Let’s organize the mathematical historical game in
1.
2. LET’S CHOOSE THE PLACE
WHERE THE GAME WILL BE
PROVIDED, FOR EXAMPLE
IN THE SCHOOL,
HISTORICAL PLACE IN YOUR
NEIGHBORHOOD,
HISTORICAL ROAD, SQUARE
OR PARK.
LET’S DETERMINE THE
NUMBER OF CHILDREN
TAKING PART IN THE GAME
AND THE NUMBER OF
CHILDREN IN EACH GROUP
(THE BEST OPTION IS 4-6
CHILDREN)
4. LET’S CHOOSE SOME
LANDMARKS THAT THEY WILL
CREATE BASES. THE NUMBER
OF BASES AND THE NUMBER
OF GROUP SHOULD BE AT
LEAST THE SAME.
LET’S DETERMINE SOME
ROUTES FOR EACH GROUP IN
SUCH A WAY THAT EVERY
GROUP WILL VISIT EVERY
BASE IN DIFFERENT ORDER.
5. LET’S PREPARE SOME
MATHEMATICAL , MATHEMATICAL-
HISTORICAL OR HISTORICAL
EXERCISES FOR SOLVING IN
EACH BASE.
USEFUL TIPS:
THE DEGREE OF DIFFICULTY OF
EXERCISES SHOULD BE ADAPTED
TO PARTICIPANTS’ KNOWLEDGE.
SOME EXERCISES CAN BE MORE
SERIOUS AND SOME OF THEM
CAN HAVE FEATURES OF GAME,
FOR EXAMPLE SUDOKU,
TANGRAM PUZZLE, THE CARDS
WITH MULTIPLICATION TABLE
RECEIVED IN POLAND
Let’s play with us and get to
know our school. You have
the plan of our school
building and your task is
going to the proper
classroom. You must to solve
the exercise that you’ll find
there. If you do it correctly,
you will get a letter from the
password and a number of
the next classroom.
6. Let’s put four sticks in such a way to create three squares.
10. Let’s solve Sudoku puzzle- numbers 1-9 can only appear once in a row,
column or box.
11. Do you know TANGRAM puzzle? These seven bricks must be
arranged in given pattern.
12. LET’S CREATE THE FINAL EXERCISE THAT
SOLVING WILL DEMAND THE USING OF ALL
PIECES OF PUZZLE (A LETTER, A NUMBER, A
WORD OR A PICTURE GAINED IN EVERY BASE).
USEFUL TIP:
LET’S CREATE THE POSSIBILITY OF SOLVING
THE FINAL EXERCISE ALTHOUGH THE LACK OF
SOME PIECES OF PUZZLE.
13. You’ve already collected all the letters needed to
create your password. The answer is the name of the
capital city of Poland.
W A R S A W
14. LET’S LOCATE EXERCISES IN EVERY BASE. IN EACH
BASE, THE TUTOR SHOULD WAIT FOR GROUPS AND
CHECK THE CORRECTNESS OF SOLVING . HE/SHE
AWARDS THE PRIZE: THE PIECE OF PUZZLE TO THE
FINAL EXERCISE. THE TUTOR INFORMS THE GROUP
ABOUT THE LOCATION OF THE NEXT BASE.
15. THE WINNER IS THE FASTEST GROUP WHO GAINS ALL OF
PIECES OF PUZZLE AND SOLVES THE FINAL EXERCISE.