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• Children Generally Dislike/Fear Math = Math Phobia!
• Learning Division and Multiplication By Recitation
Can Be Boring But Is Essential.
• Basic Skills / Knowledge in the 4 Operations of Math
(+, -, x,÷) is Essential to a Confident Start Up in
Learning Math.
• Urgent Need for Children to Develop Interest in
Learning
• Basic Skills in Math Willingly/Without Fear.
A Board Game
(Mathematic’s Answer to Scrabble)
MathMagic Allows Children to Learn
and
Master the Basic Operations of Math Through
FUN and Constant PLAY
Before MathMagic
• Fear/ Dislike Of Math
• Bored with Lesson
• Unable to Master Basic Operations of Math
• Impossible to Get Children to Do More than 20 Math
Questions Daily
After MathMagic
• Play/Fun Factor Removes Fear/Dislike of Math
• Play Allows Children to Learn Positively. Average Mental
Calculation Per Game 500 -1500 Time
• Constant Play/Practice Increases Skill and Confidence
Play Approach
• Children learn much faster/unconsciously when they are enjoying
themselves.
Peer Guidance
• Children accept corrections (Of their mistakes) from friends and learn
from their mistakes more willingly during play.
• More preferable to Parent / Teacher guidance in a learning situation.
Level Playing Field
• Like any game, luck of the draw is a factor. Reducing any advantage of
cleverer children or adults / parents.
Improve Math Skill through Repetitive Play
• Being able to defeat cleverer peers/adults gives player confidence and
willingness to continue playing – Result? More games = more practice =
more confidence = Better Mastery of Basic Math.
Enhanced Mental Development
• Regular Play of MathMagic Increases the Mental Capability of Children -
Develops Skills in Evaluation, Strategizing, Planning and Risk Taking.
• In Class – 1 lesson a week / fortnight
Offer Children a Break From Normal Lessons Which
They May Find Boring or Tiresome
• The Prospect of A Lesson (No Fixed Period)
When They can “Play” will Always Add to Their
Looking Forward/Working Hard for the “Fun Break”
• When Class Teacher Is Busy / Attending Staff Meetings
• At Recess Time, Before or After School – “Co-
Curricular” Activity During Math and Science Club
Meetings
• Inter Class, School, Inter School MathMagic
1. Red connects with Red
Divide (÷) for the score (12 ÷ 3 = 4)
Numbers must be wholly divisible.
Decimals and fractions not accepted.
WHAT THE MEAN
9
3 12
13
5
3 13
5
2. Green connects with Green
Multiply (x) for the score (4 x 3 = 12)
5
4 4
2
3. Blue connects with Blue
Subtract (─) for the score (23 ─ 3 = 20)
Negative score not accepted.
9
3 9
40
12
3 23
15
10
3 5
24
4. Yellow connects with Yellow
Add (+) for the score (34 + 13 = 47)
8
7 34
9
6
13 10
27
BASIC MOVES
OF GAME
1. Single-Sided Combination
(Green 4 x 3) = 12
9
3 12
14
5
4 4
2
2. Two-Sided Combination
(Yellow 12 + 10) = 22
(Blue 14 - 2) = 12 +
Total 34
2
10 3
24
5
4 4
2
9
3 12
14
8
7 12
3
3. Three-Sided Combination
(Yellow 12 + 10) = 22
(Blue 14 - 2) = 12
(Green 3 x 5) = 15 +
Total 49
4
5 8
3
12
2 23
20
5
4 4
2
9
3 12
14
8
7 12
3
2
10 3
24
4. Four-Sided Combination _:
(Green 3 x 5) = 15
(Red 24 3) = 8 +
Total = 57
Bonus = 100
Grand Total 157
2
10 3
24
5
5 9
6
3
17 24
24
3
1 35
4
12
2 23
20
4
5 8
3
5
4 4
2
9
3 12
14
8
7 12
3
(Yellow 12 + 10) =
22
(Blue 14 - 2) =
12
1. Tiles with numbers sideways (1a) or
2. upside down (1b) are not allowed.
5
3 14
5 7
112
26
5
2 4
12
(1a)
(1b)
MOVES NOT ALLOWED
2. When making 2, 3 and 4 –sided Combinations,
colours on sides joining tiles on the board
MUST always match.
