O
-7
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A
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IN
MATHEMATICS
3,8
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ISBN: 978-80-8147-007-3
9 788081 470073
Peter Vank
DIDACTIC GAMES IN MATHEMATICS
DIDACTIC GAMES
Peter Vank
Published with the support of grant KEGA No. 091UK4/2012 Development of mathematical culture by solving
common practice tasks.
From
Slovak
original
Didaktick
hry
translated by ASPENA, Bratislava.
DIDACTIC GAMES IN
MATHEMATICS
Peter Vank
Didaktick hry v matematike
2012 by Peter Vank
Translation: ASPENA, 2012
Published by: KEC FMFI UK, Bratislava, 2013
COMENIUS UNIVERSITY, BRATISLAVA
Cover: Miroslav Tiso, 2013
FACULTY OF MATHEMATICS, PHYSICS AND
INFORMATICS
Bratislava, 2013
ISBN: 978-80-8147-007-3
v matematike
P. VANK: DIDACTIC GAMES IN MATHEMATICS
CONTENTS
5 Collection of Didactic Games .................................. 51
16 Symmetric Pictures ............................................. 94
17 Hidden Exercises ................................................... 95
Pair games ................................................................. 98
18 3D Noughts and Crosses ..................................... 98
19 Bard ..................................................................100
20 Dim ...................................................................102
21 Domino ..............................................................104
22 Enades ...............................................................107
23 Snake ................................................................108
24 Treasure Seekers ................................................111
25 Logic ..................................................................113
26 Mathematical Memory ........................................114
27 Powers ...............................................................117
28 Letter 'L' Travelling .............................................119
29 Number of Divisors .............................................121
30 Equations ..........................................................123
6 Table of Didactic Games ........................................126
Cooperative games .................................................... 55
Conclusion ..............................................................130
CONTENTS
Contents..................................................................... 3
Preface ....................................................................... 5
Introduction ............................................................... 6
1 Didactic Games........................................................ 8
2 Games in the History of Education ......................... 18
3 Mathematics Teaching Research with Didactic Games .... 34
4 Selection
of Suitable
Didactic
Games and their
Methodology of Use ................................................. 45
Games for multiple teams ...........................................
1
Bingo ..................................................................
2
Circles ................................................................
3
Puzzle .................................................................
4
Builders ..............................................................
5
Lines Contest ......................................................
6
Chairs Contest ....................................................
7
Cipher Game .......................................................
8
Lotto ...................................................................
9
Relay...................................................................
Games for Teams of 2 .................................................
10 Cube with Letters ................................................
11 Magic Square ......................................................
12 Jigsaw.................................................................
13 Pyramid Construction ..........................................
Individual games.......................................................
55
55
58
60
63
65
67
70
74
77
80
80
82
85
87
90
Bibliography ............................................................131
Games for Individuals ................................................ 90
14 The Way Home .................................................... 90
15 Spot the Mistake! ................................................ 92
3
INTRODUCTION
P. VANK: DIDACTIC GAMES IN MATHEMATICS
INTRODUCTION
PREFACE
The subject of mathematics is so
Children's games set up their
serious that we should not ignore
whole future lives; their personality,
any opportunity to make it
dispositions and innermost
interesting.
tendencies are expressed in and
B. Pascal, (1914)
developed through games.
F. W. A. Frbel, (1826)
A game is an activity which is attractive for most pupils and
also for the majority of the adult population. Currently
gamification is becoming increasingly popular. Gamification
is the use of game approaches and mechanisms in order to
increase the involvement and to support the desired actions
of people in various non-game contexts. Teachers have long
tried
to
use
the
attractiveness
of
games
and
their
motivational potential in teaching in the form of didactic
games. The aim of this publication is to present didactic
games and their use in mathematics teaching at both
elementary and secondary schools. It contains a theoretical
part related to didactic games, the methodology of their use
during lessons, and a collection of didactic games.
We believe that the publication will meet its purpose, and it
will be both educational and engaging.
of didactic games in mathematics from different perspectives.
In chapter I you will find a description of the notion of
'game' and a definition of a didactic game.
Chapter II contains a historic review of opinions about the
aim of games in education. It includes the opinions of many
historic characters that have supported the role of games in
education.
Chapter III covers the research of using didactic games in
mathematics teaching. The outcomes of such research
confirm the rightfulness of integrating didactic games into
mathematics education.
Chapter IV describes the selection of suitable didactic
games, and the methodology of using didactic games in the
teaching process.
Chapter V
is
a collection
of
selected
didactic
games
suitable for meeting educational targets in mathematics
Peter Vank
Bratislava, 2013
This publication comprises 6 chapters dealing with the issue
teaching, determined for classes 59 of elementary and
secondary school.
6
P. VANK: DIDACTIC GAMES IN MATHEMATICS
1 DIDACTIC GAMES
Chapter VI is a table where didactic games are classified
1 DIDACTIC GAMES
depending on the mathematical areas that the games are
primarily useful for.
The first three chapters are important for obtaining
Playing and games are some of
a theoretical overview of the issue of didactic games. Chapters
the most important elements of
IV, V and VI are important for a practical use of didactic
children's development, as they are
games, while the first three chapters can also be studied
a natural expression of children's
subsequently.
inner needs.
F. W. A. Frbel, (1826)
The key term in this work is didactic game. We will try to
describe this term in more detail.
In any language, the word 'game' has unusually numerous
meanings. It is used to describe fun and entertainment, but
also a theatre or music piece, or a careless activity, e.g. 'play
a hero'.
