7, 8, 9
0 1 2 3 4 5 6 7 8 9
4.2 Ticktacktoe
(Paper-Pencil Game)
4.2.2 Lesson 2
Objectives
• Participants will be taught to
recognize and name two-dimensional
shapes: the square and the rectangle.
The Ticktacktoe game was chosen,
because the game is played in a
series of squares, which can be
transformed into rectangles.
• They will be able to identify the
geometrical figures and to
differentiate the square from the
rectangle.
• They will also be able to describe and
understand length and width of
shapes.
• They will learn others elements of a
rectangle and a square: angle and
diagonal.
Ticktacktoe...
4.2 Ticktacktoe
(Paper-Pencil Game)
Tools, Materials and
Organisation:
• A big ticktacktoe board with
detachable boxes for the teacher.
• One extra box for the teacher.
• Smaller ticktacktoe boards with
detachable boxes for groups of 4
students.
• Prepare copies of the worksheet
for each student.
• The lesson takes 45 minutes.
Ticktacktoe...
O
X O
X O X
4.2 Ticktacktoe
(Paper-Pencil Game)
Description of the Lesson
First part of the lesson
• Explain the ticktacktoe game
• Build up groups of 4 persons.
• Each group is sitting at a table.
• The role of each person in the group:
two students are playing while the
two others are watching. After one
round they will shift roles. They will
use pen and paper, not the
detachable boards.
• The participants play several times
the game. They start developing
strategies. They will experience a no
winner situation. This makes them
feel in control and is fun.
Ticktacktoe...
4.2 Ticktacktoe
(Paper-Pencil Game)
Second part of the lesson
• Hand out the worksheets: one for
each person.
• Follow the instructions on the
worksheet.
• Exemplify the square: the figure used
to begin the game and the boxes
inside
• Creating a rectangle: 2 squares
become a rectangle.
• Explain the length and the width of
both rectangle and square by using
two of the win situations.
• Insist on the difference between the
two geometrical forms
• Explain the diagonal by using one of
the win situations.
• Explain and exemplify the angle.
Ticktacktoe...
4.2 Ticktacktoe
(Paper-Pencil Game)
Useful Hints
• If the participants cannot
read, the teacher has to
guide them.
• The participants have to
have an idea of what
geometry is. It is not really
an introduction to geometry
lesson.
• Following lesson: By
replacing the 0 with a circle
by similarity they will be
able to also recognise a
circle.
Ticktacktoe...
4.2. Ticktacktoe
(Paper-Pencil Game)
Ticktacktoe...learner 1. How many squares do
you see in the picture
left?
4.2 Ticktacktoe
(Paper-Pencil Game)
Ticktacktoe...learner 2. How many squares and
how many rectangles
do you see in the
picture left?
4.2 Ticktacktoe
(Paper-Pencil Game)
Ticktacktoe...learner 3. Could you please
identify in the pictures
left the length and the
width? Please mark the
length in red and the
width in blue and
measure it in cm!
4.2 Ticktacktoe
(Paper-Pencil Game)
A Petanque field in
geometric rectangle
form
4.2 Ticktacktoe
(Paper-Pencil Game)
Ticktacktoe...learner 4. Identify all the
diagonals in the
pictures left. How many
are there?
4.2 Ticktacktoe
(Paper-Pencil Game)
Ticktacktoe...teacher • 1. How many squares
do you see in the
picture left?
• There are 14 squares, 9
small ones, 4 bigger
ones and 1 biggest one.
4.2 Ticktacktoe
(Paper-Pencil Game)
Ticktacktoe...teacher • 2. How many squares
and how many
rectangles do you see in
the picture left?
• Squares: 8
• Rectangles: 10
4.2 Ticktacktoe
(Paper-Pencil Game)
Ticktacktoe...teacher • 2. How many squares
and how many
rectangles do you see in
the picture left?
• Squares: 8
• Rectangles: 10
4.2 Ticktacktoe
(Paper-Pencil Game)
Ticktacktoe...teacher 3. Could you please identify in the
pictures left the length and the
width? Please mark the length in
red and the width in blue and
measure it in cm!
• red=length:
• left rectangle 5.2 cm,
• right rectangle 5 cm
• blue=width:
• left rectangle 0,7 cm,
• right rectangle 2 cm
• A Petanque field in geometric
rectangle form
4.2 Ticktacktoe
(Paper-Pencil Game)
Ticktacktoe...teacher 4. Identify all the
diagonals in the
pictures below. How
many are there?
• There are 12 diagonals
painted in 6 rectangles.
If you identify bigger
rectangles, you see
more diagonals.
4.2 Ticktacktoe
(Paper-Pencil Game)
Math-GAMES YouTube-Channel:
• https://www.youtube.com/chann
el/UCvuYRVDPNWRNO5SwQiRre
4g
• https://www.youtube.com/watch
?v=Zwn9v_VNXwo
• https://www.youtube.com/watch
?v=fqAQuinb9Mk
Wikipedia:
https://en.wikipedia.org/wi
ki/Tic-tac-toe
• http://playtictactoe.org/
4.2 Ticktacktoe
(Paper-Pencil Game)
The end Thank you!
4.3 Rock-Paper-Scissors
Objectives and Hints
• The simplest definition of probability:
“Probability is a branch of mathematics
that deals with calculating the likelihood
of a given event's occurrence, which is
expressed as a number between 1
(certainty) and 0 (impossibility).
0.5 is the odds possibility.
• Try to control a probability. If it is possible
and on what conditions.
• Identify a strategy and design a strategy.
• Games of chance vs. gambling:
identification and awareness.
• Uses of probabilities in day-to-day life:
statistics, computer programming,
astrophysics, music, weather forecast,
medicine.
4.3 Rock-Paper-Scissors
Tools, Materials and Organisation
• There is no need for great
preparation but the students must
have a solid knowledge of basic
arithmetic.
• Tools:
• A coin to exemplify the probability in
the simplest of ways (two
possibilities). Rock-paper-scissors is
more complex because there are
three possibilities. We think that is
the next step in understanding the
concept and its complexity.
• A blackboard or a flipchart to keep
the scores and make the calculations.
4.3 Rock-Paper-Scissors
• Learn the simplest way of
calculating a probability. In its
simplest form, probability p can
be expressed mathematically as
the number m of occurrences of a
targeted event divided by the
number n of possible occurrences:
p = m/n
• Example 1: Throwing a coin
(head/number), what is the
probability to get a “head”? (m=1,
n=2):
p = 1/2 = ½ = 0.5 (it means, it is odds
possibility to win)
• Example 2: Game rock, paper,
scissors, what is the probability to
win? (m=1, n=3):
p = 1/3 = 0.33
(it means, the possibility to win is
one-third)
• Example 3: Roll the dice, what is the
probability to roll a 6? (m=1, n=6): p =
1/6 = 0.166 (it means, the possibility
to win is one-sixth)
4.3 Rock-Paper-Scissors
• Description of the Lesson
• Due to the complexity of the concept one lesson
is not enough. At least two lessons are needed.
• First lesson
• The teacher will chose two volunteers and ask
them to play "heads" or "tails" with the coin.
• He will keep the scores.
• After several attempts he will ask the others
students to predict the result.
• The teacher explains the definition of
probability and the simplest calculation method.
• In using the calculation formula and the scores
from "heads" or "tails" the students will
calculate the probability.Learn the simplest way
of calculating a probability. In its simplest form,
probability p can be expressed mathematically
as the number m of occurrences of a targeted
event divided by the number n of possible
occurrences:
p = m/n
• Example 1: Throwing a coin
(head/number), what is the probability to
get a “head”? (m=1, n=2):
p = 1/2 = ½ = 0.5 (it means, it is odds
possibility to win)
• Example 2: Game rock, paper, scissors,
what is the probability to win? (m=1, n=3):
p = 1/3 = 0.33
(it means, the possibility to win is one-
third)
• Example 3: Roll the dice, what is the
probability to roll a 6? (m=1, n=6): p = 1/6
= 0.166 (it means, the possibility to win is
one-sixth)
• In the end the teacher will present
different games of chance.
4.3 Rock-Paper-Scissors
Second lesson
• The teacher explains the rules for the rock-
paper-scissors game.
• The students will play it in pairs and keep the
score. They will thus understand that rock-
paper-scissors is more complicated than the
coin game.
• The teacher will explain the complexity of the
probability games and the fact that in the rock-
paper-scissors game there are three possibilities
vs. two in the coin game.
• The students will be asked to calculate the
probability and try to find a method to increase
the probability of winning.
• The teacher will then explain the concept of
strategy and its limits in connection to gambling.
• In the final stage, there will be a discussion
about the usefulness of probabilities in real life.
• The three tables help you with the game.
4.3 Rock-Paper-Scissors
Useful Hints
• In presenting and discussing the
strategy, the teacher can also use
the example of the Ticktacktoe
game where it is easier to form a
strategy.
• In speaking about chance games
vs. gambling and limits of the
strategy, the teacher can also use
the example of the Black Jack
game.
4.3 Rock-Paper-Scissors
• References and Link:
• Math-GAMES project
YouTube-Channel:
https://youtu.be/Tjf_Om75j
Qo
• Wikipedia:
https://en.wikipedia.org/wi
ki/Rock-paper-scissors
• http://briselame.blogspot.b
e/2012/07/chifoumi.html
• Youtube:
• https://www.youtube.com/
watch?v=AnRYS02tvRA
4.3 Rock-Paper-Scissors
The end Thank you!
5.1 Mensch ärgere Dich nicht (Engl. Ludo)
Objectives
• Count reliably up to 6 items
• Read and write numbers up to 40
• Order, compare and add numbers up to 6
• Subtract single-digit numbers from numbers up to 6
• Coordinate different figures in their positions (holistic
overview)
• Compare, count and organize own and other pieces
• Experiencing and training in complexity (in groups of 2-6
players)
• How to deal with emotions in small groups
Tools, Materials and Organisation
A group of 2 to 6 persons is sitting around the board on a table
Each person has his four pieces in one of the colours:
• Black, yellow, red or green on the game board with 4 sections
• Black, yellow, red, green, blue or violet on the game board
with 6 sections.
5.1 Mensch ärgere Dich nicht (Engl. Ludo)
5.1 Mensch ärgere Dich nicht (Engl. Ludo)
Description of the Lesson
First part of the lesson (10 minutes):
Learning the rules
• Make a group of 2 to 6 participants and chose a board.
• Each person has four figures in one of the colours.
• These figures have to be raced from start (“waiting”- or
“out”-field) to finish (“home”-field) clockwise according to
dice rolls.
• The field must be circled once as quickly as possible.
 Without getting caught by the “enemy”!
• The first player with all of the pieces in the "home" row
wins the game.
5.1 Mensch ärgere Dich nicht (Engl. Ludo)
Classical rules:
– 3 times rolling the dice (if no figures on the field)
– Outplacing = Priority (6 on dice = figures from
“out” area  game-field)
– Vacating the starting field = Priority (it has to be
free of figures)
– Moving on normally (clockwise, according to the
thrown number)
– Kicking out is duty (if a goal-field is occupied)
• Play the game several times and note the winner.
5.1 Mensch ärgere Dich nicht (Engl. Ludo)
Second part of the lesson (35 minutes):
Training in complexity and experiencing the differences
• Playing the game
(a) with 2 persons – and 8 pieces
(b) with 4 persons – and 16 pieces
(c) with 6 persons – and 24 pieces
• Writing notes by the participants:
– results
– annotations about the feelings when playing with
two, four or six players.
• Discussion about the “training in complexity” in the whole group.
5.1 Mensch ärgere Dich nicht (Engl. Ludo)
Useful Hints:
– Another variant for a “Training in complexity”:
Pieces race back to the starting field (Question: Which kind
of strategies are needed for this “reverse variant”?)
– Additional rule: A Six is needed before going back
from field A into the starting field B.
– The board game could also be played with even
more than 6 participants.
• Introduction: www.youtube.com/watch?v=vTCnzPxSk0M
• Comic & funny: www.youtube.com/watch?v=NwGi2XMel-0
5.2 Seven Steps (German Dance)
Objectives
• Participants should be taught to count reliably up to 8 items. The
dance Seven Steps was chosen as a moving game. Seven is the
biggest number of danced steps and eight the biggest number of
music bars (music clock).
• They should understand the difference of the dance rhythm with
seven performed steps and count the eight times (quaver time).
• The dance “Seven steps” combines counting and movement. It
was chosen, because of its “loosen up” and its emotional quality.
• Participants should identify two-dimensional shapes of steps on
the floor or painted on a paper.
• They should learn to count up to 7 by dancing in the first phase,
up to 3 in the second phase, up to 4 in the third phase.
5.2 Seven Steps (German Dance)
Tools, Materials and Organisation
• Free space for dancing
• Danced by two persons in a row or in a circle
• Prepare copies from the worksheets
• The lesson has two parts and takes 90 minutes
5.2 Seven Steps (German Dance)
Description of the Lesson
First part of the lesson
• Experiencing the melody and the steps:
Sing the song several times in the group with the text, which
is at the meantime explaining the steps.
Alternative: an instrument plays the melody, e.g. guitar or
flute; or download the song from the Internet.
• Rhythmic walking with short steps and long steps:
Phase a: seven steps; Phase b: four steps.
Counting up to 7, 3, 4 in the different phases of the dance.
• Arrange the dancing group with couples in a row or in a
circle.
• Performing altogether the three phases of the dance in an
easy going way – just to have fun by moving, counting and
singing. Making mistakes is just a part of having fun.