12
2 10
17
5
4 13
6
2
2 11
26
17
5 12
46
10
8 6
4
4
12 9
5
5
15 9
6
(2a)
4. Combinations (subtraction [2a] and division [2b] only )
where lower numbers are placed above or to the left of
higher numbers are not allowed.
4
12 6
4
8
2 11
26
5
12 13
5
(2b)
WHAT THE MEAN
• The same color must be connected at all times. Each
color represents a specific operation.
• To calculate a player ‘s score, perform the operation
according to the tile colors joined on the board (same as
Version 1).
• The following additional operations and colors on the tile
(version 2) are perform:
1) RED √2
Square root of √4 = 2
Red √2 – Connection, the square root of the
number given on the connecting square (RED) is
the score. (4 x √2 = 2)
9
3 4
13
5
√2 13
5
2) RED √3
Cube root of √8 = 2
Red √3 - Connection, the cube root of the number
given on the connecting square (RED) is the score.
(8 x √3 = 2)
9
3 √3
13
5
8 13
5
3) Green X2
Square of 42
= 16
9
12
14
Green X2
- the square value of the connecting number
is the score. (4 x 4 = 16)
5
4
2
X2
4
4) Olive X3
Cube of 63
= 216
5
4 6
2
9
X3
12
14
Olive X3 -
the cube value of the connecting number is
the score. (6 x 6 x 6 = 216)
Note: can be used to connect with Olive segment only
5) Joker Tiles
8 segment tile can be used when combining with 4
segment tiles or other joker tiles provided at least 1 color
(segment) matches with colors of connecting tile. Scores
are calculated depending on the colors.
a) Joker 8 segment connect with other joker
24
20
9
18 24
20
9
18
24 * 18 = 432
b) Bonus Score Using Joker Tiles
- 8 segment connect with 4 segment.
- When joker tile is used in a 4 sided combination, 50
points bonus is awarded.
5
5 9
6
3
17 24
24
3
1 35
4
12
2 23
20
4
5 8
3
5
4 4
2
9
3 12
14
8
7 12
3
24
21
9
18
(Green 24 x 5) = 120
(Red 21 ÷ 3) = 7
(Yellow 12 + 18) = 30
(Blue 14 - 9) = 5 +
Total = 162
Bonus = 50
Grand Total = 212
PAUL GODDING Education Consultancy
The UK’s No.1 provider of fun and effective mathematical activities
MathMagic: £19.99
As probably the very best numeracy board game in the world, MathMagic can best be described as a
mathematical version of Scrabble. The concept behind the game is very similar to the world-famous word
game, but utilises numbers instead of letters. It is the mainstay of The Maths Games & Puzzle Day and
used regularly in pre-SATs events!
Constant playing of MathMagic not only helps children improve their mathematical skills but also builds
confidence in mastering basic numeracy. It can also result in players working up to 1500 mental calculations
per game, without even realising they have done so.
Children will also develop strategic thinking skills at a very young age. Players automatically learn to
evaluate every move/calculation to improve their scores or to prevent their opponents from making high
scores. Most importantly, it gives the players hours of fun. It is suitable for anyone, as long as they can add,
subtract, multiply and divide (the game can easily be adapted for younger, or less able,
pupils by just using addition).
We guarantee you'll be impressed with the simplicity and effectiveness of MathMagic.
MathMagic2: £19.99
This is a sequel to the original game and brand-new to the UK. MathMagic2 is designed for those pupils
with a keen and sharp mathematical brain and is based on the same principles as the original game. The
main difference is that squares, cubes, square roots and cube roots are also available as well as a few
creative amendments to the original rules. Ideal for Year 6 and Secondary school pupils who want a new
challenge and to sharpen up those mental arithmetic skills prior to SATs!
Colour Magic: £12.99
This superb game of strategy has been developed as a joint project between Magic
Gamewerks Ltd and the Magic Gamewerks International organisation in Malaysia. It is very
popular and challenging for both children and adults.