We can also see that different nations have a different
understanding of the word 'game'. In ancient Greece the word
'game' meant activities specific for children, mainly what we
denote today as frolicking; while the Jewish understood the
word 'game' as bantering and laughing. The Roman 'ludo'
meant a game, joy and cheerfulness; in Sanskrit 'kliada'
meant a game, pleasure. The current European languages
under 'game' understand a wide area of human activities
which are not related to hard work on one hand, and provide
joy and satisfaction to people on the other. And so many
notions have been included under this expression, starting
from children playing soldiers up to representing heroes on
7
1 DIDACTIC GAMES
P. VANK: DIDACTIC GAMES IN MATHEMATICS
theatre stages, from a contemplative chess game, up to
feelings and the joy of its course. Importantly, certain aspects
a violinist's master art. (Ekonin, 1983)
that are also necessary for work or study can be developed
Looking in a pedagogic dictionary (Prcha, Walterov
through games. The following definition of a 'game' (Bhm,
and Mare, 1998, p 82) we will find the following under
1988, pp. 556557), which is identical in the meaning of this
'game':
word
Game: A form of activity, different from work or study.
with
the
previous
understanding,
contains
brief
opinions on the function of a game:
People have been dealing with 'games' all their lives, but
Game: A spontaneous activity the purpose and target of
games have a specific role at their pre-school age it is the
which is the game itself, and it does not consciously pursue
main type of activity. A game has numerous aspects: cognitive,
other targets (contrary to work). Each human activity may
practicing, emotional, motional, motivational, creative, fantasy,
acquire the nature of a game when performed just for fun, and
social, recreational, diagnostic and therapeutic. It involves the
for the pleasure of performing it. So there are: empirical,
activities of an individual, a pair, a small or a big group. There
emotional, imaginative, imitating, language, social, love, mental
are games which require special aids (toys, game instruments,
and other games. There are always attempts to divide the
sport equipment, tools, devices). Most games have the form of
manifoldness of games and to clarify them according to their
social interaction with explicitly formulated rules (given by the
functions. The following approaches to games are the most
agreement of the persons involved or by conventions). Much
common:
attention is paid to the course of a game (games with a focus
a game as an expression of excess energy (Spencer);
on cooperation, competition). It is possible to formalize
understanding a game as a return to previous stages of
a starting situation, the course, and results of some games,
development (Stanley, Hall);
and to study the decision-making of players in detail. A special
relaxation (Carr, Freud, Adler);
discipline of mathematics deals with these issues the game
unconscious preparation for the future (Groos, Claparede);
theory.
form of cognition (Volpicelli, Fink).
The mentioned definition contains the differentiation of
a game from work or study. It mainly lies in the fact that
participation in a game is not obligatory, and contrary to
work, material remuneration is not an impulse to play.
Participation in a game is mainly motivated by positive
9
In
addition
to
didactic
functionality
and
the
related
engagement of senses (e.g. educational and didactic games),
a game
has
deep
pedagogic-anthropological
reasoning
according to Frbel and Schiller. Frbel thinks that a game as
an "activity oriented from the inside of an individual outwards,
10
1 DIDACTIC GAMES
P. VANK: DIDACTIC GAMES IN MATHEMATICS
while at the same time the individual is receiving external
opinions regarding the educational role of games, see the
stimuli inwards" exceeds the one-sided focus of study and
chapter Games in the History of Education.
work, and leads to the symbolic cognition and representation
In order to specify the characteristics of a game as
of the world. Schiller sees a form of human life in a game. He
a didactic method, we commonly use the term a didactic game.
thinks that through a game people not only fulfil their instincts
Under 'didactic game' we understand a game with rules,
and desires, but also deprive the surrounding conditions and
fulfilling a certain didactic target (Krov, 1996; Foltinov
binding obligations and rules, and have a nicer life.
and Novotn, 1997). Its main differences from a spontaneous
As it is clear from the definition that functions directly
children's game are:
connected to education are attributed to games: preparation
compulsory participation of pupils;
for the future, a form of getting to know the world. J. Piaget
its use to achieve certain educational targets;
and B. Inhelder, who considered the function of games in the
external game management (often through rules).
development of children's psychology in detail, attributed
The pedagogic dictionary (Prcha, Walterov and Mare,
a biological function of active repetition and experimentation
1998, p. 48) describes and characterizes a didactic game:
to a game through which new situations and experiences are
Didactic game: Analogy to a spontaneous children's activity
mentally processed and prepared (Piaget and Inhelder,
pursuing didactic targets (not always in an apparent way for
1997).
Considering its functions, a game seems to be
pupils). It may take place in a classroom, gym, playground or
a natural way of obtaining knowledge and acquiring new
outdoors. It has its own rules, and requires constant
mental processes. It is thus understandable that it has also
supervision and final assessment. It is meant for both
Plato
individuals and groups of pupils, while the role of a pedagogic
recommends giving apples to children to play with when
leader has a wide scope: from a main organizer up to an
teaching them arithmetic; he recommends suitable building
observer. Its priority is its stimulating nature, as it stirs
toys to educate future builders. The appeal of J. A. Comenius
interest, increases the engagement of pupils in the performed
'school through play' is well-known. Certain educational
activities, stimulates their creativity, spontaneity, cooperation
theories consider a game as one of the main teaching
and competitiveness, makes them use different knowledge and
methods (e.g. Progressivism, Waldorf education, French
abilities, and engages their life experience. Some didactic
Group of New Education GFEN). For more information about
games simulate real-life situations.
become
part
of
school
teaching.
11
In
his
Laws,
12
1 DIDACTIC GAMES
P. VANK: DIDACTIC GAMES IN MATHEMATICS
Let's look closer at this definition. A didactic game is an
organizational function. His/her task is to ensure the smooth
activity for both pupils and a teacher focused on achieving
and successful course of a game. The arrangement of the
certain didactic targets. Let's compare this statement with the
environment should motivate the pupils, and encourage them
definition of a teaching method understood as 'arrangement
to actively participate in the game and try to achieve the
of learning stuff and the activities of the teacher and the
game targets.
pupils, in order to achieve determined didactic targets,'
Didactic game targets are determined by an educational
(Strar, 1979; Pavlk et al., 1984; Zelina and Neleovsk,
target which we want to achieve through the game. On the
1983). We can see that a didactic game can be considered as
basis of the given target, we choose a suitable type and form
a teaching method. L. Mojek mentioned a game separately
of didactic game. The use of a game as a teaching method is
as a teaching method in his overview of teaching methods
only meaningful when it enables the achievement of the
in1975.
determined educational targets.