5.2 Seven Steps (German Dance)
• Analysing the dance in two groups: One part of the learners
is dancing, the other part is watching.
• Discussing and experiencing the steps in the whole group
(e.g. 7th step as equivalent for tact 7+8).
• Perform the dance several times in the group. Task for the
watching group: Describe the dance with your own words
(partner work).
• Worksheet #1. Form to be filled in by the participants (single
or partner work).
5.2 Seven Steps (German Dance)
Description of the Lesson
Second part of the lesson
• Explication of different ways of showing quantities
(in a line - horizontal or vertical, in a circle, a cross
etc.)
• Different ways of designing a melody
(form with five lines, by forming a wave with the
hands moving up and down, designing a graph line
with two variables: height and time)
• Worksheet #2 is handed out to each participant
• Participants make lines around different quantities. Participants
fill in the empty graph line
• Discussing open questions and performing the dance at the end
of the lesson
5.2 Seven Steps (German Dance)
Useful Hints
• The dance can be an ice-breaking in other lessons.
• The graph line is related to music and the writing of notes. So it
may be combined with a music lesson.
• It is difficult to combine different movements and rhythmic
systems steps on the ground clapping of hands singing a melody
or counting aloud  It may be regarded as a quite ambitious
pedagogical approach.
• More information in the Internet, e.g. TaKeTiNa
https://en.wikipedia.org/wiki/TaKeTiNa_Rhythm_Process
• Seven Steps Introduction:
https://www.youtube.com/watch?v=PcPne-xD0x4
• A Test of the Seven Steps Dance in Messini/Greece:
https://www.youtube.com/watch?v=I16t9fup14Q
5.2 Seven Steps (German Dance)
Notes & steps
Which rows of the melody and which parts of the steps are
related to the three phases of the dance?
• Part (a) of the steps graphic — rows 1 and 2 of the notes
• Part (b) of the steps graphic — rows 3 and 5 of the notes
• Part (c) of the steps graphic — rows 4 and 6 of the notes
5.2 Seven Steps (German Dance)
Phase Number of steps:
Short Long
Number of tacts:
clapping hands
Remarks
A 6 1 8 Twice: Foreward and backward
B 2 1 8 Twice: Outside and inside
C 0 4 8 Each couple is dancing in a circle
Form to be filled in by the participants:
• Further explanation to the form: Phase (a): 7 steps,
phase (b): 3 steps, phase (c): 4 steps
5.2 Seven Steps (German Dance)
Additional:
• LONG — SHORT in other dances: Students may
describe the rhythm of other dances of their choice
e.g. Sirtos or Kalamatianos.
• Short — short — long: This type of rhythm is called in
poetry „Anapest“
• Long — short — short: This type of rhythm is called in
poetry „Dactylous“
• Seven Steps in phase (b) with the rhythm “Short —
short — long” is an Anapest and Sirtos or Kalamatianos
with the rhythm “Long — short — short” is a
Dactylous.
• According to theories of poetry and music, the
anapest-rhythm is energizing and the dactylous-rhythm
5.2 Seven Steps (German Dance)
• Seven pieces - arranged vertically (four times: 4x7=28)
• Three pieces - arranged horizontally (four times: 4x3=12)
• Four pieces - arranged in the four corners (four times: 4x4=16)
• Altogether 56 pieces (28+12+16)
For developing a sense of structure the students can identify and
mark the numbers of dancing steps 7 - 3 - 4 by making lines for
different quantities:
5.2 Seven Steps (German Dance)
• Playing with different quantities related to the dancing steps
and with different background. Students may create their own
arrangements.
• Here two examples: different quantities and a polychrome
background.
Additional:
5.2 Seven Steps (German Dance)
How to show a melody?
• Notes are a common form used in music.
• There are other possibilities:
1. Hands moving up and down following the melody.
2. Combining the movement of the hands up and down and
making the steps with the feet on the ground.
3. Constructing a line graph. (Time and height as variables of
the diagram.)
5.2 Seven Steps (German Dance)
Line graph, Variables: Height (tones/notes) & Time (tact unites)
Height
Sheet with melody: 1st line 3rd line 4th line
• Students may form the wave of the melody first with
hands in the air. Then they are informed about the notes:
lowest note of the melody (d) and highest note of the
melody (e), and then fill in the empty form - in single or
partner work.
Time
Objectives
Students will
• learn to count and add single-digit numbers with totals to
36.
• learn to multiply using single-digit whole numbers.
• identify the range of possible outcomes when using one or
two dices.
Tools, materials and organisation
• Divide the students into groups of two or three. Give each pair
a backgammon board.
• Prepare copies of the worksheet for each student.
• The lesson takes 45 to 60 minutes or more.
Description of the lesson
Divide the lesson into three parts
First part
• Explain the game “Backgammon”.
• Explain to students the coordinates, the dice and the
movements.
Second part
• Work on the worksheet.
• Give each group a backgammon board.
• Students fill the exercises in the worksheet.
Third part
• Teacher checks the answers and discusses the results with the
students.
• Summarize.
Useful Hints
 You can download a backgammon game with several variants
from http://ai.uom.gr/nikpapa/Palamedes/
 Ask students to play at least two variants of a backgammon.
Then, discuss the differences and the level of difficulty
between the backgammon variants.
Count the checkers for each colour.
Are they the same number?
Methodology
With the help of an abacus or by
using their fingers the students
count the different coloured checkers, and so learn to count and
add single digit numbers.
Red : 2+5+3+5=15, Green: 5+3+5+2= 15
Red: 15, Green: 15
Yes, they are the same.
EXERCISE 1
TASK A
Which roll of the two dices do you need so that checker A will hit
checker B?
Task A
Methodology
Have the students count the number of points between the
two checkers, A and B. The points between them are 7. Using
an abacus or their fingers students add single digit numbers
that total 7.
I roll with two dice 6 and 1, 4 and 3, 5 and 2, 1 and 6, 3
and 4, 2 and 5
EXERCISE 2
Write the total number of movements for each roll:
A. 5 and 6
B. 3 and 1
C. 4 and 4
D. 2 and 5
E. 6 and 6
Methodology
The students use their fingers or an abacus to add the single
digit numbers. Focus the students’ attention to C. 4 and 4 and
explain that they can add the number 4 four times
(4+4+4+4=16) or they can multiply 4 times 4 (4x4=16). Explain
that the same applies for E. 6 and 6. (6+6+6+6+6+6=36 or
6x6=36).
EXERCISE 2
Write the total number of movements for each roll:
A. 5 and 6: 5 + 6 = 11
B. 3 and 1: 3 + 1 = 4
C. 4 and 4: 4+4+4+4=16 or 4x4=16
D. 2 and 5: 2 + 5 = 7
E. 6 and 6: 6 x 6 = 36
Objectives
Students will
• learn about coordinates and learn to find positions on a
chess board.
• understand the value of game-objects.
• learn to multiply by 3.
• learn to solve easy equations with symbols.
Tools, materials and organisation
• Take a chess board for every 3 players.
• Prepare copies of the Worksheets for each student.
• The lesson takes 45 to 60 minutes or more.
Description of the lesson
Divide the lesson into three parts
First part : Describe the game and present the coordinates.
Second part : Give each group a chess board and chess
pieces. Explain to students the value of each chess piece.
Then the students fill in the worksheet exercises.
Third part : Check the students’ answers. Discuss the results
and provide explanations.
Useful Hints
• More exercises in the Greek language on
http://aesop.iep.edu.gr/node/13670
• Ask students to play a chess game and note the
coordinates for every move they make.
Value of each chess piece
Pawn: value 1
Knight (Horse): value 3
Bishop: value 3
Rook (Castle): value 5
Queen (Lady): value 9
King: value ∞ (infinite)
EXERCISE 1
Knowing that the Knight
is worth as much as
three Pawns, draw as
many Pawns as needed
to have equal power with
the Knight in the left
column.
Methodology
1. Present to students the equation:
2. Explain that two knights are equal to six pawns.
because 3+3 =6 or
2x3=6
3. Count and colour six pawns on the worksheet. Continue in the
same fashion with the rest of the exercise.
+
+ =
EXERCISE 2
Circle the piece with the higher power in each of the four
pictures!
Methodology
1. Tell students to look at the first picture showing the Rook and
the Knight.
2. Remind students the value of each chess piece, the Rook has
a value of 5 and the Knight has a value of 3.
3. Students can use their fingers to understand the concepts of
the numbers 5 and 3. Explain that the Rook has more power
than the Knight because 5>3.
4. Ask students to circle the more powerful chess piece of the
two.
5. Continue in the same fashion with the rest of the exercise.
Objectives
Students will learn to
• count and add two-digit whole numbers.
• subtract single-digit numbers.
• solve easy equations with symbols.
Tools, materials and organisation
• Chalk or stone to draw the game on the ground.
• Prepare copies of the student worksheets.
• The lesson takes 45 minutes or more.
Description of the lesson
Divide the lesson into three parts
• First part: explain the game.
(Useful link https://www.youtube.com/watch?v=F81h01Asr7U)
• Second part: play the game and complete the worksheet exercises.
• Third part: check students’ answers and provide necessary
explanations.
EXERCISE 1
Fill the calculator hopscotch with the missing
numbers and symbols.
Methodology
Students compare their worksheet grid to the
one drawn on the ground and locate which
digits and math symbols are missing, and then
fill in accordingly.
EXERCISE 2
Which squares should you jump into to solve the following equation:
5+3= __
Methodology
1. With the teacher’s help, students use an abacus or their fingers
to understand number 5 and number 3.
2. On one wire of the abacus they slide 5 beads, and on the wire
underneath they slide 3 beads.
3. Students count how many beads they have slid
altogether.
4. They jump onto number 8 of the court drawn on the
ground.
5 + 3 = 8
5
+
3
=
8
7.1 Magic Square 3X3 (Paper-Pencil Game)
Aims:
• Participants should be taught to count reliably up to 15.
• They understand that the numbers have to be arranged
in different combinations, but the sums in each row
(horizontal, longitudinal and oblique must be the same.
• They know how to count, add and find combinations
with the numbers from 0 to 9 to find the magic number
15.
Comments on the Course:
• Lesson from 3 to 20 Minutes, give to each student a paper on
which you have printed a magic square 3X3 with empty boxes.
• You can start the lesson talking about the legend of Lo Shu.
• Explain the game “Magic Square 3X3 ”
• Explain to the students that they must insert the single digit
numbers from 1 to 9 in the square, in the horizontal, longitudinal
and oblique lines, that give the same number, the magic number, as
the result. Finally they will discover the magic number after having
done some additions.
• The participants learn to count up to 15 and discover that in a 3x3
magic square, the magic number is given by the number in the
center of the square, multiplied by 3
• On the worksheet they fill the square with numbers.
• They learn all the possible combinations to get it, adding the
numbers in the rows, lines and diagonals.
• When the students understand the rule, they can build other magic
squares by themselves.
7.1 Magic Square 3X3 (Paper-Pencil Game)
Hints
• If the participants cannot read, the teacher has to guide them.
• If participants have difficulties to count, you have to train – you
need more time or you can split the group.
• If participants have difficulties to write numbers, you have to
divide the lesson into two lessons: First lesson: play and count,
second lesson: play and write numbers.
• Following lesson: Look for another game, in which the
participants have to count up to 9.
7.1 Magic Square 3X3 (Paper-Pencil Game)
15
15
15
15 15 15 15
15
To start the game Magic Square write on the blackboard
the numbers from 1 to 9 and give a worksheet with the
square to the students .
Which is the number in the middle?
Circle it in red
Look at the numbers on the left and right side of the 5
and match pairs: one on the left, with one on the right,
from the center to the external
Which other numbers can you write on the right and the
left? Which are the available couples?
Let’s try with the external couple 1 and 9. Make
the addition: 1+5+9 is …
Complete the square working in the diagonal and using
the other pair of numbers. All lines have to add up to 15
in any direction.
Try now in vertical. You can choose among the pairs 6
and 4, 7 and 3 or 8 and 2; choose the numbers on the
right and on the left of n.5 from the center towards the
border. Then choose one pair whose sum is 10.
7.1 Magic Square 3X3 (Paper-Pencil Game)
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English Math games.pptx

  • 1.