The aim of Colour Magic is to cover all the multi-coloured sections of the game board, except
the players’ chosen colour. The board is a 7x7 grid, 49 sections in all, consisting of seven
different colours each represented seven times. Using the 14 pieces (seven of which are
straight and seven right-angled), the player must cover the whole board except for the chosen
colour. Each of the pieces cover three sections of the board, therefore 42 sections should be
covered with just seven sections left remaining. Hopefully, only our chosen colour should be
showing. It’s not as easy as it sounds!
Colour Magic can be played as a challenging puzzle for a single player, as described above,
or with two players pitting their wits against each other. The object of the 2-player game is for
each player to place their game pieces on the board so that they do not cover any of the
designated colour sections. One player has the straight pieces while the opponent has the
right-angled pieces. The winner is the player who uses up most of their seven pieces.
Colour Magic (Travel Edition): £9.99
Probably the ‘best value for money’ game in our whole range! Exactly the same as the main
version described above, but the travel edition of Colour Magic is housed in a CD case with
magnetic pieces. Excellently produced by Magic Gamewerks International in Malaysia, it is
already a big seller in 2004.
NEWS!
NEWS!!
MORE NEWS!!!
• Playing Rules
The Game will be run in accordance with the Standard MathMagic Game
rules for Group A and MathMagic Version 2 for Group B players.
• Classification
Competitors will be classified under age groups as follows:
Group A- Year 4 – Year 6
Group B- Form 1 – Form 3
• Players
Each competing group will consists of 4 players and one scorer.
• Knock out
The competition will be run on a knock-out basis. This will mean that only
the winner of each round will proceed to play the next round.
To ensure the smooth running of subsequent rounds, the organizers can,
in addition to winners of each round, allow extra players to be included.
These players will be selected on the basis of highest scores
accumulated in the completed round.
• Timing
Unless agreed upon by the organizers, timing for each move is 20
seconds only.
– If a player should fail to make a move within the stipulated time given
(see Time Keeping) he would forfeit a move.
– The scorer will then take a tile (at random) from the tiles on the
player’s hand and place the tile FACE DOWN in front of the player.
The total of the numbers of this tile will be deducted from the score of
the player at the end of the game to arrive at his final score.
– The player will then draw a new tile to ensure that he has 6 tiles in his
hand to continue the game.
• Time Keeping
A time keeper will be appointed to be responsible for ensuring that a bell/
buzzer will be sounded every 20 seconds (or otherwise agreed upon
timing) throughout the game.
• Calculations
Unless previously agreed upon, players will have to work out/calculate
the scores for his moves MENTALLY. No pencil or papers, a calculator is
allowed.
• Scoring
The scorer’s duty is ONLY to write out the score of each move. He is not
expected to calculate or work out the score for each move made by a
player. On making a move, a player is expected to calculate the score for
the move and then CALL OUT his score to allow the scorer to record the
score. Other players are expected to challenge his score or legality of his
move if they do not agree to either or both.
• Ruling
It would be an advantage if the scorer is familiar with the rules and can make a
ruling in case of disagreements. However, the event should have a chief judge
(and if possible some assistants) whose decisions of any disagreements will be
final.
• Objections
In the event that players object to a move or a score declared by another player,
the scorer will stop play for his/her group, draw the attention of the judge who will
make an immediate ruling before the game (within this group) is allowed to
continue. Play in all other groups, in the meantime, should continue without any
disruption.
Note: (1) If the objection is upheld, the defaulting players will miss one turn and the
tile used in the default will be taken by the scorer and placed in front of the player.
The total of the numbers on the tile will be deducted from the player’s total score
as in 5(B). If the player is not to have defaulted, a tile is a removed from the 6 tiles
in the objector’s hand. Rule 5(B) is effected.
• Final Score
At the end of the game, the scorer has to:
– Record the total values of tiles confiscated due to missed moves (if any) for
each player.
– Record the total values of tiles left unused (if any) by each player.
– Record the final score after deducting any values mentioned in A and B
above.
– Record the names of players and their scores in order.
• Winner
The player with the highest score in his round is declared the winner of
the round
and will proceed automatically to the next round.
School Champion
Points to be awarded:
1st – 10 points
2nd – 6 points
3rd – 4 points
4th – 2 points
Math magic presentation

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Math magic presentation

  • 1.