The above-mentioned definition also delimits a certain
The game procedure itself is a performance of a didactic
standard structure of a didactic game. The most important
game through the activities of pupils and the teacher. It is
parts of a didactic game are:
necessary that this activity is interesting for pupils and
game environment;
motivates them to be active. It must be appropriate for their
game targets;
age and skills, and respect their needs. At the same time, it
the game procedure itself, determined by rules;
must be focused on achieving the educational target. Game
final game assessment.
rules ensure that the work leads to the achievement of the
The game environment is to be understood as the material
game purpose. Game rules determine the character and form
environment:
Another
of pupils' activities, they organize their activity. Game
component of this environment is the game itself, its rules,
elements such as competitiveness or an effort to achieve
task assignments, the procedure, and the form of activities of
better results are usually hidden in the rules.
necessary
aids
and
equipment.
both pupils and the teacher. Naturally, the most important
Final game assessment verifies the achievement of the
part of the game environment is the pupils and teachers
educational target, its task is to reward pupils and motivate
involved. Pupils bring their expectations, experience, and
them for other activities.
attitudes to mathematics, as well as their knowledge and
skills to each game. The teacher usually has a controlling and
13
To make it clearer, we will present a particular example of
a didactic game:
14
P. VANK: DIDACTIC GAMES IN MATHEMATICS
1 DIDACTIC GAMES
The curriculum of the 5th class of elementary schools
Material environment: Task cards with corresponding point
Area of geometric shapes (rectangle, square), also contains the
scores (10 points, 5 points, they may have the shape of fish
following subject matter: Area of geometric shapes in a square
see Picture 1.2) for each team.
grid. In exercises related to this subject matter, pupils need
Game duration: 1015 min
to determine areas of simple shapes in a square grid
(Picture 1.1). We will decide to use a didactic game for the
pupils to help them automatize the given subject matter. The
aim of this game is to practice the given subject matter by
solving tasks and feedback about the quality of knowledge
both for the pupils and the teacher. After determining the
Pic. 1.2 Game card for the Mathematical fishing game
given target, the level of pupils' knowledge and the character
of the subject matter, we will choose a suitable didactic game.
Game procedure:
The teacher distributes the cards into two groups,
depending on difficulty (cards of different difficulty have
different colours). The pupils will determine the area of the
shapes
in the cards. The pupils
select the difficulty
themselves by choosing which group they will choose a task
Pic. 1.1 The task is to determine the area of geometric shapes
(one square in the grid has an area of 1 cm2)
from. If they succeed in solving the task, their team wins the
corresponding number of points. The teacher assesses the
Game name: Mathematical fishing (Foltinov and Novotn, 1997)
correctness of the task solutions, and records the scores of
Game environment:
single teams. Tasks are numbered to enable faster control,
Pupils and the teacher: The class is divided into teams of
while the teacher has the matching results to each number.
5 pupils. The teacher has an organizational and controlling
Pupils put down the solutions on a special piece of paper,
role.
after a certain time (1015 min) the results are checked. The
task of the teams is to obtain the highest number of points.
15
16
P. VANK: DIDACTIC GAMES IN MATHEMATICS
Final assessment:
After the end of the game, the scores of single teams are
counted, and a ranking of teams is made on the basis of the
obtained numbers of points. Pupils are rewarded with points
for activity pupils of the winning team obtain the highest
2 GAMES IN THE HISTORY OF EDUCATION
2 GAMES IN THE
HISTORY OF
number of points, pupils of the team ranked last obtain the
lowest, but not zero, number of points.
Advantages of the game:
EDUCATION
The differentiated difficulty of tasks; inner motivation of
History is the witness of the
pupils through competitiveness among groups; weaker pupils
may also contribute to the team's success; active work of the
class; pupils work in a context attractive for them; feedback
times, the torch of truth, the life of
memory, the teacher of life, the
messenger of antiquity.
about the level of pupils' knowledge in single groups; pupils
M. T. Cicero, (2001)
develop their social skills through their interaction in teams.
On the basis of the previously mentioned understandings
The history of games and their use in education and
of a 'didactic game', we have formulated our working
upbringing started long ago. In this chapter we will describe
definition of this term:
the opinions of important characters regarding the role of
A didactic game is understood as an activity of the pupils
and teacher which pursues certain didactic targets. Pupils
usually do not realize these targets. The motivation of their
activity is the joy of performing it, competitiveness, the
opportunity to work in favour of a team, self-fulfilment...
A didactic game has rules that organize the pupils' activity.
This activity, its contents, and didactic game rules help to
achieve the educational targets of the game. A didactic game
is characterized by the high involvement and motivation of
pupils, and the pleasure of performing a playful activity.
17
games in education. The chapter is elaborated according to
the article The history and present of didactical games as
a method of teaching mathematics (Vank, 2005).
Even the ancient Greeks recommended games as a means
of education. Plato (427 BC 347 BC) in his works Laws
and Constitution justified the use of games in education.
According to Plato, the main educational method for children
aged 37 is a game. Educational games were meant to
prepare children for their future work activities. Plato thinks,
for example, that manipulation with jigsaws is a suitable part
18
P. VANK: DIDACTIC GAMES IN MATHEMATICS
2 GAMES IN THE HISTORY OF EDUCATION
of the education of future builders. Natural children's talents
This does not mean, however, that games did not have an
will be manifested in such playful activities (Plato, 1980,
important place in the lives of children in the Middle Ages. In
p. 310):
archaeological collections dating from the 14th to 15th
...teach boys about these disciplines not by violence, but in
centuries, we can find dolls, figurines of dogs and knights on
a playful way, and at the same time, you can also find out
horses, various ceramic toys... According to the findings, the
what each of them has a natural inclination for.
most popular toy on the territory of Slovakia until the 16th
Plato's scholar Aristotle (384 BC 322 BC) also realized
the importance of games for education. In his works Politics
and Nicomachean Ethics, he defended the need for games at
children's age. He thinks that a suitable game is the most
appropriate activity for children.