  • 2. ©2018 Erasmus+ Math-GAMES Project No. 2015-1-DE02-KA204-002260 Disclaimer: "The European Commission support for the production of this publication does not constitute an endorsement of the contents which reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.„ This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License
  • 3. Content and Schedule time every day (to be modified by each country team): 09:00 – 11:00 Working Part 1 (2 hrs.) 11:00 – 11:30 Coffee Break 11:30 – 13:30 Working Part 2 (2 hrs.) 13.30 – 15.00 Lunch 15.00 – 17.00 Working Part 3 (2 hrs., Homework and Social Activities) Day 1: Presentation about the Math-GAMES Project Math-GAMES Market Place (partner bring games and other things for display, partner introduction) Presentation about the Math-GAMES Didactics and Methodology Math-GAMES Portal-Website Explanation of the Synopsis Presentation of GAMES Presentation of Online Game Tools Day 2: Presentation of different games via lesson plans First practice games, second learn about Mathematics Day 3: Presentation of games via lesson plans Practice and assignment (prepare a lesson, in groups of 3 participants) Day 4: Trainees deliver the above prepared lessons in groups of 3 (30-40 min each) Day 5: Trainees deliver lessons Discuss ideas for dissemination and promotion Evaluation
  • 4. Members of the Math-GAMES Project Group Teachers in Europe, who are teaching basics in Mathematics Students in Europe, who are attending classes for basics in Mathematics Specialists from 10 countries are working out the material for the Math-GAMES project. Everything can be downloaded from the website: www.math-games.eu in the languages BG, DE, EN, ES, EL, FR, IT, RO, VA, TR Teachers in Europe, who are working in Adult-Education or in other educational fields for people who want to learn basics in Mathematics, can use the Math-GAMES didactic material. Students in Europe, who want to learn basics in Mathematics, e. g. • Adults (old and young) • Migrant people • People, who had not the chance to visit a school • People, who have forgotten the knowledge of mathematics and need it in their profession How games can help learning Mathematical Literacy - learning to count and calculate - learning basics in Mathematics, Statistics and Geometry The 3 Target Groups of the European Erasmus+ Project Math-GAMES
  • 5. Math-GAMES Compendium Books and e-Book (in 9 languages) Math-GAMES Guidelines Books and e-Book (in 9 languages) Math-GAMES Teacher Training Course Seminar and e-Presentation (in EN) More than 30 games with description • Rules • Pictures • Graphics • Relevance for Mathematics Videos on YouTube Talk on Facebook Guidelines to each of the games in terms of Mathematics • Didactic and methodological notes for teachers • Structure of each lesson, step by step • Templates for the games • How to make games themselves Teacher Training Course to work with Math-GAMES • Didactic and methodological notes for teachers • Structure of each lesson, step by step • Templates for the games • How to make games themselves Presence Training e-Presentation Math-GAMES Evaluation Report (e-Book in EN) How games can help learning Mathematical Literacy - learning to count and calculate - learning basics in Mathematics, Statistics and Geometry Structure of the European Erasmus+ Project Math-GAMES
  • 6. Mankind and Mathematics https://www.youtube.com/watch?v=kc WdcGwd844 Fact is, that adults need a minimum knowledge of numeracy to survive in our world. Numeracy is increasingly necessary in a wide range of life-skills, such as • personal finance, • data handling, • at daily work and • in everyday transactions. Prometheus was chained for punishment on a high rock because he brought salvation to man, not only by steeling the gods’ fire (energy), but also by giving man also numbers and their meaning. Prometheus did not teach man only some useful topics. He taught him how he would use his mind, how he would plan for the future, how he would develop concepts and how he would exercise his logic. Thus, already 2,500 years ago, Aeschylus in his “Prometheus Bound” confirms the importance of numbers for mankind. Math-GAMES Methodology 1 Aeschylus Prometheus Bound https://www.youtube.co m/watch?v=PuzRbxU1X1 Q&t=33s This is what is behind the work of Ludwig van Beethoven “The Creatures of Prometheus”
  • 7. Each person needs a minimum knowledge of numeracy. Numeracy is like literacy increasingly necessary in a wide range of life-skills. The basic life-skills are obviously reflected in the main goals of mathematics education, which will prepare people to • solve problems • communicate and reason • make connections between mathematics and its applications • become mathematically literate • appreciate and value mathematics • make informed decisions as contributors to society. Particularly in the case of Slow Adults Learners the impact during regular lessons shows deficits on the • motivational, • emotional, • cognitive and • social aspects. The result is: 13% of all adults have a lack of knowledge in arithmetic. Math-GAMES Methodology 2
  • 8. This causes playing in humans: • Playing is fun • Playing together builds human relationships • Playing strengthens creativity • Playfully problems are solved • When playing, you have to pay attention to the rules This causes playing with the learning behaviour: • Interest is aroused • Motivation is encouraged • Competition is socialization • Games represent reality as a model • A relaxed and cheerful environment is created when playing This causes playing when learning Mathematics: • Great learning motivation by working with things that make pleasure • High learning effect by joy in the matter • Social behaviour in solving problems is promoted • Speaking and language skills are encouraged to play, important for the understanding of mathematical tasks • In Mathematics, as in the game, there is always a model for reality • When playing certain games, the motoric skills are encouraged • Solution strategy and mathematical rules are applied Math-GAMES Methodology 3
  • 9. Choose the right game! Pay attention to the mathematical content to be learned • Search in the synopsis • Note the text in the compendium • See the page in the manual • Make the right material Make sure that the game used is also motivated • Pay attention to the feelings of the learners and answer the questions: • Does he like to play alone? • Does he like to play with an opponent? • Does he like to play in the group? • What games does he like to play? • Note the different game types • Pure gambling (for example, dice, Domino) • Pure brain games (e.g., four-in-a-row, chess, mill, lady) • Combined games of brain and fortune (e.g., 17 and 4, Monopoly) • Movement games (e.g., seven-step dance, bouncy play) • Motorized games (e.g., Mikado, thread game) • Puzzles
  • 10.
  • 11.
  • 12. The result is: Play Games and and learn Mathematics more easily. Our Project-Website will help you: www.math-games.eu
  • 13. 1.1 Nine men’s morris - Mill (Board Game) Aims: • Participants should be taught to count reliably up to 9 items. • They understand that if items are rearranged the number stays the same. • They know how to count on and back from any small number
  • 14. Comments on the Course: • Lesson 45 Minutes, take a board for each 3 players • The game was chosen, because 9 is the biggest single digit number. • Explain the game “Nine men’s Morris” • Make groups of three participants: one is watching and helping the game, two are playing. The participants play several times the game "Nine Men's Morris". They always have to begin with 9 men. The Players have fun and they win the game sometimes. This makes them feeling self-confident. • The participants learn to count up to 9 by putting the men to the board. • On the worksheet they mark the men with numbers. • They learn that the last number when counting is the number, which represents the amount of the men. • The participants learn, that 9 men are 3 mills, each mill exist of 3 men. 1.1 Nine men’s morris - Mill (Board Game)
  • 15. Hints • If the participants cannot read, the teacher has to guide them. • If participants have difficulties to count, you have to train – you need more time or you can split the group. • If participants have difficulties to write numbers, you have to divide the lesson into two lessons: First lesson: play and count, second lesson: play and write numbers. • Following lesson: Look for another game, in which the participants have to count up to 9. 1.1 Nine men’s morris - Mill (Board Game)
  • 16.
  • 17. You start the game Nine Men’s Morris with 9 men for each player. Are you sure, these are nine men? Yes! Count the men again and write numbers on them! Give each man a number according to the lines! Start on the left side! The last number is the amount of the men. How many men are all together? Give each point on the line a number: 1 2 3 4 5 6 7 8 9 The last number is 9 You have got a number-line and the numbers are sorted, they are in an order! 9 - because the last number during counting is 9. 1.1 Nine men’s morris - Mill (Board Game)
  • 18. 1.2 Checkers - Dame (Board Game) Objectives • Participants should be taught to count reliably up to 12 items. The game Checkers was chosen, because the board exists of 8 by 8 fields and it is played with 12 men each. • Students understand that all the fields on the board have the same size and the same area. • Students learn all about squares (length, height and right angle). • The students construct different squares and count the fields. • The students learn about square numbers, e.g. “a square, which the length of 3 fields, consist of 9 fields. 3*3=9” • The students learn multiplication with equal factors.
  • 19. Tools, Materials and Organisation • Take a checkers-board (8 by 8 fields) for each 3 players. • Each group needs 12 white and 12 black men. • Prepare copies from the worksheet for each student. • Each student must have a pencil and a ruler (for constructing) • The lesson takes about 45 minutes. 1.2 Checkers - Dame (Board Game)
  • 20. Description of the Lesson First part of the lesson • Explain the game “Checkers” • Arrange groups with 3 persons. • Each group is sitting on an extra table. • The role of the persons in the group: one person is watching the game and the rules and two are playing. • The participants play several times the game "Checkers". They always have to begin with 12 men in the starting position. The Players have fun and sometimes they win the game. This makes them feeling self-confident. • The participants learn to count up to 12 by putting the men to the board. 1.2 Checkers - Dame (Board Game)
  • 21. Second part of the lesson • Hand out the worksheets to each person one. • Follow the instruction on the worksheet. • Learn all about squares. • See the different squares on the worksheet and count the fields in the squares. • Make a list of square numbers and learn about multiplication. 1.2 Checkers - Dame (Board Game)
  • 22. Useful Hints • At the end of the lesson the worksheet is completed. • If the participants cannot read, the teacher has to guide them. • If participants have difficulties to count, you have to train – you need more time or you can split the group. • If participants have difficulties to do multiplication with single digit numbers, show the different squares and count the inside squares. • With the free computer tool GEOGEBRA you can construct geometric figures easily: www.geogebra.org • You can do more area calculations by counting squares! 1.2 Checkers - Dame (Board Game)
  • 23.
  • 24. 1.2 Checkers - Dame (Board Game) What is a square? A square is a geometric figure with the following characteristics: All side lengths are equal. All angles are equal; they are right angles. Construct a square with a side length 3 UL Count the fields inside this square! There are 9 fields inside the square with the side length 3.
  • 25. 1 2 3 4 5 6 7 8 9 Definition The numbers in the second row are called square numbers. Construct 3 different squares with side length from 1 to 9 UL! Use the grid on the left side, talk to other students, so that all possible squares are constructed. Count the fields inside these squares and note it in a table! 1.2 Checkers - Dame (Board Game) 1 4 9 16 25 36 49 64 81
  • 26. 1.3 Damath - Math Checkers (Board Game) REQUIREMENTS  Participants already can count and calculate with whole numbers between 0 and 11. Participants know, that multiplication by 0 is always 0 and divided by 0 is not possible, so this move is not allowed.  Students already know the rules of the game Checkers (Dame) OBJECTIVES  The game DAMATH is a game to exercise calculating with numbers between 0 and 11.  Students practice playing the reckoning. You have fun.
  • 27. 1.3 Damath - Math Checkers (Board Game) TOOLS, MATERIALS AND ORGANISATION • Take a checkers-board (8 by 8 fields) for each 3 players. • The white fields of the board are marked with arithmetic symbols. You can mix different symbols or, much easier, you start first just with addition and so on. • Each group needs 12 white and 12 black men. These men are marked with whole numbers from 0 to 11. • Use the copy template from 1.2 Checkers! • The lesson takes 45 minutes. If the participants don’t know the rules of the game Checkers, you have to play Checkers first for another 45 minutes.
  • 28. 1.3 Damath - Math Checkers (Board Game) DESCRIPTION OF THE LESSON First part of the lesson (40 minutes) • Explain the game “Damath” (the participants already know the game Checkers). • Arrange groups with 2 persons. • Each group is sitting on an extra table. • The role of the persons in the group: two are playing against each other. • When capturing the opponent's piece. The score is obtained by calculating the number value of player's piece which captures the opponent's piece and the captured piece. The mathematical operation used depends where the player's piece lands after the capture. • The participants play a certain number of times the game "Damath". They always have to begin with 12 men in the starting position (see picture). The Players get only points, if they calculate in the right way when jumping over an opponent. The result of this calculation is to be noted. Second part of the lesson (5 minutes) • Each participant is presenting his score. • The winner of the group has the most scores, but everybody has learned a lot by exercising the caculations.
  • 29. 1.3 Damath - Math Checkers (Board Game) USEFUL HINTS • You can construct Damath by your own. • It is very important, that the teacher knows the abilities of the participants. • Start, if necessary, with easier calculations, e.g. you can mark the white fields just with + and the men with numbers between 0 and 5 – so your participants calculate e.g. just 2+3=5 or 0+5=5 or 1+2=3.
  • 32. 8 9. 10 11 0 1 2 3 4 5 6. 7 9. 10 11 0 1 2 3 4 5 6. 7 8 Start the game example: white moves first (3|2) to (2|3) than black moves (0|5) to (1|4)
  • 33. 8 9. 10 11 0 1 2 3 4 5 6. 7 9. 10 11 0 1 2 3 4 5 6. 7 8 Now white 6 can jump over black 4 and remove it to the side At the same time white gets 2 points, because: 6-4=2 Calculation white: 6-4=2
  • 34. 8 9. 10 11 0 1 2 3 4 5 6. 7 9. 10 11 0 1 2 3 4 5 6. 7 8 the next move could be black 6 from (4|5) to (3|4) Now white 1 from (5|2) to (4|3) Calculation white: 6-4=2
  • 35. 8 9. 10 11 0 1 2 3 4 5 6. 7 9. 10 11 0 1 2 3 4 5 6. 7 8 black 6 must now jump over white 1 from (3|4) to (5|2) and remove white 1 Black has to culculate: 6+1=7 Calculation white: 6-4=2 Calculation black: 6+1=7
  • 36. 8 9. 10 11 0 1 2 3 4 5 6. 7 9. 10 11 0 1 2 3 4 5 6. 7 8 Now white has to decide to jump over black 6 with white 7 or white 10 – points? White 10 jumps over black 6 and removes it - new calculation for white? Calculation white: 6-4=2 10+6=16 The sum is now 18 points. Calculation black: 6+1=7
  • 37. 8 9. 10 11 0 1 2 3 4 5 6. 7 9. 10 11 0 1 2 3 4 5 6. 7 8 Now we play all together – tell me your next move! (press Esc to do the moves by hand!) Calculation white: 6-4=2 10+6=16 The sum is now 18 points. Calculation black: 6+1=7
  • 38. 8 9. 10 11 0 1 2 3 4 5 6. 7 9. 10 11 0 1 2 3 4 5 6. 7 8 Basic forms of calculation: Addition, Subtraction, Multiplication and Division
  • 40. 1.4 Tangram (Puzzle) Objectives • The participants learn to construct a Tangram. • The students learn the geometric figures triangle, square and parallelogram. • Students learn to recognize and build geometric shapes. Tools, Materials and Organisation • There are two possibilities: you can construct the Tangram on a strong paper by yourself or you copy the construction and the pupils have to use scissors to cut the figures. • The lesson takes 45 minutes.