  • 2. • Children Generally Dislike/Fear Math = Math Phobia! • Learning Division and Multiplication By Recitation Can Be Boring But Is Essential. • Basic Skills / Knowledge in the 4 Operations of Math (+, -, x,÷) is Essential to a Confident Start Up in Learning Math. • Urgent Need for Children to Develop Interest in Learning • Basic Skills in Math Willingly/Without Fear.
  • 3. A Board Game (Mathematic’s Answer to Scrabble) MathMagic Allows Children to Learn and Master the Basic Operations of Math Through FUN and Constant PLAY
  • 4. Before MathMagic • Fear/ Dislike Of Math • Bored with Lesson • Unable to Master Basic Operations of Math • Impossible to Get Children to Do More than 20 Math Questions Daily After MathMagic • Play/Fun Factor Removes Fear/Dislike of Math • Play Allows Children to Learn Positively. Average Mental Calculation Per Game 500 -1500 Time • Constant Play/Practice Increases Skill and Confidence
  • 5. Play Approach • Children learn much faster/unconsciously when they are enjoying themselves. Peer Guidance • Children accept corrections (Of their mistakes) from friends and learn from their mistakes more willingly during play. • More preferable to Parent / Teacher guidance in a learning situation. Level Playing Field • Like any game, luck of the draw is a factor. Reducing any advantage of cleverer children or adults / parents. Improve Math Skill through Repetitive Play • Being able to defeat cleverer peers/adults gives player confidence and willingness to continue playing – Result? More games = more practice = more confidence = Better Mastery of Basic Math. Enhanced Mental Development • Regular Play of MathMagic Increases the Mental Capability of Children - Develops Skills in Evaluation, Strategizing, Planning and Risk Taking.
  • 6. • In Class – 1 lesson a week / fortnight Offer Children a Break From Normal Lessons Which They May Find Boring or Tiresome • The Prospect of A Lesson (No Fixed Period) When They can “Play” will Always Add to Their Looking Forward/Working Hard for the “Fun Break” • When Class Teacher Is Busy / Attending Staff Meetings • At Recess Time, Before or After School – “Co- Curricular” Activity During Math and Science Club Meetings • Inter Class, School, Inter School MathMagic
  • 7.
  • 8. 1. Red connects with Red Divide (÷) for the score (12 ÷ 3 = 4) Numbers must be wholly divisible. Decimals and fractions not accepted. WHAT THE MEAN 9 3 12 13 5 3 13 5
  • 9. 2. Green connects with Green Multiply (x) for the score (4 x 3 = 12) 5 4 4 2 3. Blue connects with Blue Subtract (─) for the score (23 ─ 3 = 20) Negative score not accepted. 9 3 9 40 12 3 23 15 10 3 5 24
  • 10. 4. Yellow connects with Yellow Add (+) for the score (34 + 13 = 47) 8 7 34 9 6 13 10 27
  • 11. BASIC MOVES OF GAME 1. Single-Sided Combination (Green 4 x 3) = 12 9 3 12 14 5 4 4 2
  • 12. 2. Two-Sided Combination (Yellow 12 + 10) = 22 (Blue 14 - 2) = 12 + Total 34 2 10 3 24 5 4 4 2 9 3 12 14 8 7 12 3
  • 13. 3. Three-Sided Combination (Yellow 12 + 10) = 22 (Blue 14 - 2) = 12 (Green 3 x 5) = 15 + Total 49 4 5 8 3 12 2 23 20 5 4 4 2 9 3 12 14 8 7 12 3 2 10 3 24
  • 14. 4. Four-Sided Combination _: (Green 3 x 5) = 15 (Red 24 3) = 8 + Total = 57 Bonus = 100 Grand Total 157 2 10 3 24 5 5 9 6 3 17 24 24 3 1 35 4 12 2 23 20 4 5 8 3 5 4 4 2 9 3 12 14 8 7 12 3 (Yellow 12 + 10) = 22 (Blue 14 - 2) = 12
  • 15. 1. Tiles with numbers sideways (1a) or 2. upside down (1b) are not allowed. 5 3 14 5 7 112 26 5 2 4 12 (1a) (1b) MOVES NOT ALLOWED
  • 16. 2. When making 2, 3 and 4 –sided Combinations, colours on sides joining tiles on the board MUST always match. 12 2 10 17 5 4 13 6 2 2 11 26 17 5 12 46
  • 17. 10 8 6 4 4 12 9 5 5 15 9 6 (2a) 4. Combinations (subtraction [2a] and division [2b] only ) where lower numbers are placed above or to the left of higher numbers are not allowed. 4 12 6 4 8 2 11 26 5 12 13 5 (2b)
  • 18. WHAT THE MEAN • The same color must be connected at all times. Each color represents a specific operation. • To calculate a player ‘s score, perform the operation according to the tile colors joined on the board (same as Version 1).