Schooling in ancient Rome continued in the Greek
educational tradition. The first schools appeared here at the
start of the republican establishment, and they were called
'ludi', i.e. games. Most of the games used in these schools
were related to the physical development of pupils.
After the fall of the Western Roman Empire, a feudal social
establishment was formed in European countries in the
5th10th
centuries.
It
flourished
during
the
11th15th
centuries, while medieval Christian religion and the church
had great influence
on
education
during
this period.
Education was aimed at developing humility and the
obedience of pupils. Hard discipline was therefore applied at
schools, bodily punishments were used. The main teaching
method was drilling. There was little scope for using didactic
games in this form of teaching.
century was a rocking horse. So also at that time, a game was
a preparation for future life activities: the rocking horse was
a preparation for a "knight's life", dolls were a preparation for
girls as future mothers, various wooden and clay tools helped
to form work skills and habits. However, the systematic use
of games in school education was tabooed in the period of
feudalism.
It was the Renaissance which brought about better times
for the use of games in education. Instead of humility and
obedience, the education of a physically developed and
intellectually educated human became the centre of interest
for education again. Due to its orientation on a human, this
movement
is
called
Humanism.
Humanists
criticised
medieval schooling very sharply. They refused the upsetting
verbalism and formalism in teaching, and rejected the severe
discipline of medieval schools. They required the ancient
Greek and Roman authors to be studied at schools. They
wanted the following sciences to be taught: natural sciences,
geography, physics, but also history. These humanistic
requirements and attitudes resulted in the need to change
educational methods. Teaching should be demonstrative, to
19
20
2 GAMES IN THE HISTORY OF EDUCATION
P. VANK: DIDACTIC GAMES IN MATHEMATICS
stir pupils' activity. The life needs and interests of pupils were
contrary, if you see that a toy is nice to his/her eyes, ears and
also to be considered. Games were also used as a way to fulfil
other senses, it will be refreshing for the child's body and
these criteria.
mind.
Some teachers in the 15th to 18th centuries shared the
Comenius also stressed that children need to play group
positive ancient Greek and Roman attitude towards the
games to develop their social skills. In his opinion, games
games.
a significant
have a beneficial effect on the health of children and they
educational method was also supported by the extensive
develop their senses, memory, judgement, work fervour and
production of toys in Europe, mainly concentrated in
eloquence. Comenius emphasizes the use of bodily games for
Germany. This is exactly where J. A. Comenius (15921670),
the physical development of pupils. He also acknowledged the
the great European educator, studied. According to his
function of games as a preparation for future work. He
opinions, a game is a very important element of upbringing,
stressed the need to lead children from a spontaneous playful
as education itself should be playful and joyful. It is
activity to intentional work in this sense he pointed out the
therefore, necessary to constantly arouse the interest of
guiding of children during games and the use of games with
pupils in teaching and to explain subject matter so that it has
rules.
The
interest
in
using
games
as
the nature of a game.
Humanistic opinions about education appear in the
Comenius laid the foundations for the 'school through play'
pedagogic work of the English philosopher, scholar and
in his works Informatrium koly materskej (Book of Nursery-
pedagogue J. Locke (16321704). Locke dealt with the issues
school Teachers), kola hrou aneb iv encyklopedie (School by
of upbringing and education from both the theoretical and
play or a life encyclopaedia) and Vevchova (All-education)
practical points of view. He criticises medieval schools and
(Comenius, 1957, 1959). He understood games, as a natural
their methods. He thinks that teaching should be performed
way to foster a child's will and character features, as
naturally and not by force. When teaching reading and
a spontaneous expression of a child's activity bringing
writing, Locke recommends using games with letters and
pleasure. In the education of the youngest children, he
picture books. (Locke, 1959)
emphasizes (Comenius, 1957, pp. 137138):
Parents should try to ensure that their children have joy in
The work of the French enlightener J. J. Rousseau (1712
1778)
Emile
or
On
Education
also
comes
from
the
their lives. To summarize, when you see whatever the child
Renaissance. In it the author defends the humanistic
likes and welcomes, it should not be denied to him/her; on the
opinions of childhood. Until the Renaissance, the age of 67
21
22
2 GAMES IN THE HISTORY OF EDUCATION
P. VANK: DIDACTIC GAMES IN MATHEMATICS
was considered to be the age limit of childhood. After
for the systematic use of games to achieve educational goals.
reaching this age, children were fully integrated into the work
(Biber, 1831)
process. The right of children to a longer 'playful' childhood
started to be more accepted during the Renaissance.
In
his
work,
Rousseau
demands that
education
The first research in the area of games and their
educational
function
date
back
to
the
18th
century.
is
A pedagogic system of games prepared by the German priest
performed in natural ways with regard to age particularities;
and pedagogue F. W. A. Frbel (17821852) is well-known.
he refused the suppression of pupils' personalities, dull
Frbel was Pestalozzi's scholar and follower. He also believed
cramming of subject matter, or excessive discipline. According
in
to Rousseau, the basis of education and upbringing should be
upbringing,
a childs own observations, contemplation and personal
education. He thinks that games are a means of a healthy
experience. Naturally the use of games was appropriate here,
evolution of young people. His following statement confirms
as an adequate and free activity for children. Rousseau himself
this (according to Lange, 1863, p. 33):
says (Rousseau, 1910, p. 81):
the
great
importance
and
of
games
recommended
their
in
education
use
in
and
children's
Playing and games are the highest level of children's
Love children, let them have their games, fun, and their
lovely instinct.
development, the development of a person of this age, as they
are a natural expression of children's interior, an expression
Particularly, Rousseau paid attention to motional games,
games for the development of writing, counting and musical
which originates from the internal need of the child itself.