  • 41. 1.4 Tangram (Puzzle) DESCRIPTION OF THE LESSON First part of the lesson (20 minutes) • Make groups of two participants. Each group has pencil, ruler, paper and scissors. • Explain the Tangram and its history • Construct the Tangram (see below, how to construct) Second part of the lesson (25 minutes) • Give a copy of the templates with lines to the participants (easy way). • Give a copy of the templates without lines to the participants (not so easy). • Each one has to puzzle about 9 templates. • The teacher controls it and gives points to the well-done constructions.
  • 42. 1.4 Tangram (Puzzle) USEFUL HINTS How to construct a Tangram by yourself: 1. Draw 1 square existing of 16 small squares 2. Draw the diagonals like in the picture 3. Draw the different 7 figures of Tangram (2 small, 1 medium and 2 big triangle, 1 small square, 1 parallelogram)
  • 58. Let’s do a puzzle!
  • 59. Let’s do a puzzle!
  • 60. 1.5 Sea Battle Objectives • The participants learn to construct different rectangles (the width is always 1; the length is 1, 2, 3, 4 and 5. • The students learn to use game coordinates, like 3B. • The students learn to use mathematical coordinates, like (3|2). TOOLS, MATERIALS AND ORGANISATION • Each of the two players needs two empty grids: one for to mark his own ships and one for to mark the hits own and on the enemy ships. • The lesson takes 45 minutes.
  • 61. 1.5 Sea Battle Player 1 Player 2
  • 62. 1.5 Sea Battle Player 1 Player 2
  • 63. 1.5 Sea Battle Player 1 Player 2
  • 64. 1.5 Sea Battle Player 1 Player 2
  • 65. 1.5 Sea Battle Player 1 Player 2
  • 66. 1.5 Sea Battle Player 1 Player 2
  • 67. 1.5 Sea Battle DESCRIPTION OF THE LESSON First part of the lesson (preparation for 5 minutes) • Make groups of two participants. Each player has pencil and several pairs of grids. • Each player is marking his own ships on one of the grids (1st picture). Second part of the lesson (game 25 minutes) • One player begins shooting by saying the coordinates. • The other player is marking the shots on his grid and is saying: water or hit • If one ship is full of hits, the player has to say: ship has sunk • Go on as long as all ships of one player have sunk. Third part of the lesson (15 minutes) • Hand out the worksheets to each person one. • Follow the instruction on the worksheet. • If there is enough time, you can go back to the game.
  • 68. 1.5 Sea Battle USEFUL HINTS • You can do area calculations of rectangles by counting squares and/or calculating area=length*width. • There are computer versions available, where you can play “Sea Battle” alone against the computer: • http://de.battleship-game.org/ • http://en.battleship-game.org/ • http://es.battleship-game.org/
  • 69. 1.5 Sea Battle What is a grid? A grid is a geometric background with the following characteristics: There are horizontal and vertical lines. All lines have the same distance from each other. Complete the grid on the left side! Give each column a number from 1 to 10 and each row a letter from A to J (this is a 10 x 10 grid). Try to locate the field 2D (column 2, row D) = (2|D) and mark more fields: (1|A), (10|C), (10|J), (5|J) Definition: (2|D) are the game coordinates of the field in column 2 and row D.
  • 70. 1.5 Sea Battle In Mathematics not the fields, but the lines and its crossing-points are marked. Coordinate System on the left side with P(3|2) Definition: (3|2) are the math. co-ordinates of the crossing point of column-line 3 and row-line 2. Mathematical notation: P(3|2) Put more points into the math. co-ordinate system and add the mathematical notation! A(1|1) B(14|1) C(12|5) D(10|18) P(3|2)
  • 71. 1.6 Connect Four OBJECTIVES • The participants learn to construct a line by 2 points. • The students learn that 4 points can be the same line or not. • The participants determine the approach, materials and strategies to be used in this game TOOLS, MATERIALS AND ORGANISATION • Each of the two players needs a “Connect Four” board. If you don’t have enough boards, you can use instead of a board a sheet of paper as a simulation of the board (see below). • The lesson takes 45 minutes. The students can do the second part of the lesson only, if they have learned about coordinates in lesson 1.5
  • 72. 1.6 Connect Four DESCRIPTION OF THE LESSON First part of the lesson (25 minutes) • Make groups of two participants. • Always two players have • either an original board with chips in two colours or • two pencils in two colours and a game template (see below). • Play the game several times. Discuss about the strategies. Second part of the lesson (20 minutes) • Hand out the worksheets to each person one. • Follow the instruction on the worksheet. • If there is enough time, you can talk about the differences between two and three dimension games. USEFUL HINTS • Here you see the simulation of the game, if you don’t have an original board. • Please be aware, that you fill the rows without a gap from the top in direction of the arrow!
  • 73. 1.6 Connect Four What is a distance line? A distance line is a geometric element with the following characteristics: The shortest connection of two points determines a distance line. Construct in the grid on the left side two points with the coordinates P(3|2) and Q(9|8)! Take a ruler and a pencil and connect these two points by a straight line. The line is the shortest connection between two points. As the line is bounded by the points P and Q one says “line segment”.
  • 74. 1.6 Connect Four Plot more points in the painting on the left side: R(5|4) S(3|7) T(7|6) U(10|4) What characteristics do these points have? Points R and T are on the line segment, points S and U not. You win the game “Connect Four”, if you can put 4 of your own chips = 4 points in a line!
  • 75. 1.6 Connect Four 1 2 3 4 5 6 7
  • 76. 1.7 Dice Games OBJECTIVES • The participants learn all about a dice. • The participants learn to construct a cube from a net of a cube. • The students learn how a cube is transformed into a gambling dice. TOOLS, MATERIALS AND ORGANISATION • Groups of 3 to 5 persons are sitting around a table. • On each table are three dice, a shaker, notepaper and a pencil. • For the construction of a cube you need paper, scissors and glue.
  • 77. 1.7 Dice Games DESCRIPTION OF THE LESSON First part of the lesson (20 minutes) • Make groups of 3 to 5 participants. • Choose two from the compendium of 10 dice games • Play the game several times and note the winner. • Which game is the most funny or exciting one? Second part of the lesson (25 minutes) • The participants construct their own cube or dice from a net of a cube. • Each participant gets one worksheet, ruler and pencil, scissors and glue. • Follow the instruction on the worksheet. USEFUL HINTS • It is necessary, that each participant is constructing his own cube and dice – this is learning by doing! • Interesting fact: The sum of two opposite sides of the points of a dice is always 7.
  • 78. 1.7 Dice Games What is a cube? A cube is a geometric object with the following characteristics: • The cube is three dimensional. • The cube is bounded by six square faces (six square sides). Construct in the grid on the left side the net of a cube with ruler and pencil! Plot on the six outer sides (squares) of the cube the dots (pips) like in the example. Remember: The sum of the points of two opposite sides must be always 7. Take scissors and cut out the net of the cube. Fold along the line to make a cube! Take glue or adhesive film to finish the dice.
  • 79. 1.8 Domino OBJECTIVES • The participants learn all about dominos as rectangle game pieces. • The participants learn to construct a domino on the paper. • The students learn to count from 0 to 9 and to visualize these numbers. TOOLS, MATERIALS AND ORGANISATION • Groups of 2 to 4 persons are sitting around a table. • On each table there is one set of dominos. • For the construction of a set of dominos from paper you need • a copy of this page and scissors to cut or • paper, ruler, pencil to construct and scissors to cut.
  • 80. 1.8 Domino DESCRIPTION OF THE LESSON First part of the lesson (15 minutes) • The participants construct their own set of 55 dominos. • During the construction they learn to count and to visualize the numbers from 0 to 9 • Each participant has paper, ruler and pencil to construct and scissors to cut. Second part of the lesson (30 minutes) • Make groups of 3 to 5 participants. • Play the domino game several times and note the winner. USEFUL HINTS • It is necessary, that each participant is constructing his own domino – this is learning by doing! Especially the visualizing of numbers is important.
  • 82. 1.8 Domino If you want to construct a full 55 domino set, you need to copy 7 of these templates. It is important, that the participants can visualize the numbers from 0 to 9 by their own. Please write the numbers below the stone!
  • 83. 1.8 Domino If you want to construct a full 55 domino set, you need to copy 7 of these templates. It is important, that the participants can visualize the numbers from 0 to 9 by their own. Please write the numbers below the stone!
  • 84. 2.1 Skambalove (marble game) OBJECTIVES • Counting to 36, by threes; • Arrangement and comparison of numbers to 36; • Summing one-digit and two-digits numbers; • Trajectory of moving objects (e.g. the length of the trajectory between two points of it); • Coordinate system; • Analytic geometry (e.g. partition of a segment in certain relation). TOOLS, MATERIALS AND ORGANISATION • Each player gets one marble. • Draw the field for the game.
  • 85. 2.1 Skambalove DESCRIPTION OF THE LESSON First part of the lesson (15 minutes) • Gamе area is a rectangle shape on the ground with parameters 3x4m. • Each player chooses a marble. • The teacher explains the rules and the game begins. • Setting the turn of the players. • Players learn how to count from 1 to 36. • Players learn the geometric shapes rectangle, circle and sphere. • Players learn how to sum numbers up to three. Second part of the lesson (30 minutes) • Hand out the worksheets to each person one. • Follow the instruction on the worksheet. USEFUL HINTS USEFUL HINTS At the end of the lesson the worksheet is completed. If the participants cannot read, the teacher has to guide them. If participants have difficulties to count, you have to train – you need more time or you can split the group. The participants have to know to count to 36. The participants have to sum numbers in combination to 3 the numbers form 1 to 36.
  • 86. 2.1 Skambalove PHASE 1: FIND THE PLAYING ORDER In the beginning of the game the players stand further from the side of the hole in the rectangular. Each of them tosses his marble towards the hole, aiming to move it as close as possible to it or inside of it. The player whose marble is closest to the hole or gets inside of it begins first. Second in turn is the player with the second in distance marble, etc. This rotation order continues until the end of the game. PHASE 2: PLAY MARBLES AND EARN POINTS After settling the sequence the first task of the players is to place their marbles in the hole. A hit in the hole counts for 3 points. After hitting the hole the player has the right to hit others players’ marbles. Each opponent’s marble hit counts for 3 points. Once after an opponent’s marble is hit, the player has the right to shoot again at opponents‘ marbles or to place his own into the hole. The winner is the one who first manages to achieve 36 points. The 33rd and the 36th point cannot be achieved by hitting the hole, but only by two consequent (directly one after the other) hits on opponents’ marbles. These consequent hits are named „Drankel” and „Funkel”.
  • 87. 2.1 Skambalove At the beginning of the game some of the players with the help of the teacher may try to explain the shape of the playing field and the marble. If you want to win, you have to make 36 points. Each participant must record and consider his score with the help of the teacher. The score of 36 points can be achieved by at least 12 shots per marble. Each participant can record how many times he throws the marble to make 36 and calculate how many rolls over the "Perfect Game" he has made.
  • 88. 2.2 Do Not Get Angry, Man OBJECTIVES • Introduction to geometric figures cube, rectangle, square; • Knowledge of numbers from 1 to 6; • Summation of prime numbers; • Count to 45; • The participants also learn Probability Theory. TOOLS, MATERIALS AND ORGANISATION • Take a game-board and dice. • Each player needs 4 pawns • Prepare copies from the worksheet for each student. • The lesson takes 90 minutes.
  • 89. 2.2 Do Not Get Angry, Man DESCRIPTION OF THE LESSON First part of the lesson (30 minutes) • Up to four players must be chosen. • Each player choses the color of his 4 four pawns and places them at the dashboard start field. • Determining the sequence of the players. • The participants review the rules and the game begin. • Players are getting to know the numbers from one to six and also the six sides of the geometric figure cube. • While rolling the dice participants learns that the greatest number they can get is 6 and the smallest is 1. Second part of the lesson (60 minutes) • Hand out the worksheets to each person one. • Follow the instruction on the worksheet. USEFUL HINTS • At the end of the lesson the worksheet is completed. • If the participants cannot read, the teacher has to guide them. • If participants have difficulties to count, you have to train – you need more time or you can split the group.
  • 90. 2.2 Do Not Get Angry, Man THE GAME PROCEEDS IN FOUR PHASES 1st Phase: Starting point 2nd Phase: Moving the pawns 3rd Phase: Final corridor 4th Phase: Final triangle How many pawns has each player? – 4 How many participants are they? – 4 What is the count of all the pawns? – 4+4+4+4 = 16 Each player rolls the dice; the highest roller begins the game. To enter a pawn into play from its staging area to its starting square, a player must roll a 6. The player must always move a figure according to the dice value rolled, and if no move is possible, pass their turn to the next player. The game ends when all pawns of each player are in the final flight. How many fields must pass every player to move his pawn to the final (final flight)? – 65
  • 91. 2.2 Do Not Get Angry, Man Each player rolls the dice; the highest roller begins the game. To enter a pawn into play from its staging area to its starting square, a player must roll a 6. What is the probability to get 6 when you roll the dice? Using classical approach: , n m А Р  ) ( m is 1, as there is only one 6 and n is 6, as we have 6 sides of the dice. If we assume that A is the probability to get 3, Р(А) = 6 1 Calculate the volume of a cube? - Volume V=а3 , when a is the length of one of its sides. Calculate the surface area of the cube? – Formula of surface area - S=6.𝑎2 , when a is the length of one of its sides
  • 92. 2.2 Do Not Get Angry, Man Then, as some of the participants roll the dice, he must say what the number is showing the dice and move his pawn. The teacher has to check if the student has correctly moved his pawn on the board. The pawns move forward only. The winner is the one who first takes all his pawns into the house.