  • 19. • The following additional operations and colors on the tile (version 2) are perform: 1) RED √2 Square root of √4 = 2 Red √2 – Connection, the square root of the number given on the connecting square (RED) is the score. (4 x √2 = 2) 9 3 4 13 5 √2 13 5
  • 20. 2) RED √3 Cube root of √8 = 2 Red √3 - Connection, the cube root of the number given on the connecting square (RED) is the score. (8 x √3 = 2) 9 3 √3 13 5 8 13 5
  • 21. 3) Green X2 Square of 42 = 16 9 12 14 Green X2 - the square value of the connecting number is the score. (4 x 4 = 16) 5 4 2 X2 4
  • 22. 4) Olive X3 Cube of 63 = 216 5 4 6 2 9 X3 12 14 Olive X3 - the cube value of the connecting number is the score. (6 x 6 x 6 = 216) Note: can be used to connect with Olive segment only
  • 23. 5) Joker Tiles 8 segment tile can be used when combining with 4 segment tiles or other joker tiles provided at least 1 color (segment) matches with colors of connecting tile. Scores are calculated depending on the colors. a) Joker 8 segment connect with other joker 24 20 9 18 24 20 9 18 24 * 18 = 432
  • 24. b) Bonus Score Using Joker Tiles - 8 segment connect with 4 segment. - When joker tile is used in a 4 sided combination, 50 points bonus is awarded. 5 5 9 6 3 17 24 24 3 1 35 4 12 2 23 20 4 5 8 3 5 4 4 2 9 3 12 14 8 7 12 3 24 21 9 18 (Green 24 x 5) = 120 (Red 21 ÷ 3) = 7 (Yellow 12 + 18) = 30 (Blue 14 - 9) = 5 + Total = 162 Bonus = 50 Grand Total = 212
  • 25. PAUL GODDING Education Consultancy The UK’s No.1 provider of fun and effective mathematical activities MathMagic: £19.99 As probably the very best numeracy board game in the world, MathMagic can best be described as a mathematical version of Scrabble. The concept behind the game is very similar to the world-famous word game, but utilises numbers instead of letters. It is the mainstay of The Maths Games & Puzzle Day and used regularly in pre-SATs events! Constant playing of MathMagic not only helps children improve their mathematical skills but also builds confidence in mastering basic numeracy. It can also result in players working up to 1500 mental calculations per game, without even realising they have done so. Children will also develop strategic thinking skills at a very young age. Players automatically learn to evaluate every move/calculation to improve their scores or to prevent their opponents from making high scores. Most importantly, it gives the players hours of fun. It is suitable for anyone, as long as they can add, subtract, multiply and divide (the game can easily be adapted for younger, or less able, pupils by just using addition). We guarantee you'll be impressed with the simplicity and effectiveness of MathMagic. MathMagic2: £19.99 This is a sequel to the original game and brand-new to the UK. MathMagic2 is designed for those pupils with a keen and sharp mathematical brain and is based on the same principles as the original game. The main difference is that squares, cubes, square roots and cube roots are also available as well as a few creative amendments to the original rules. Ideal for Year 6 and Secondary school pupils who want a new challenge and to sharpen up those mental arithmetic skills prior to SATs!