Frbel
divides
children's
evolution
into
3 periods:
talent. He formulated rules which need to be followed during
a suckling, a child, and an adolescent. In the 'suckling period'
games: appropriateness of the game for children, its joyful
children's senses develop, 'childhood period' is the time of
and non-enforced behaviour. According to Rousseau, a game
games and speech development, while the 'adolescent period'
is a childs natural activity which best satisfies their need for
is the period of schooling when educational goals can be
activity.
consciously achieved. We can see the importance which
The
German
pedagogue
J. H. Pestalozzi
(17461827)
further developed Rousseau's ideas. He placed importance on
Frbel placed on games in pre-school education in the
following quotation (according to Lange, 1862, p. 469):
learning through activity. Through this activity, he is trying to
Games should serve children as an all-round and joyful
encourage the pupil to display their interests. One such
practice, all their powers and abilities should be educated in
activity was a game, in his opinion. He pointed out the need
23
24
2 GAMES IN THE HISTORY OF EDUCATION
P. VANK: DIDACTIC GAMES IN MATHEMATICS
clear joy; and children should live in harmony and holy
expressed in and develop through games. The whole future life
childishness and prepare for school and their future life.
of a man has its source in his childhood.
Frbel revised in detail and tried the methodology of
Renowned psychologists, philosophers and pedagogues
education in pre-school establishments ("Kindergartens") as
made detailed analyses of games and their importance in the
well as a set of toys suitable for the education of children of
lives
this age. This set of children's toys is known as "Frbel's
J. W. Goethe,
gifts".
among many others.
It is a collection of 6 sets of simple toys. The first gift is
of
people
in
the
F. Schiller,
J. W. Goethe
19th
century.
H. Spencer
(17491832),
out
and K. Groos
important
education. He was particularly interested in the imaginative
spatial imagination (e.g. the terms "forward" and "backward"
and dramatic elements of games. He thought that games
related to the movement of balls). The second gift is a wooden
developed
sphere, cube and cylinder. The purpose of this gift is to make
understood
children familiar with basic geometric shapes. The third gift is
development (Cheyne, 1989, p. 25).
F. Schiller
as
memory
a means
(17591805),
the
and
of
of
German
They should help children to recognize colours and master
a game
importance
from
playwright,
imagination,
the
mention
a set of 7 cotton balls of different colours, fixed to a thread.
a cube divided into 8 cubes; the fourth gift is a cube divided
pointed
the
Let's
games
emotivity.
general
German
in
Goethe
personal
poet
and
into 8 boards. The fifth and sixth gifts are cubes divided into
philosopher, reflected his ideals of freedom and sense in
27 small cubes, some of which are further sub-divided. All
games. He considers them to be a form of activity, enabling
these divided cubes should teach children to build shapes
individuals to express themselves freely and thus to achieve
and thus develop their imagination and combination skills.
a more beautiful life. Schiller contemplated the reasons for
Frbel elaborated an exact methodology for the use of his
playful behaviour. According to him, the play of animals and
gifts, he established a set of accompanying words, songs and
people is an expression of excessive life energy which nature
movements. His gifts became widespread (Va et al., 1958,
has endowed them with generously and which has not been
p. 112).
used in the fight to survive. (Schiller, 2004)
Frbel's view of the educational use of games can be
expressed in the following quotation (Frbel, 1826):
dispositions
and
25
innermost
tendencies
(18201903),
the
English
philosopher,
sociologist and pedagogue, advocated such education and
Children's games set up their whole future lives; their
personality,
H. Spencer
are
upbringing which are aimed at preparation for life. In his
work (Spencer, 1911) he determined didactic principles
26
2 GAMES IN THE HISTORY OF EDUCATION
P. VANK: DIDACTIC GAMES IN MATHEMATICS
which have become characteristic of Anglo-Saxon pedagogic
opinions that games are a means of general development were
thinking. These principles contain the requirement of active
widely accepted, and most are acknowledged as truthful even
and joyful learning based on pupils' experience. Spencer
today.
emphasized the need for sufficient games for pupils.
M. Montessori
(18701952),
the
important
Italian
He also contemplated about why animals and people play.
pedagogue, used the works of F. W. A. Frbel, J. H. Pestalozzi
In his opinion, games are an expression of the need to relieve
and J. J. Rousseau when building her theory of education.
excessive energy (Spencer, 1911):
She elaborated a supporting program to help pupils with
A game is a substitute application of energy which has not
writing and reading disorders, and she designed a system of
been used where it was naturally supposed to be used, and
education and upbringing for children aged 36. She laid
thus it has accumulated to such an extent that it needs to be
importance
relieved and expressed with a playful activity.
children which provides motivation for pupils' development.
K. Groos (18611946), the German psychologist and
pedagogue, elaborated the first comprehensive concept of the
reasons and meanings of playful behaviour. In his works,
(Groos, 1896, 1899) he emphasizes the function of games as
a preparation for adult tasks and behaviour. In the first of the
mentioned works, Groos wrote:
on
creating
a stimulating
environment
for
She thinks that one of the main teacher's tasks is to create
and
maintain
such
stimulating
environment.
In
her
education system, Montessori focused on overall child
development: the development of their sensory-motor skills,
vocabulary, preparation for writing, reading and simple
mathematical operations, but also the overall development of
pre-school pupils' behaviour. In order to develop these
We cannot think that animal play is a luxury of youth, but
rather that animals have their young age in order to play.