  • 93. 2.3 Combination 9 OBJECTIVES • The game was chosen, because of its brain drilling capabilities. It adheres to levels three “Applying” and six “Evaluating” of “Taxonomy of Educational Objectives” • Participants should be taught to sum four single digit numbers fast and reliably. • They understand that if numbers are rearranged the sum is different. • They try to rearrange numbers until preliminary given result is reached • They should understand that the game has optimal strategy and try to achieve it intuitively or mathematically proven TOOLS, MATERIALS AND ORGANISATION • Game cards. • Prepare copies from the worksheet for each student. • The lesson takes 45 minutes.
  • 94. 2.3 Combination 9 DESCRIPTION OF THE LESSON First part of the lesson (20 minutes) • Make groups of 2 to 4 participants. • The participants play several times the game “Combination 9” to learn the rules and objectives. On first tries no time limitation is defined. • The participants learn to sum and rearrange numbers until the solution is found. • Players rise hand when they find a solution. • The others students can check their answer. After that teacher checks the correctness of the answer • When the participants become more experienced, competition is announced. When participant finds a solution, the time is recorded. Wins the fastest competitor. • The game could be played in rounds of several games each. • The competition may be for individuals or played by teams. • Introduce the idea that the game has optimal strategy to find a solution. Remember that there are 362880 card variants including symmetric.
  • 95. 2.3 Combination 9 Second part of the lesson • Hand out the worksheets to each person one. • Follow the instruction on the worksheet. USEFUL HINTS • At the end of the lesson the worksheet is completed. • If the participants cannot read, the teacher has to guide them.. • If the participants can’t understand the rules, the teacher has to guide them. • If participants have difficulties to sum and combine numbers, you have to divide the lesson into two lessons: First lesson: sum numbers, second lesson: rearrange numbers.
  • 96. 2.3 Combination 9 The game set includes - two square boards with nine nests placed on them, nine green and nine red pawns numbered from 1 to 9 and 35 cardboard squares with height and width 10.4 cm (carnets). Upon them a scheme of 9 circles placed on the edges of 4 similar squares is drawn. Within the circle situated in the centre of the carnet a random digit from 1 to 9 is placed (so-called condition-number), and within the squares a random two-digit number up to 30 is placed (so-called task-number). The circles correspond to the nests on the game boards. After all the carnets are shuffled, the players take a carnet and place it on one of the game boards aiming to arrange the number in the central circle (condition-number), to place the numbers in the rest of the circles on the edges of the squares, but considering the sum of the digits around each square to be equal to the digit inside of it (task number). Task: Place the numbered pawns to the one selected carnet – the sum of the four numbers must be equal to the number in the big circle! Try as long as all numbers are put to the carnet.
  • 97. 2.3 Combination 9 Solution of some examples of carnets
  • 98. 2.3 Combination 9 16 20 20 16 1 16 20 20 16 1 9 8 7 6 5 4 3 2 The game proceeds in two phases: • Random choice of carnet • Solution of the carnet 1st Phase: Random choice of carnet One of the players shuffles the carnets and the participants in the game take them without looking. Each player places the carnet that he took on the game board. 2nd Phase: Solution of the carnet The game begins when all the players place their numbered pawns in such combination that their sum equals the number in the centre of each of the four squares. The winner is the player who first fills correctly his carnet.
  • 99. 2.3 Combination 9 Players must be able to quickly collect numbers from 1 to 9 in order to place them in the right places. The teacher has to check if they have done well. Whoever has succeeded in arranging them for the shortest time is the winner.
  • 100. 10 15 15 15 How to make a „nest“
  • 101. 14 14 23 18 How to solve a „nest“
  • 102. 14 14 23 18 Solution of the „nest“
  • 103. 3.1 BLACK JACK Lesson : Getting Acquainted with basic tools and material used for Blackjack and related mathematical concepts and processes, relevant to the game.
  • 104. Getting Acquainted with concepts Introduction • Blackjack is a popular American casino game, now found throughout the world. It is a banking game in which the aim of the player is to achieve a hand whose points total closer to 21 than the banker's hand, but without exceeding 21. • The game concerns with gaining money and it can be a strong motive for an adult to understand the process and the mathematical concepts and processes involved. • It is a game that can be used for Creating a Happy and Joyful Environment. Thus we can develop positive conditions for learning and hence overcome negative attitudes and anxiety. • Furthermore we can use it for Fixing Relationship Difficulties among the Learners and thus create a cooperative, challenging and joyful environment, which is an ideal condition for learning.
  • 105. Getting Acquainted with concepts Aim of the presentation • Clearly the playing of the game depends on two basic aspects: (a) Getting to know the basic tools and materials needed for playing the game and their association to mathematical concepts and processes. (b) Following the rules in actually playing the game and using mathematics in the process of keeping records of assets and their valuation. • This presentation aims at providing activities for the first of these two aspects • Activities for covering the second aspect is to be the object of another presentation/ lesson
  • 106. Getting Acquainted with concepts Objectives • Recognise the equivalence of values of cards to the numbers in the range 1 to 11 • Count and add numbers of value 1-11 up to 21+ • Read numbers up to 11 • Order and compare sum of numbers up to 21 • Improve memory for number cards • Understand a logical system of rules with numbers
  • 107. Getting Acquainted with concepts Tools Materials and Organisation • The learners/players are organised in groups of at least 2 players each, one of them being the dealer or banker. For each group we need • A table around which the players are taking positions with a leading position for the dealer (banker) of the game • One or more decks of cards (52 each of them) depending on the number of players • Chips representing money • A list with the rules of the game and explanation of the entities involved in playing the game
  • 109.
  • 110.
  • 111. Getting Acquainted with concepts Lists with the rules of the game and identification/ explanation of the entities involved in playing the game (see these rules in section 3.1 of the Compendium)
  • 112. Getting Acquainted with concepts Remarks and General Comments • A lesson of 40 to 45 minutes duration • As mentioned earlier this lesson aims at Getting to know the basic tools and materials needed for playing the game and their association to mathematical concepts and processes.
  • 113. Getting Acquainted with concepts Description of the Lesson In this lesson it is proposed • To present to the students the tools and other material that are used in Blackjack and identify the connection with mathematical concepts • To demonstrate the opportunities for Creating a Happy and Joyful Environment. • To create an environment for learning supporting social relations, cooperation and productive challenge and hence overcoming negative attitudes and anxiety. • To help the learner in constructing and innovating
  • 114. Getting Acquainted with concepts Description of the Lesson In this context the lesson is presented as series of the following activities:
  • 115. Getting Acquainted with concepts Activity 1 • Understand what is a deck of cards • Examples/ Exercises (5-8 minutes) • (Refer to Worksheet 3.1.1, in the Guidebook or derive your own)
  • 116. Getting Acquainted with concepts Activity 2 • Identify the cards, type and value • Examples/ Exercises (5-8 minutes) • (Refer to Worksheet 3.1.1, in the Guidebook or derive your own)
  • 117. Getting Acquainted with concepts Activity 3 • Review the value of each the cards • Examples/ Exercises (5-8 minutes) • (Refer to Worksheet 3.1.1, in the Guidebook or derive your own)
  • 118. Getting Acquainted with concepts Activity 4 • Consider various chips identify their equivalence to money • Examples/ Exercises (5-8 minutes) • (Refer to Worksheet 3.1.1, in the Guidebook or derive your own)
  • 119. Getting Acquainted with concepts Activity 5 • Practice adding the values of two cards each time and ask participants to give the value • Examples/ Exercises (5-8 minutes) • (Refer to Worksheet 3.1.1, in the Guidebook or derive your own)
  • 120. Getting Acquainted with concepts Activity 6 • Practice adding more than 2 cards until the total is over 21 • Examples/ Exercises (5-8 minutes) • (Refer to Worksheet 3.1.1, in the Guidebook or derive your own)
  • 121. Getting Acquainted with concepts Activity 7 • Compare random pairs of cards for their total value. • Examples/ Exercises (5-8 minutes) • (Refer to Worksheet 3.1.1, in the Guidebook or derive your own)
  • 122. Getting Acquainted with concepts Important Remark The proposed distribution of time obviously depends on the skills and abilities of the learners involved. Accordingly, and depending on their capabilities and experiences, we might have to spend much more time and the whole lesson could be split in 2 to 3 lessons of 45 minutes duration
  • 123. 3.2 MATH SCRABBLE Lesson : Constructing Equalities and placing them on a Board using the MathScrabble symbols
  • 124. Constructing Equalities using the MathScrabble symbols • General Aims • This lesson can be used as an opportunity for consolidation of the basic arithmetic operations and the idea of equality as a relation connecting equal quantities. Furthermore it provides the opportunity for developing problem solving and critical thinking skills
  • 125. Constructing Equalities using the MathScrabble symbols Objectives • Recognize the meaning/ representation of the digits 0, 1 … 9 and the symbols +, -, ×, ÷, =, (, ) • Recognize the meaning and representation of positive integers in the range 0 … 1000. • Adding, subtracting, multiplying and dividing integers in the range 0 … 100. • Using a calculator for the above operations • Constructing/ Writing equalities, using the symbols that are part of the MathScrabble game • Checking the validity of an equality
  • 126. Constructing Equalities using the MathScrabble symbols Remarks and General Comments • A lesson of 40 to 45 minutes duration, with emphasis on consolidation of the concepts and processes identified in the General Aims. • Through this approach it is aimed to enable the students to recognize the meaning of equality and to provide them with opportunities for identifying valid ones. Furthermore it is expected to provide opportunities for constructing ones themselves using as many tiles as possible and then place them on the Board • In this lesson it is proposed • to present to the students’ idea of an equality • to provide opportunities for basic arithmetic operations • to form equalities using available tiles and placing them on the available board • to understand the process of simple problem solving
  • 127. Constructing Equalities using the MathScrabble symbols Tools Materials and Organisation • The learners are organised in groups of 2 to 4 and each group is provided with • The Board of the Game • A bag with tiles representing the various symbols for the game • A card with the rules of playing the game • A card with the rules for scoring • Supporting sheets for calculating the score at each round and for keeping the score for the whole game and for each player
  • 129. The Board for the game in a format for reference and determining the position of cells on it
  • 130.
  • 131. A card explaining the notation of the symbols on use on the Board
  • 132. Constructing Equalities using the MathScrabble symbols The material provided in the Compendium/ Guidebook constructed or copied by the learners and consisting of • A card with the rules of playing the game • A card with the rules for scoring • Supporting sheets for calculating the score at each round and for keeping the score for the whole game and for each player
  • 133. Constructing Equalities using the MathScrabble symbols DESCRIPTION-ACTIVITIES OF THE LESSON The following description Assumes that the learners have already been acquainted with the ideas of the symbols (or at least some of these symbols that are going to be used in the present lesson) For example this could have been achieved through a process in the spirit of Lesson 1 in the Guidebook.
  • 134. Constructing Equalities using the MathScrabble symbols DESCRIPTION OF THE LESSON Activity 1 • Explain what is a valid equality using the symbols provided • Work for 5 minutes on Examples , Exercises
  • 135. Constructing Equalities using the MathScrabble symbols DESCRIPTION OF THE LESSON • How do we consider the issue of quantity? • How do we explain the concept of equality?
  • 136. Information Requirements/ Questions for practice/ Comments Given the following relations a. 5+3=8 b. 8-2= 2×3 c. 4÷2=2+0 d. 12= 6+2 e. 7 - 2×2 = 10 f. 9 - 6÷3 = 5+2 Which expression/quantity is the left side and which one is the right side ? What is the outcome of the each expression (left or right side) for each relation? Find out which of these relations represent valid equalities More Exercises
  • 137. Constructing Equalities using the MathScrabble symbols DESCRIPTION OF THE LESSON Activity 2 • Provide all the players with (the same) nine tiles and ask them to construct valid equalities • Work for 5 minutes on Examples, Exercises
  • 138. (See worksheet 6 in the section 3.2 of the Guidebook)
  • 139. Constructing Equalities using the MathScrabble symbols DESCRIPTION OF THE LESSON Activity 3 • Provide all the players with (the same) nine tiles and ask them to construct equalities and place them on an empty board • Work for 8 minutes on Examples, Exercises
  • 140.
  • 141. Constructing Equalities using the MathScrabble symbols DESCRIPTION OF THE LESSON Activity 4 • Provide all the players with (the same) nine tiles and ask them to construct equalities and place them on a Board where there are already one or more existing equalities. • Work for 8 minutes on Examples, Exercises
  • 142.
  • 143.
  • 144. Constructing Equalities using the MathScrabble symbols DESCRIPTION OF THE LESSON Activity 5 • Use a bag with tiles and (after the decision of priority of the players) ask them, according to their turn, to construct equalities and place them on the Board. The process follows the rules of the game. Each player has to check the validity of what has been placed and possibly challenge the correctness or not of what has been accomplished at each step of the game. • Work for 15 minutes on Examples, Exercises.