  • 26. Colour Magic: £12.99 This superb game of strategy has been developed as a joint project between Magic Gamewerks Ltd and the Magic Gamewerks International organisation in Malaysia. It is very popular and challenging for both children and adults. The aim of Colour Magic is to cover all the multi-coloured sections of the game board, except the players’ chosen colour. The board is a 7x7 grid, 49 sections in all, consisting of seven different colours each represented seven times. Using the 14 pieces (seven of which are straight and seven right-angled), the player must cover the whole board except for the chosen colour. Each of the pieces cover three sections of the board, therefore 42 sections should be covered with just seven sections left remaining. Hopefully, only our chosen colour should be showing. It’s not as easy as it sounds! Colour Magic can be played as a challenging puzzle for a single player, as described above, or with two players pitting their wits against each other. The object of the 2-player game is for each player to place their game pieces on the board so that they do not cover any of the designated colour sections. One player has the straight pieces while the opponent has the right-angled pieces. The winner is the player who uses up most of their seven pieces. Colour Magic (Travel Edition): £9.99 Probably the ‘best value for money’ game in our whole range! Exactly the same as the main version described above, but the travel edition of Colour Magic is housed in a CD case with magnetic pieces. Excellently produced by Magic Gamewerks International in Malaysia, it is already a big seller in 2004.
  • 27.
  • 28.
  • 29.
  • 31.
  • 32. • Playing Rules The Game will be run in accordance with the Standard MathMagic Game rules for Group A and MathMagic Version 2 for Group B players. • Classification Competitors will be classified under age groups as follows: Group A- Year 4 – Year 6 Group B- Form 1 – Form 3 • Players Each competing group will consists of 4 players and one scorer. • Knock out The competition will be run on a knock-out basis. This will mean that only the winner of each round will proceed to play the next round. To ensure the smooth running of subsequent rounds, the organizers can, in addition to winners of each round, allow extra players to be included. These players will be selected on the basis of highest scores accumulated in the completed round.
  • 33. • Timing Unless agreed upon by the organizers, timing for each move is 20 seconds only. – If a player should fail to make a move within the stipulated time given (see Time Keeping) he would forfeit a move. – The scorer will then take a tile (at random) from the tiles on the player’s hand and place the tile FACE DOWN in front of the player. The total of the numbers of this tile will be deducted from the score of the player at the end of the game to arrive at his final score. – The player will then draw a new tile to ensure that he has 6 tiles in his hand to continue the game. • Time Keeping A time keeper will be appointed to be responsible for ensuring that a bell/ buzzer will be sounded every 20 seconds (or otherwise agreed upon timing) throughout the game. • Calculations Unless previously agreed upon, players will have to work out/calculate the scores for his moves MENTALLY. No pencil or papers, a calculator is allowed. • Scoring The scorer’s duty is ONLY to write out the score of each move. He is not expected to calculate or work out the score for each move made by a player. On making a move, a player is expected to calculate the score for the move and then CALL OUT his score to allow the scorer to record the score. Other players are expected to challenge his score or legality of his move if they do not agree to either or both.
  • 34. • Ruling It would be an advantage if the scorer is familiar with the rules and can make a ruling in case of disagreements. However, the event should have a chief judge (and if possible some assistants) whose decisions of any disagreements will be final. • Objections In the event that players object to a move or a score declared by another player, the scorer will stop play for his/her group, draw the attention of the judge who will make an immediate ruling before the game (within this group) is allowed to continue. Play in all other groups, in the meantime, should continue without any disruption. Note: (1) If the objection is upheld, the defaulting players will miss one turn and the tile used in the default will be taken by the scorer and placed in front of the player. The total of the numbers on the tile will be deducted from the player’s total score as in 5(B). If the player is not to have defaulted, a tile is a removed from the 6 tiles in the objector’s hand. Rule 5(B) is effected. • Final Score At the end of the game, the scorer has to: – Record the total values of tiles confiscated due to missed moves (if any) for each player. – Record the total values of tiles left unused (if any) by each player. – Record the final score after deducting any values mentioned in A and B above. – Record the names of players and their scores in order. • Winner The player with the highest score in his round is declared the winner of the round and will proceed automatically to the next round.
  • 35. School Champion Points to be awarded: 1st – 10 points 2nd – 6 points 3rd – 4 points 4th – 2 points