Groos believed that the behaviour of mammals, and of
people in particular, is so complex that they need a period of
youth in which their preparation for adulthood culminates
abilities and skills, Montessori widely used games as
a natural form of activity for children. She supported the
opinions of K. Groos about the major role of games for the
development of young people. (Britton, 1992; Rhrs, 1994)
J. Piaget
(18961980)
and
B. Inhelder
(19131997),
through games. He considers games to be a form of
renowned French psychologists, carried out comprehensive
instinctive behaviour which builds foundations for the
studies of the functions of games in children's lives.
development of intelligence and, similarly to the imitation
According to their research, there are four basic categories of
instinct, it substitutes other, more primitive instincts. Groos'
games. The original and most simple form of a game is an
27
28
2 GAMES IN THE HISTORY OF EDUCATION
P. VANK: DIDACTIC GAMES IN MATHEMATICS
"exercise game". In this, people apply certain abilities only out
various problems and puzzles, intelligent creative activity).
of "functional joy" or out of joy to cause something and to
(Piaget and Inhelder, 1997)
apply their newly-acquired knowledge. (Such behaviour can
We can see from the above-mentioned that both Piaget and
also be seen with adults, e.g. when trying a new car,
Inhelder acknowledged the general function of games for
computer, etc.) After this game stage there is a symbolic
children's development. According to their research, games
game, culminating between the ages 23 and 56. The basis
develop sensory-motor skills, emotional and intellectual
of this is a playful transformation of reality that children
areas, as well as the imagination. The importance of a game
assimilate into their needs. Such assimilation is based on
was also confirmed in terms of children's socializing, the
a symbolic language which the child forms and can change
development of their ability to cooperate, as well as
creatively when necessary. Thanks to the symbolic game,
preparation for constructive creative activity, and the ability
children can act with no pressure and sanctions within
to solve the problems necessary in adult life. Therefore, on
conditions they adjust themselves, contrary to reality where
the basis of the results of their work, games are a necessary
they adapt to given conditions. The symbolic game therefore
and important part of education and upbringing.
has great significance for both the emotional and intellectual
L. S. Vygotsky (18961934), the Russian psychologist,
balance of children and their development in these two areas.
studied children's cognitive development in detail. He mainly
An example of a symbolic game is playing Indians, playing
studied the relation between language and thinking. In his
school The third stage in the development of young people
opinion, cognitive abilities and thinking patterns are not
is games with rules (marbles, hide-and-seek, tic-tac-toe etc.).
primarily determined by inborn factors, but are a product of
In these games children learn from each other (or an adult
activities performed within the social institutions of the
might be present). They are mainly important for children's
culture where the person is growing up. A game, as an
socialization, the development of their social lives, and the
activity, can create a suitable condition for the development
development of their ability to cooperate and act on the basis
of cognitive and thinking skills. (Rozycki and Goldfarb,
of certain rules. The fourth type of game is constructive games
2000). In his theory, Vygotsky emphasizes the socializing role
which represent a transition between the symbolic game and
of games.
activities which already have the nature of 'serious' work.
J. S. Bruner
(1915),
is
psychology. He dealt with an efficient manner of education
(mechanical
29
constructions,
solving
the
30
evolution
psychologist,
significantly
adapted
to
American
In these games symbols are gradually objectivized, and reality
actually
contributed
an
of
cognitive
2 GAMES IN THE HISTORY OF EDUCATION
P. VANK: DIDACTIC GAMES IN MATHEMATICS
and a suitable arrangement of the curriculum on the basis of
method of education. A game and its nature meet Dewey's
the theory of constructivism. The basic idea of Bruner's
requirement: To join school with life, to turn it into a place for
theory is the opinion that learning is an active process in
children where they learn directly by life, instead of being only
which pupils construct new notions and concepts on the
a classroom where tasks are assigned. (Stojan and Jva,
basis of the knowledge and experience known to them. The
1995). Dewey places great importance on the educational role
teacher's task is to motivate pupils to learn new knowledge,
of games. In his work (Dewey, 2010, 2011) he says that
while the teacher has to transform the knowledge to be
when bringing up children, all nations have largely relied on
learned in such a way that it is appropriate to the pupils'
games and playful activity, as these activities teach children
comprehension skills. Here Bruner was interested in the role
about the world they live in; children discover in them a lot
of games in education, which he found equally as important
about the activities and processes necessary for their lives.
as J. Piaget and B. Inhelder. In his research, e.g. he
R. Steiner
(18611925),
the
Austrian
scientist
and
emphasized the ability of children to concentrate on an activity
philosopher, elaborated a method of education used at
during a game, on the means of playful behaviour, and on
Waldorf schools. He emphasised the overall development of
obtaining information. In this way, a 'serious' activity is usually
pupils, their knowledge, thinking, social skills, as well as
focused on its results. Therefore Bruner considers games to be
their will power and spiritual values. He thinks that
a suitable educational method. For example, in the first steps of
education should consider current children's needs which
schooling, he suggested developing pupils' logical thinking
change
through constructive games (Bruner, 1960, p. 46).
development. He requires that the main activities of children
with
their
physical,
mental
and
emotional
The evolution of the Reform Pedagogy in the late 19th
under 7 are games, drawing, learning about nature and
century and 20th century was crucial for the use of games in
common-life objects. In his theory, a game is considered to be
teaching. An active, creative and motivating form of education
a necessary condition of the comprehensive development of
was coming to the foreground. Certain new educational
the
theories started to consider games as one of the main
emphasize the role of games in education (Jenkinson, 2001).
(18591952),
character.
Steiner's
current
followers
also
The French Group of New Education GFEN (Groupe
teaching methods.