  • 145. Constructing Equalities using the MathScrabble symbols DESCRIPTION OF THE LESSON Important Remark The proposed distribution of time obviously depends on the skills and abilities of the learners involved. Accordingly and depending on their capabilities and experiences we might have to spend much more time and the whole lesson could be split in 2 to 3 lessons of 45 minutes duration
  • 146. Let’s play by copy and paste 1 2 3 4 5 6 7 8 9 0 = + - * : ( )
  • 147. 3.3 MONOPOLY Lesson :Getting Acquainted with basic mathematical concepts and processes, used in MONOPOLY
  • 148. Getting Acquainted with concepts Introduction Monopoly is a game that deals with selling and buying, an activity that makes the learning of mathematics a necessity for everybody. The game concerns with the dealings with property and it can be a strong motive for an adult to understand the process and the main goal of the game, which is to give the opportunity to the players to become wealthier (actually the winner of the game is the one that manages to have the assets with the highest value). It is a game that is immediately connected with the everyday applications of mathematics and particularly the ones that relate with money. Hence it is advisable to exploit it as an opportunity for approaching the learning of mathematics through its major contribution for using mathematics in our everyday dealings.
  • 149. Getting Acquainted with concepts Aim of the presentation • Clearly the playing of the game depends on two basic aspects: (a) Getting to know the basic tools and materials needed for playing the game and their association to mathematical concepts and processes. (b) Following the rules in actually playing the game and using mathematics in the process of keeping records of assets and their valuation. • This presentation aims at providing activities for the first of these two aspects • Activities for covering the second aspect is to be the object of another presentation/ lesson
  • 150. Getting Acquainted with concepts Objectives • Recognize the meaning/ representation of the digits 0, 1, …, 9 and the symbols +, -, ×,÷,=, (,). Recognize the meaning and representation of positive integers in the range 0,…,1000000. • Adding, subtracting, and multiplying integers in the range 0, …, 1000000. • Using a calculator for the above operations. • Understanding the fact that there is a relation of order in the set of integers and recognise how to compare such numbers . • View computation as a tool for problem solving and not as an end in itself • Situate problem solving tasks in the context of real issues • Develop skills for interpreting linguistic information and transferring it to numerical representation
  • 151. Getting Acquainted with concepts Tools Materials and Organisation • The learners are organised in groups of 2 to 8 and each group is provided with • The Board of the Game • A set of tools, including dice, pawns, depictions of properties • Sets of cards with instructions or decisions • A set of title deed cards • A pack of banknotes (money) • Cards with the rules of the game and identification/ explanation of the entities involved in playing the game
  • 153. The Board of the game depicting • 4 cells at the corners : the Starting Point, the Jail (either for imprisoning or for visiting), the Parking Place and the Point Sending to Jail • 28 cells at the edge for the properties: 22 of them representing plots in 22 different streets and corresponding to 8 colours, 4 cells representing plots where rail stations are based and 2 cells representing plots where services are stationed (one for the Water Board and the other for the Electricity Authority) • 6 cells at the edge representing (the 3 of them) Chance/Opportunity points and (the other 3) Community chest points • 2 cells at the edge for imposition of Taxes • 2 Rectangles in the inner part for placing the Chance and the Community Chest Cards.
  • 154.
  • 155.
  • 156.
  • 157.
  • 158. Getting Acquainted with concepts Cards with the rules of the game and identification/ explanation of the entities involved in playing the game
  • 159.
  • 160.
  • 161.
  • 162. Getting Acquainted with concepts Remarks and General Comments • A lesson of 40 to 45 minutes duration • This lesson can be used as an Introduction to the ideas that concern the basic arithmetic symbols and other mathematical ideas as well as what they represent. Particularly it can provide the opportunity for comparing two or more quantities and use them in every day transaction, thus providing the need for learning mathematics and realizing that it is an entity with broad applications in everyday life. Furthermore it provides the opportunity for developing skills for creativity and innovation.
  • 163. Getting Acquainted with concepts Description of the Lesson The lesson is to be approached by emphasizing the applicability/ use of mathematics in every day life. Through this approach it is aimed to enable the students to recognize what numbers stand for and connect them immediately with values – money. In this lesson it is proposed • to present to the students the tools and other material that are used in Monopoly and identify the connection with real life • to demonstrate the need for understanding mathematical concepts as a basic instrument in everyday life transactions • to help the learner in constructing and innovating
  • 164. Getting Acquainted with concepts Activity 1 Getting acquainted with handling money • Using the notes, to be used in monopoly, design examples/ exercises for buying/ selling/ renting properties or for taxation and other services. Emphasis should be given in keeping records of their money, in transactions where there is need for changes etc. • Work for 10 minutes on Examples, Exercises.
  • 165. Getting Acquainted with concepts • Activity 2 Getting acquainted with/ comprehend the meaning of properties and their values. • Comprehend where the initial values of the properties can be found • Develop skills for distinguishing the properties with the higher value etc. • Work for 10 minutes on Examples, Exercises.
  • 166. Getting Acquainted with concepts Activity 3 • Getting acquainted with the need for transaction (buying/selling/renting) properties and what is involved in this process. • In particular getting acquainted with the official documents relating to the valuation of properties and the money equivalence for such transactions • Develop skills for identifying the amounts of money they need for such transactions • Work for 10 minutes on Examples, Exercises.
  • 167. Getting Acquainted with concepts Activity 4 • Getting acquainted with the cells on the Board and their meaning. • In explaining these emphasis should be given to the interpretation of the mathematical and financial concepts involved. • Work for 15 minutes on Examples, Exercises.
  • 168. Getting Acquainted with concepts For each of these activities use the examples and exercises provided in Worksheets 1 to 5 of Section 3.3 (Monopoly) of the Guidebook
  • 169. Getting Acquainted with concepts Important Remark The proposed distribution of time obviously depends on the skills and abilities of the learners involved. Accordingly, and depending on their capabilities and experiences, we might have to spend much more time and the whole lesson could be split in 2 to 3 lessons of 45 minutes duration
  • 170. 4.1 Petanque (Outside Game) 4.1.1 Lesson 1 Objectives • The participants learn to construct a line by 2 points. • The students learn that through 2 points can pass only one line. • The students learn that through one point can cross infinity of lines. • The students learn that 2 lines can cross each other in only one point.
  • 171. 4.1 Petanque (Outside Game) Tools, Materials and Organisation • Petanque is a game that is usually played in an open space but for the purpose of the lesson it will be adapted to be played in a classroom. This way the students will learn about lines and in the meantime learn the fundamentals of Petanque. • It will require a jack, a circle, as many boules as possible and a tapeline.
  • 172. 4.1 Petanque (Outside Game) Description of the Lesson First part of the lesson (30 minutes) • The teacher will place the circle and will show the students how to throw the jack and the boules • The participants will be divided into groups of 5. • First of all the teacher will throw the jack. • The team that throws the boules the closest to the jack wins. • While one team throws, the others will measure the distances and keep the score.
  • 173. 4.1 Petanque (Outside Game) Second part of the lesson (20 minutes) • Hand out the worksheets: one per person. • Follow the instructions on the worksheet. • If there is enough time, one can speak about the differences between indoor and outdoor Petanque.
  • 174. 4.1 Petanque (Outside Game) Useful Hints • You have to bear in mind that the students have to be able at the least to count and to make additions.
  • 175. 4.1 Petanque (Outside Game) • References and Links • Wikipedia: https://en.wikipedia.org/wi ki/P%C3%A9tanque • http://www.playaboule.com /Simple_petanque_rules.as px • bhpetanque.org • http://www.britishpetanqu e.org/how%20to%20play.ht m
  • 176. 4.1 Petanque (Outside Game) 4.1.1 Worksheet (Learner) • What is the shortest way from the player to the jack? • ______________________________ • ______________________________ • Take a ruler and a pencil and connect these two points by a straight line. ______________________________ ______________________________ • Is that a line or a line segment? • ______________________________ • ______________________________
  • 177. 4.1 Petanque (Outside Game) 4.1.1 Worksheet (Learner) • How far can the line that connects the player and the jack go? ______________________________ • ______________________________ • How many lines can contain the X point? ______________________________ • ______________________________ • How many lines can contain three non- collinear points such as the player, the jack and X? • ______________________________ • ______________________________
  • 178. 4.1 Petanque (Outside Game) 4.1.1 Worksheet (Teacher) • What is the shortest way from the player to the jack? • A straight line • So for every two points A, B there can be no more than one line that contains each of the points A, B. • Take a ruler and a pencil and connect these two points by a straight line. • The line is the shortest way between two points. • Is that a line or a line segment? • It is a line segment, because it is a line with a beginning and an end.
  • 179. 4.1 Petanque (Outside Game) 4.1.1 Worksheet (Teacher) • How far can the line that connects the player and the jack go? • Indefinitely = a line contains an infinite number of points. • How many lines can contain the X point? • One point can be contained by an infinite number of lines. • How many lines can contain three non-collinear points such as the player, the jack and X? • At least two distinct lines.
  • 180. 4.1 Petanque (Outside Game) 4.1.2 Lesson 2 Objectives • The participants learn to draw a line by 2 points. • The students learn to measure the distance between two points. • The students learn the unit of length: metric system ≠ Imperial system ≠US system. • The students learn about the metric system = International System of Units (French: Système international d'unités, SI) + non-SI • The students learn about the meter and its subdivisions. • The students learn to convert from km to m to dm to cm and to mm. • The students learn to compare distances.
  • 181. 4.1 Petanque (Outside Game) 4.1.2 Lesson 2 Tools, Materials and Organisation • Petanque is a game that is usually played in an open space bur for the purpose of the lesson it will be adapted to be played in a classroom. This way the students will learn about lines and in the meantime learn the fundamentals of Petanque. • It will require a jack, a circle, as many boules as possible and a tapeline.
  • 182. 4.1 Petanque (Outside Game) 4.1.2 Lesson 2 Description of the Lesson First part of the lesson (30 minutes) • The teacher will place the circle and will show the students how to throw the jack and the boules • The participants will be divided into groups of 5. • First of all the teacher will throw the jack. • The team that throws the boules the closest to the jack wins. • While one team throws, the others will measure the distances and keep the score.
  • 183. 4.1 Petanque (Outside Game) 4.1.2 Lesson 2 Second part of the lesson (20 minutes) • Hand out the worksheets: one per person. • Follow the instructions on the worksheet. • If there is enough time, one can speak about the differences between indoor and outdoor Petanque.
  • 184. 4.1 Petanque (Outside Game) 4.1.2 Lesson 2 Useful Hints • You have to bear in mind that the students have to be able at the least to count and to make additions.
  • 185. 4.1 Petanque (Outside Game) 4.1. 2 Worksheet (Learner) • Note: The drawing is not to scale to the distances indicated below! • Which of the players seems to have thrown his boule the closest to the jack (the red boule A)? • ______________________________ ______________________________ • The blue player B has thrown 1.5 m, the purple player C 200 cm and the green player D 10 dm. How many mm is the longest throw? • ______________________________ • ______________________________
  • 186. 4.1 Petanque (Outside Game) 4.1. 2 Worksheet (Learner) • From the blue ball B to the jack there are 70 cm, from the purple boule C 30 cm and from the green boule D 90 cm. Which one is the furthest from the jack? • ___________________________ ___ • ___________________________ ___ • How many m and how many cm are in one km? • ___________________________ ___ • ___________________________ ___
  • 187. 4.1.2 Petanque (Outside Game) 4.1.2. Workssheet teacher • Note: The drawing is not to scale to the distances indicated below! • Which of the players seems to have thrown his boule the closest to the jack (the red boule A)? • The purple boule 3. • The blue player B has thrown 1.5 m, the purple player C 200 cm and the green player D 10 dm. How many mm is the longest throw? • 1.5 m = 1500 mm, 200 cm = 2000 mm, 10 dm = 1000 mm so the purple B is the longest.
  • 188. 4.1.2 Petanque (Outside Game) 4.1.2. Workssheet teacher • From the blue ball B to the jack there are 70 cm, from the purple boule C are 30 cm and from the green boule D are 90 cm. Which one is the furthest from the jack? • The green boule D with 90 cm. • How many m and how many cm are in a km? • 1 km = 1000 m = 100000 cm
  • 189. 4.1 Petanque (Outside Game) The end Thank you!
  • 190. 4.2 Ticktacktoe (Paper-Pencil Game) Objectives: • Participants will be taught to count reliably up to 9 items. • They will be able to read and identify any single digit number even if it is not in a consecutive order. • Understand a coordinate system and find positions up to 10 • They will know how to count on and back from any small number. They will learn the idea of a number line.
  • 191. 4.2 Ticktacktoe Tools, Materials and Organisation: • A big ticktacktoe board with detachable boxes for the teacher. • One extra box for the teacher. • Smaller ticktacktoe boards with detachable boxes for groups of 4 students. • Prepare copies of the worksheet for each student. The lesson takes 45 minutes.
  • 192. 4.2 Ticktacktoe Description of the Lesson • First part of the lesson • Explain the ticktacktoe game • Build up groups of 4 persons. • Each group is sitting at a table. • The role of each person in the group: two students are playing while the two others are watching. After one round they will shift roles. They will use pen and paper, not the detachable boards. • The participants play several times the game. They start developing strategies. They will experience a no winner situation. This makes them feel in control and is fun. • The participants learn to count and to read up to 9 by putting boxes on the board.
  • 193. 4.2 Ticktacktoe (Paper-Pencil Game) Second part of the lesson • Hand out the detachable boxes boards • Ask them to write the numbers from 1 to 9 on each box • Put the teachers’ boxes in consecutive order from 1 to 9 on the black board • Ask the students to play ticktacktoe using the numbered boxes (in the place of X and O).
  • 194. 4.2 Ticktacktoe (Paper-Pencil Game) Third part of the lesson • Hand out the worksheets: one to each person. Follow the instructions on the worksheet. • The participants learn that numbers have an order and build up a number-line. • Add “0” to the order and the number line.
  • 195. 4.2 Ticktacktoe (Paper-Pencil Game) Useful Hints • If the participants cannot read, the teacher has to guide them. • If participants have difficulties to count, you have to train – you need more time or you can split the group. • If participants have difficulties to write numbers, you have to divide the lesson into two lessons: First lesson: play and count, second lesson: play and write numbers.
  • 196. 4.2 Ticktacktoe (Paper-Pencil Game) • How many boxes do you see on the picture on the left? • ___________________ _________________ • ___________________ _________________
  • 197. 4.2 Ticktacktoe (Paper-Pencil Game) x 0 0 x x x 0 • How many X and how many 0 do you see in the picture? • ___________________ _________________ • ___________________ _________________
  • 198. 4.2 Ticktacktoe (Paper-Pencil Game) 1 3 5 6 7 9 • What are the missing numbers in chronological order? Fill them in. • ___________________ _________________ • ___________________ _________________
  • 199. 4.2 Ticktacktoe (Paper-Pencil Game) • Put a number in each box in the right order! • Draw a line number starting with 0. • ___________________ __________________
  • 200. 4.2 Ticktacktoe (Paper-Pencil Game) 4.2.1 Worksheet (Teacher) • How many boxes do you see on the picture? • 9
  • 201. 4.2 Ticktacktoe (Paper-Pencil Game) • How many X and how many 0 do you see in the picture? • 4 X and 3 O x o o x x x o
  • 202. 4.2 Ticktacktoe (Paper-Pencil Game) • What are the missing numbers in chronological order? Fill them in. • 2, 4, 8 1 2 3 4 5 6 7 8 9
  • 203. 4.2 Ticktacktoe (Paper-Pencil Game) • Put a number in each box in the right order! • Draw a line number starting with 0. • 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 0 1 2 3 4 5 6 7 8 9
  • 204. 4.2 Ticktacktoe (Paper-Pencil Game) 4.2.2 Lesson 2 Objectives • Participants will be taught to recognize and name two-dimensional shapes: the square and the rectangle. The Ticktacktoe game was chosen, because the game is played in a series of squares, which can be transformed into rectangles. • They will be able to identify the geometrical figures and to differentiate the square from the rectangle. • They will also be able to describe and understand length and width of shapes. • They will learn others elements of a rectangle and a square: angle and diagonal. Ticktacktoe...
  • 205. 4.2 Ticktacktoe (Paper-Pencil Game) Tools, Materials and Organisation: • A big ticktacktoe board with detachable boxes for the teacher. • One extra box for the teacher. • Smaller ticktacktoe boards with detachable boxes for groups of 4 students. • Prepare copies of the worksheet for each student. • The lesson takes 45 minutes. Ticktacktoe... O X O X O X
  • 206. 4.2 Ticktacktoe (Paper-Pencil Game) Description of the Lesson First part of the lesson • Explain the ticktacktoe game • Build up groups of 4 persons. • Each group is sitting at a table. • The role of each person in the group: two students are playing while the two others are watching. After one round they will shift roles. They will use pen and paper, not the detachable boards. • The participants play several times the game. They start developing strategies. They will experience a no winner situation. This makes them feel in control and is fun. Ticktacktoe...
  • 207. 4.2 Ticktacktoe (Paper-Pencil Game) Second part of the lesson • Hand out the worksheets: one for each person. • Follow the instructions on the worksheet. • Exemplify the square: the figure used to begin the game and the boxes inside • Creating a rectangle: 2 squares become a rectangle. • Explain the length and the width of both rectangle and square by using two of the win situations. • Insist on the difference between the two geometrical forms • Explain the diagonal by using one of the win situations. • Explain and exemplify the angle. Ticktacktoe...
  • 208. 4.2 Ticktacktoe (Paper-Pencil Game) Useful Hints • If the participants cannot read, the teacher has to guide them. • The participants have to have an idea of what geometry is. It is not really an introduction to geometry lesson. • Following lesson: By replacing the 0 with a circle by similarity they will be able to also recognise a circle. Ticktacktoe...
  • 209. 4.2. Ticktacktoe (Paper-Pencil Game) Ticktacktoe...learner 1. How many squares do you see in the picture left?
  • 210. 4.2 Ticktacktoe (Paper-Pencil Game) Ticktacktoe...learner 2. How many squares and how many rectangles do you see in the picture left?
  • 211. 4.2 Ticktacktoe (Paper-Pencil Game) Ticktacktoe...learner 3. Could you please identify in the pictures left the length and the width? Please mark the length in red and the width in blue and measure it in cm!
  • 212. 4.2 Ticktacktoe (Paper-Pencil Game) A Petanque field in geometric rectangle form
  • 213. 4.2 Ticktacktoe (Paper-Pencil Game) Ticktacktoe...learner 4. Identify all the diagonals in the pictures left. How many are there?
  • 214. 4.2 Ticktacktoe (Paper-Pencil Game) Ticktacktoe...teacher • 1. How many squares do you see in the picture left? • There are 14 squares, 9 small ones, 4 bigger ones and 1 biggest one.
  • 215. 4.2 Ticktacktoe (Paper-Pencil Game) Ticktacktoe...teacher • 2. How many squares and how many rectangles do you see in the picture left? • Squares: 8 • Rectangles: 10
  • 216. 4.2 Ticktacktoe (Paper-Pencil Game) Ticktacktoe...teacher • 2. How many squares and how many rectangles do you see in the picture left? • Squares: 8 • Rectangles: 10
  • 217. 4.2 Ticktacktoe (Paper-Pencil Game) Ticktacktoe...teacher 3. Could you please identify in the pictures left the length and the width? Please mark the length in red and the width in blue and measure it in cm! • red=length: • left rectangle 5.2 cm, • right rectangle 5 cm • blue=width: • left rectangle 0,7 cm, • right rectangle 2 cm • A Petanque field in geometric rectangle form
  • 218. 4.2 Ticktacktoe (Paper-Pencil Game) Ticktacktoe...teacher 4. Identify all the diagonals in the pictures below. How many are there? • There are 12 diagonals painted in 6 rectangles. If you identify bigger rectangles, you see more diagonals.
  • 219. 4.2 Ticktacktoe (Paper-Pencil Game) Math-GAMES YouTube-Channel: • https://www.youtube.com/chann el/UCvuYRVDPNWRNO5SwQiRre 4g • https://www.youtube.com/watch ?v=Zwn9v_VNXwo • https://www.youtube.com/watch ?v=fqAQuinb9Mk Wikipedia: https://en.wikipedia.org/wi ki/Tic-tac-toe • http://playtictactoe.org/
  • 221. 4.3 Rock-Paper-Scissors Objectives and Hints • The simplest definition of probability: “Probability is a branch of mathematics that deals with calculating the likelihood of a given event's occurrence, which is expressed as a number between 1 (certainty) and 0 (impossibility). 0.5 is the odds possibility. • Try to control a probability. If it is possible and on what conditions. • Identify a strategy and design a strategy. • Games of chance vs. gambling: identification and awareness. • Uses of probabilities in day-to-day life: statistics, computer programming, astrophysics, music, weather forecast, medicine.
  • 222. 4.3 Rock-Paper-Scissors Tools, Materials and Organisation • There is no need for great preparation but the students must have a solid knowledge of basic arithmetic. • Tools: • A coin to exemplify the probability in the simplest of ways (two possibilities). Rock-paper-scissors is more complex because there are three possibilities. We think that is the next step in understanding the concept and its complexity. • A blackboard or a flipchart to keep the scores and make the calculations.
  • 223. 4.3 Rock-Paper-Scissors • Learn the simplest way of calculating a probability. In its simplest form, probability p can be expressed mathematically as the number m of occurrences of a targeted event divided by the number n of possible occurrences: p = m/n • Example 1: Throwing a coin (head/number), what is the probability to get a “head”? (m=1, n=2): p = 1/2 = ½ = 0.5 (it means, it is odds possibility to win) • Example 2: Game rock, paper, scissors, what is the probability to win? (m=1, n=3): p = 1/3 = 0.33 (it means, the possibility to win is one-third) • Example 3: Roll the dice, what is the probability to roll a 6? (m=1, n=6): p = 1/6 = 0.166 (it means, the possibility to win is one-sixth)
  • 224. 4.3 Rock-Paper-Scissors • Description of the Lesson • Due to the complexity of the concept one lesson is not enough. At least two lessons are needed. • First lesson • The teacher will chose two volunteers and ask them to play "heads" or "tails" with the coin. • He will keep the scores. • After several attempts he will ask the others students to predict the result. • The teacher explains the definition of probability and the simplest calculation method. • In using the calculation formula and the scores from "heads" or "tails" the students will calculate the probability.Learn the simplest way of calculating a probability. In its simplest form, probability p can be expressed mathematically as the number m of occurrences of a targeted event divided by the number n of possible occurrences: p = m/n • Example 1: Throwing a coin (head/number), what is the probability to get a “head”? (m=1, n=2): p = 1/2 = ½ = 0.5 (it means, it is odds possibility to win) • Example 2: Game rock, paper, scissors, what is the probability to win? (m=1, n=3): p = 1/3 = 0.33 (it means, the possibility to win is one- third) • Example 3: Roll the dice, what is the probability to roll a 6? (m=1, n=6): p = 1/6 = 0.166 (it means, the possibility to win is one-sixth) • In the end the teacher will present different games of chance.
  • 225. 4.3 Rock-Paper-Scissors Second lesson • The teacher explains the rules for the rock- paper-scissors game. • The students will play it in pairs and keep the score. They will thus understand that rock- paper-scissors is more complicated than the coin game. • The teacher will explain the complexity of the probability games and the fact that in the rock- paper-scissors game there are three possibilities vs. two in the coin game. • The students will be asked to calculate the probability and try to find a method to increase the probability of winning. • The teacher will then explain the concept of strategy and its limits in connection to gambling. • In the final stage, there will be a discussion about the usefulness of probabilities in real life. • The three tables help you with the game.
  • 226. 4.3 Rock-Paper-Scissors Useful Hints • In presenting and discussing the strategy, the teacher can also use the example of the Ticktacktoe game where it is easier to form a strategy. • In speaking about chance games vs. gambling and limits of the strategy, the teacher can also use the example of the Black Jack game.
  • 227. 4.3 Rock-Paper-Scissors • References and Link: • Math-GAMES project YouTube-Channel: https://youtu.be/Tjf_Om75j Qo • Wikipedia: https://en.wikipedia.org/wi ki/Rock-paper-scissors • http://briselame.blogspot.b e/2012/07/chifoumi.html • Youtube: • https://www.youtube.com/ watch?v=AnRYS02tvRA
  • 229. 5.1 Mensch ärgere Dich nicht (Engl. Ludo) Objectives • Count reliably up to 6 items • Read and write numbers up to 40 • Order, compare and add numbers up to 6 • Subtract single-digit numbers from numbers up to 6 • Coordinate different figures in their positions (holistic overview) • Compare, count and organize own and other pieces • Experiencing and training in complexity (in groups of 2-6 players) • How to deal with emotions in small groups
  • 230. Tools, Materials and Organisation A group of 2 to 6 persons is sitting around the board on a table Each person has his four pieces in one of the colours: • Black, yellow, red or green on the game board with 4 sections • Black, yellow, red, green, blue or violet on the game board with 6 sections. 5.1 Mensch ärgere Dich nicht (Engl. Ludo)
  • 231. 5.1 Mensch ärgere Dich nicht (Engl. Ludo) Description of the Lesson First part of the lesson (10 minutes): Learning the rules • Make a group of 2 to 6 participants and chose a board. • Each person has four figures in one of the colours. • These figures have to be raced from start (“waiting”- or “out”-field) to finish (“home”-field) clockwise according to dice rolls. • The field must be circled once as quickly as possible.  Without getting caught by the “enemy”! • The first player with all of the pieces in the "home" row wins the game.
  • 232. 5.1 Mensch ärgere Dich nicht (Engl. Ludo) Classical rules: – 3 times rolling the dice (if no figures on the field) – Outplacing = Priority (6 on dice = figures from “out” area  game-field) – Vacating the starting field = Priority (it has to be free of figures) – Moving on normally (clockwise, according to the thrown number) – Kicking out is duty (if a goal-field is occupied) • Play the game several times and note the winner.
  • 233. 5.1 Mensch ärgere Dich nicht (Engl. Ludo) Second part of the lesson (35 minutes): Training in complexity and experiencing the differences • Playing the game (a) with 2 persons – and 8 pieces (b) with 4 persons – and 16 pieces (c) with 6 persons – and 24 pieces • Writing notes by the participants: – results – annotations about the feelings when playing with two, four or six players. • Discussion about the “training in complexity” in the whole group.
  • 234. 5.1 Mensch ärgere Dich nicht (Engl. Ludo) Useful Hints: – Another variant for a “Training in complexity”: Pieces race back to the starting field (Question: Which kind of strategies are needed for this “reverse variant”?) – Additional rule: A Six is needed before going back from field A into the starting field B. – The board game could also be played with even more than 6 participants. • Introduction: www.youtube.com/watch?v=vTCnzPxSk0M • Comic & funny: www.youtube.com/watch?v=NwGi2XMel-0
  • 235.