J. Dewey
human
the
founder
of
Pragmatism,
Franais
dducation
nouvelle)
attributes
a significant
emphasized the natural cognitive and educational function of
educational role to games. This group of French pedagogues
games. Therefore he considered a game to be an essential
and didactic specialists both theoretically and practically try
31
32
P. VANK: DIDACTIC GAMES IN MATHEMATICS
3 MATHEMATICS TEACHING RESEARCH WITH DIDACTIC Games
to improve school education and upbringing. It emphasises
3 MATHEMATICS
teaching procedures motivating pupils to be active. As one of
the most important members of this group, H. Bassis says
that didactic games have a major place in their educational
concept (tech and Bassis, 1991, p. 25):
From the pedagogic point of view, our didactic approach is
based on the importance of games, i.e. on our finding that each
TEACHING RESEARCH
WITH
DIDACTIC GAMES
game, in addition to stimulating activity and pleasure, has
many specific qualities in its nature. It has a socializing effect,
The art of teaching is the art of
it inexorably forces the respect of limitations given by rules
assisting discovery.
(exclusion from a game represents a sanction), it evokes an
M. Van Doren, (1943)
unusual willingness to make great effort and to go beyond
Developments related to didactic games as an integral part of
one's
education is still ongoing. A wide group of teachers use
limits,
i.e.
it has
qualities
which
all
moralizing
expressions related to work dream about as an unachievable
didactic
target.
Pedagogues and didactic experts examine didactic games
games
increasingly
in
their
everyday
work.
As we have seen in this chapter, the importance of
both theoretically and practically as a method of mathematics
games for education is an idea which has been developing
teaching. This chapter is going to deal with the results of
since ancient times, and it is supported by the opinions
some research on the use of didactic games in mathematics
of numerous renowned and respected professionals.
teaching.
B. Onslow (1990) examined the positive effects of social
interaction among pupils during didactic games. He continued
with the work of G. Bright, J. Harvey and M. Wheeler (1985).
He found that discussions among pupils or between pupils
and the teacher are necessary during games in order to
clarify conceptual conflicts and to introduce new terms and
mathematical
processes.
The
author
set
the
following
requirements which need to be fulfilled if the use of didactic
33
34
3 MATHEMATICS TEACHING RESEARCH WITH DIDACTIC Games
P. VANK: DIDACTIC GAMES IN MATHEMATICS
games
has
to
increase
the
efficiency
of
mathematics
education:
Didactic
mathematical terms and skills, help pupils to understand
them better and to remember them for longer.
games
must
be
integrated
in
the
math
L. Steffe and H. Wiegel (1994) focused on the ways
curriculum in an appropriate way, using consistent
didactic
language, materials and symbols.
mathematical reality, and improve their motivation and
The participation of pupils must be active throughout
the whole game.
games
can help
pupils
in
constructing
their
interest in mathematics. Didactic games brought about
a spontaneous activity at math lessons, and the development
Suitable interventions of the teacher are important
because of targeted game management in order to help
pupils acquire new terms, mathematical processes and
ways of thinking.
of the mathematical thinking of pupils. Social interaction
among pupils was also seen positively.
The Australian university pedagogue G. Booker deals with
the active use of games in mathematics teaching at
J. Randel, B. Morris, C. Wetzel and B. Whitehill (1992)
elementary schools. In his work The Maths Games (2000) he
state that the use of didactic games in mathematics teaching
describes his experience and observations from didactic
may be beneficial to motivate pupils to work during the
games. Let's mention a few:
lesson, and to improve their lesson performances. According
Pupils find games a fun activity which not only motivates
to the mentioned authors, a better understanding and
them, but also completely captures them, which is necessary
remembering of the subject matter through games is
for constructive teaching. Children who are not willing to learn
conditioned by the active involvement of pupils in the games.
to please their parents or a teacher, or because they have been
The role of didactic games in teaching has also been
told that maths will be necessary for their future life, are often
researched from many theoretical and practical aspects.
willing to learn in social interaction with other pupils. Games
S. Pulos and C. Sneider (1994) found that a suitably selected
offer a real context to pupils.
didactic game with a correct structure and focus help pupils
acquire
new
mathematical
terms
and
skills.
These
For these reasons, games have an important place in
mathematics
education.
They
offer
conditions
where
researchers recommend involving didactic games in the
mathematical concepts may be constructed and developed.
mathematics curriculum as an alternative activity. They
Games improve pupils' problem-solving skills through their
discovered that the experience acquired through a suitable
need to discover and use new strategies, and they generally
didactic game, used after pupils are familiar with certain
35
36
3 MATHEMATICS TEACHING RESEARCH WITH DIDACTIC Games
P. VANK: DIDACTIC GAMES IN MATHEMATICS
improve other pupils' skills through their use in a motivating
activity. They support social interactions that lead to learning.
The staffs of The Mathematics Assistance Centre at
Griffith University, Brisbane, Australia, have carried out
several research projects focused on didactic games. Such
research was related to the use of didactic games as an
are more efficient, when constructed on the basis of
mathematical
ideas,
and
understanding
of
certain
mathematical notions or mastering certain mathematical
skills is necessary for the game;
support pupils to creatively construct new ideas which
they have to defend in front of other players;
integral part of teaching, enabling the acquisition of new
they give stimuli to check and verify the mathematical
knowledge, and the development of an understanding of new
processes of other players, in this verification pupils rely
mathematical notions (Booker, 2000). Their aim was to find
more on their own verification of correctness of these
a mechanism
processes, instead of relying on the statements of an
to
implement
a constructive
attitude
to
mathematics teaching. In the constructive attitude, pupils
learn on the basis of their own experience through suitably
external authority (teacher, text book, etc.);
improve
the
self-esteem
and
self-consciousness
of
selected activities. Didactic games are one such activity. The
pupils, as accidental game elements enable each pupil to
games also served to develop the language necessary to work
win;
with mathematical concepts. Let's try to briefly summarize
the results of the research:
enable the teacher to focus on the assessment of a true
picture of pupils' abilities, instead of assessing their
Didactic games:
results in artificial conditions.
offer a real context to pupils where they can become fully
involved, and that supports constructive teaching;
Many Slovak and Czech pedagogues also have much
experience using didactic games during math lessons. Now
increase the subjective value of mathematical knowledge
we will present some of their opinions about the role of games
for pupils, as this knowledge is necessary to participate
in teaching, conditions and forms of their use, and practical
in the game which is a desired activity;
observations from integrating games in the educational
help pupils construct mathematical concepts through
manipulation
of
objects
as
a part
of
the
game,
process.