  • 236. 5.2 Seven Steps (German Dance) Objectives • Participants should be taught to count reliably up to 8 items. The dance Seven Steps was chosen as a moving game. Seven is the biggest number of danced steps and eight the biggest number of music bars (music clock). • They should understand the difference of the dance rhythm with seven performed steps and count the eight times (quaver time). • The dance “Seven steps” combines counting and movement. It was chosen, because of its “loosen up” and its emotional quality. • Participants should identify two-dimensional shapes of steps on the floor or painted on a paper. • They should learn to count up to 7 by dancing in the first phase, up to 3 in the second phase, up to 4 in the third phase.
  • 237. 5.2 Seven Steps (German Dance) Tools, Materials and Organisation • Free space for dancing • Danced by two persons in a row or in a circle • Prepare copies from the worksheets • The lesson has two parts and takes 90 minutes
  • 238. 5.2 Seven Steps (German Dance) Description of the Lesson First part of the lesson • Experiencing the melody and the steps: Sing the song several times in the group with the text, which is at the meantime explaining the steps. Alternative: an instrument plays the melody, e.g. guitar or flute; or download the song from the Internet. • Rhythmic walking with short steps and long steps: Phase a: seven steps; Phase b: four steps. Counting up to 7, 3, 4 in the different phases of the dance. • Arrange the dancing group with couples in a row or in a circle. • Performing altogether the three phases of the dance in an easy going way – just to have fun by moving, counting and singing. Making mistakes is just a part of having fun.
  • 239. 5.2 Seven Steps (German Dance) • Analysing the dance in two groups: One part of the learners is dancing, the other part is watching. • Discussing and experiencing the steps in the whole group (e.g. 7th step as equivalent for tact 7+8). • Perform the dance several times in the group. Task for the watching group: Describe the dance with your own words (partner work). • Worksheet #1. Form to be filled in by the participants (single or partner work).
  • 240. 5.2 Seven Steps (German Dance) Description of the Lesson Second part of the lesson • Explication of different ways of showing quantities (in a line - horizontal or vertical, in a circle, a cross etc.) • Different ways of designing a melody (form with five lines, by forming a wave with the hands moving up and down, designing a graph line with two variables: height and time) • Worksheet #2 is handed out to each participant • Participants make lines around different quantities. Participants fill in the empty graph line • Discussing open questions and performing the dance at the end of the lesson
  • 241. 5.2 Seven Steps (German Dance) Useful Hints • The dance can be an ice-breaking in other lessons. • The graph line is related to music and the writing of notes. So it may be combined with a music lesson. • It is difficult to combine different movements and rhythmic systems steps on the ground clapping of hands singing a melody or counting aloud  It may be regarded as a quite ambitious pedagogical approach. • More information in the Internet, e.g. TaKeTiNa https://en.wikipedia.org/wiki/TaKeTiNa_Rhythm_Process • Seven Steps Introduction: https://www.youtube.com/watch?v=PcPne-xD0x4 • A Test of the Seven Steps Dance in Messini/Greece: https://www.youtube.com/watch?v=I16t9fup14Q
  • 242. 5.2 Seven Steps (German Dance) Notes & steps Which rows of the melody and which parts of the steps are related to the three phases of the dance? • Part (a) of the steps graphic — rows 1 and 2 of the notes • Part (b) of the steps graphic — rows 3 and 5 of the notes • Part (c) of the steps graphic — rows 4 and 6 of the notes
  • 243. 5.2 Seven Steps (German Dance) Phase Number of steps: Short Long Number of tacts: clapping hands Remarks A 6 1 8 Twice: Foreward and backward B 2 1 8 Twice: Outside and inside C 0 4 8 Each couple is dancing in a circle Form to be filled in by the participants: • Further explanation to the form: Phase (a): 7 steps, phase (b): 3 steps, phase (c): 4 steps
  • 244. 5.2 Seven Steps (German Dance) Additional: • LONG — SHORT in other dances: Students may describe the rhythm of other dances of their choice e.g. Sirtos or Kalamatianos. • Short — short — long: This type of rhythm is called in poetry „Anapest“ • Long — short — short: This type of rhythm is called in poetry „Dactylous“ • Seven Steps in phase (b) with the rhythm “Short — short — long” is an Anapest and Sirtos or Kalamatianos with the rhythm “Long — short — short” is a Dactylous. • According to theories of poetry and music, the anapest-rhythm is energizing and the dactylous-rhythm
  • 245. 5.2 Seven Steps (German Dance) • Seven pieces - arranged vertically (four times: 4x7=28) • Three pieces - arranged horizontally (four times: 4x3=12) • Four pieces - arranged in the four corners (four times: 4x4=16) • Altogether 56 pieces (28+12+16) For developing a sense of structure the students can identify and mark the numbers of dancing steps 7 - 3 - 4 by making lines for different quantities:
  • 246. 5.2 Seven Steps (German Dance) • Playing with different quantities related to the dancing steps and with different background. Students may create their own arrangements. • Here two examples: different quantities and a polychrome background. Additional:
  • 247. 5.2 Seven Steps (German Dance) How to show a melody? • Notes are a common form used in music. • There are other possibilities: 1. Hands moving up and down following the melody. 2. Combining the movement of the hands up and down and making the steps with the feet on the ground. 3. Constructing a line graph. (Time and height as variables of the diagram.)
  • 248. 5.2 Seven Steps (German Dance) Line graph, Variables: Height (tones/notes) & Time (tact unites) Height Sheet with melody: 1st line 3rd line 4th line • Students may form the wave of the melody first with hands in the air. Then they are informed about the notes: lowest note of the melody (d) and highest note of the melody (e), and then fill in the empty form - in single or partner work. Time
  • 249.
  • 250. Objectives Students will • learn to count and add single-digit numbers with totals to 36. • learn to multiply using single-digit whole numbers. • identify the range of possible outcomes when using one or two dices.
  • 251. Tools, materials and organisation • Divide the students into groups of two or three. Give each pair a backgammon board. • Prepare copies of the worksheet for each student. • The lesson takes 45 to 60 minutes or more.
  • 252. Description of the lesson Divide the lesson into three parts First part • Explain the game “Backgammon”. • Explain to students the coordinates, the dice and the movements. Second part • Work on the worksheet. • Give each group a backgammon board. • Students fill the exercises in the worksheet.
  • 253. Third part • Teacher checks the answers and discusses the results with the students. • Summarize. Useful Hints  You can download a backgammon game with several variants from http://ai.uom.gr/nikpapa/Palamedes/  Ask students to play at least two variants of a backgammon. Then, discuss the differences and the level of difficulty between the backgammon variants.
  • 254. Count the checkers for each colour. Are they the same number? Methodology With the help of an abacus or by using their fingers the students count the different coloured checkers, and so learn to count and add single digit numbers. Red : 2+5+3+5=15, Green: 5+3+5+2= 15 Red: 15, Green: 15 Yes, they are the same.
  • 255. EXERCISE 1 TASK A Which roll of the two dices do you need so that checker A will hit checker B? Task A
  • 256. Methodology Have the students count the number of points between the two checkers, A and B. The points between them are 7. Using an abacus or their fingers students add single digit numbers that total 7. I roll with two dice 6 and 1, 4 and 3, 5 and 2, 1 and 6, 3 and 4, 2 and 5
  • 257. EXERCISE 2 Write the total number of movements for each roll: A. 5 and 6 B. 3 and 1 C. 4 and 4 D. 2 and 5 E. 6 and 6
  • 258. Methodology The students use their fingers or an abacus to add the single digit numbers. Focus the students’ attention to C. 4 and 4 and explain that they can add the number 4 four times (4+4+4+4=16) or they can multiply 4 times 4 (4x4=16). Explain that the same applies for E. 6 and 6. (6+6+6+6+6+6=36 or 6x6=36).
  • 259. EXERCISE 2 Write the total number of movements for each roll: A. 5 and 6: 5 + 6 = 11 B. 3 and 1: 3 + 1 = 4 C. 4 and 4: 4+4+4+4=16 or 4x4=16 D. 2 and 5: 2 + 5 = 7 E. 6 and 6: 6 x 6 = 36
  • 260. Objectives Students will • learn about coordinates and learn to find positions on a chess board. • understand the value of game-objects. • learn to multiply by 3. • learn to solve easy equations with symbols.
  • 261. Tools, materials and organisation • Take a chess board for every 3 players. • Prepare copies of the Worksheets for each student. • The lesson takes 45 to 60 minutes or more.
  • 262. Description of the lesson Divide the lesson into three parts First part : Describe the game and present the coordinates. Second part : Give each group a chess board and chess pieces. Explain to students the value of each chess piece. Then the students fill in the worksheet exercises. Third part : Check the students’ answers. Discuss the results and provide explanations.
  • 263. Useful Hints • More exercises in the Greek language on http://aesop.iep.edu.gr/node/13670 • Ask students to play a chess game and note the coordinates for every move they make.
  • 264. Value of each chess piece Pawn: value 1 Knight (Horse): value 3 Bishop: value 3 Rook (Castle): value 5 Queen (Lady): value 9 King: value ∞ (infinite)
  • 265. EXERCISE 1 Knowing that the Knight is worth as much as three Pawns, draw as many Pawns as needed to have equal power with the Knight in the left column.
  • 266. Methodology 1. Present to students the equation: 2. Explain that two knights are equal to six pawns. because 3+3 =6 or 2x3=6 3. Count and colour six pawns on the worksheet. Continue in the same fashion with the rest of the exercise. + + =
  • 267. EXERCISE 2 Circle the piece with the higher power in each of the four pictures!
  • 268. Methodology 1. Tell students to look at the first picture showing the Rook and the Knight. 2. Remind students the value of each chess piece, the Rook has a value of 5 and the Knight has a value of 3. 3. Students can use their fingers to understand the concepts of the numbers 5 and 3. Explain that the Rook has more power than the Knight because 5>3.
  • 269. 4. Ask students to circle the more powerful chess piece of the two. 5. Continue in the same fashion with the rest of the exercise.
  • 270. Objectives Students will learn to • count and add two-digit whole numbers. • subtract single-digit numbers. • solve easy equations with symbols.
  • 271. Tools, materials and organisation • Chalk or stone to draw the game on the ground. • Prepare copies of the student worksheets. • The lesson takes 45 minutes or more.
  • 272. Description of the lesson Divide the lesson into three parts • First part: explain the game. (Useful link https://www.youtube.com/watch?v=F81h01Asr7U) • Second part: play the game and complete the worksheet exercises. • Third part: check students’ answers and provide necessary explanations.
  • 273. EXERCISE 1 Fill the calculator hopscotch with the missing numbers and symbols. Methodology Students compare their worksheet grid to the one drawn on the ground and locate which digits and math symbols are missing, and then fill in accordingly.
  • 274. EXERCISE 2 Which squares should you jump into to solve the following equation: 5+3= __ Methodology 1. With the teacher’s help, students use an abacus or their fingers to understand number 5 and number 3. 2. On one wire of the abacus they slide 5 beads, and on the wire underneath they slide 3 beads.
  • 275. 3. Students count how many beads they have slid altogether. 4. They jump onto number 8 of the court drawn on the ground.
  • 276. 5 + 3 = 8 5 + 3 = 8
  • 277. 7.1 Magic Square 3X3 (Paper-Pencil Game) Aims: • Participants should be taught to count reliably up to 15. • They understand that the numbers have to be arranged in different combinations, but the sums in each row (horizontal, longitudinal and oblique must be the same. • They know how to count, add and find combinations with the numbers from 0 to 9 to find the magic number 15.
  • 278. Comments on the Course: • Lesson from 3 to 20 Minutes, give to each student a paper on which you have printed a magic square 3X3 with empty boxes. • You can start the lesson talking about the legend of Lo Shu. • Explain the game “Magic Square 3X3 ” • Explain to the students that they must insert the single digit numbers from 1 to 9 in the square, in the horizontal, longitudinal and oblique lines, that give the same number, the magic number, as the result. Finally they will discover the magic number after having done some additions. • The participants learn to count up to 15 and discover that in a 3x3 magic square, the magic number is given by the number in the center of the square, multiplied by 3 • On the worksheet they fill the square with numbers. • They learn all the possible combinations to get it, adding the numbers in the rows, lines and diagonals. • When the students understand the rule, they can build other magic squares by themselves. 7.1 Magic Square 3X3 (Paper-Pencil Game)
  • 279. Hints • If the participants cannot read, the teacher has to guide them. • If participants have difficulties to count, you have to train – you need more time or you can split the group. • If participants have difficulties to write numbers, you have to divide the lesson into two lessons: First lesson: play and count, second lesson: play and write numbers. • Following lesson: Look for another game, in which the participants have to count up to 9. 7.1 Magic Square 3X3 (Paper-Pencil Game)
  • 281. To start the game Magic Square write on the blackboard the numbers from 1 to 9 and give a worksheet with the square to the students . Which is the number in the middle? Circle it in red Look at the numbers on the left and right side of the 5 and match pairs: one on the left, with one on the right, from the center to the external Which other numbers can you write on the right and the left? Which are the available couples? Let’s try with the external couple 1 and 9. Make the addition: 1+5+9 is … Complete the square working in the diagonal and using the other pair of numbers. All lines have to add up to 15 in any direction. Try now in vertical. You can choose among the pairs 6 and 4, 7 and 3 or 8 and 2; choose the numbers on the right and on the left of n.5 from the center towards the border. Then choose one pair whose sum is 10. 7.1 Magic Square 3X3 (Paper-Pencil Game)