In her works, V. Krov (1994, 1996) formulated the
verbalization of their activities, thoughts and attitudes;
requirement to use didactic games as a full-value teaching
require pupils to respect the rules of the game, and that
method. According to the author, games form the following
is beneficial for math disciplines based on rules;
37
pupils' qualities necessary for efficient education:
38
P. VANK: DIDACTIC GAMES IN MATHEMATICS
3 MATHEMATICS TEACHING RESEARCH WITH DIDACTIC Games
overall positive relation to school and to the educational
Good organization and material equipment for the game
process;
is a must.
inner motivation to improve their knowledge, skills and
abilities;
It is not appropriate to introduce new games too often.
We should never use games in teaching accidentally.
self-assessment and self-control of their own activity.
Each game has to serve a certain didactic target which
we want to achieve in teaching math.
E. Krejov and M. Volfov (1994) highly value the role of
a game as a vital part of education. According to the authors,
We should try to motivate as many pupils as possible
using didactic games in teaching increases the interest of
with the game, ideally the entire class simultaneously.
pupils in active work during math lessons and mathematics
Each pupil should have the chance to be successful in
in general, and generally improves the course of lessons. The
the game, whether individually or as part of a team. In
authors also find it positive that pupils must integrate the
order to differentiate pupils depending on their abilities,
knowledge from different areas of mathematics, but also from
it is appropriate to prepare less or more demanding
different school subjects. On the basis of their experience
variants of the given game.
with the use of didactic games in teaching math, the authors
When selecting a didactic game, we prefer a game which
formulated the following requirements for the suitable
will engage as many senses in each pupil as possible,
integration of games in education:
which develops their varied skills and knowledge.
Games should be attractive and catchy for pupils.
A. Masarikov (1994, pp. 3738) also points out the potential
Games should correspond to age-related peculiarities
of didactic games in her statement:
and individual children's abilities. Younger pupils mainly
like games full of elements of mystery and obscurity,
pupils weaker in mathematics prefer team games, gifted
and older pupils like individual games.
Each game has to have clear and understandable rules
which are carefully followed. Sanctions have to be
determined for the potential breaking of rules (e.g. bad
A didactic game can be a means of both teaching and
learning, it uses the natural desire to know and play. It is
a source of motivation, it helps to focus attention, it increases
the thinking activity, forms a positive relation and interest in
the
contents
of
teaching.
That
a precondition
for
understanding and remembering basic facts resulting from the
contents, and that gives the joy of achievement.
points). It is not appropriate to change rules for no
purpose.
39
is
40
3 MATHEMATICS TEACHING RESEARCH WITH DIDACTIC Games
P. VANK: DIDACTIC GAMES IN MATHEMATICS
A. Masarikov in cooperation with J. Ivanoviov (1999)
According to . Kovik (1999), the main areas which the
dealt with the positive aspects of using didactic games in
educational use of didactic games in math can be focused on
education. The authors believe that a great benefit of didactic
are:
games is the active work of pupils with the subject matter
discovering and revealing new connections;
they are dealing with at the lessons. This direct contact
practicing and revising the subject matter;
enables pupils to acquire more exact, systematic and durable
developing thinking and using knowledge.
knowledge. In the methodology of using didactic games, the
M. Zelinov (1999) made a detailed analysis of the functions
authors emphasize the appropriateness of games for the age,
of games in the development of children's personalities.
abilities, knowledge and interest of pupils.
According to the author, games have a significant function in
J. Cejpekov (1996) describes the positive effects of games
the development of the following character aspects:
on the development of pupils in classes 14 at elementary
Non-cognitive areas:
schools. The author sees the potential of didactic games in
emotional expressions and positive experience, increase
their following functions:
of self-consciousness;
they activate pupils' personalities;
increase in activity and motivation;
they develop memory, imagination, attention, thinking
social behaviour, improvement of social skills;
and speech;
love of positive values;
they develop and cultivate the emotions of pupils, and
support emotional learning through experience;
they
deepen
self-knowledge
and
strengthen
Cognitive areas:
self-
confidence;
social situations;
develop
sensory-motor abilities;
memory;
they enable social learning, and prepare for different
motivate,
creativity, joy of creative activity.
evaluative thinking;
creative thinking.
interests, satisfy needs, lead
independence and creativity;
to
In his works, P. Vank (2006, 2007, and 2008) studied
the influence of using didactic games in teaching math in
support sensory-motor learning;
classes 59 at elementary schools. The main output of the
have a significant relaxation effect.
research was the author's finding that the integration of
41
42
3 MATHEMATICS TEACHING RESEARCH WITH DIDACTIC Games
P. VANK: DIDACTIC GAMES IN MATHEMATICS
didactic games has a positive effect on pupils' attitudes to
to stirring action, it also fulfils the basic functions of a method,
mathematics and its teaching.
namely the educational, pedagogic and developing functions. It
One of the most positive qualities of games is the fact that
helps pupils not only acquire knowledge, but their moral and
games are a natural way for children to learn. It is also
personal qualities are formed as well. With regular application
important that children find games to be a wanted activity
of games, a favourable atmosphere is created during lessons
that they like. Games have a close context for children, and
because children like games. Games help them to learn without
thus they help them overcome some didactic obstacles in the
stress. Along with learning, they feel joy, have fun, and have
teaching
a pleasant emotional experience not only from the game but
process
of
mathematics.
Let's
describe
the
also from teaching. These emotions and experience in the
mentioned obstacles in more detail:
Didactic obstacles are caused by selecting educational
teaching process may be much more important and significant
methods and elaborating the teaching content (e.g. formal
for children's lives than one-sided mental recognition. A great
teaching of combinatorics through drilling formulae, without
benefit of this method is also the fact that it does not require
really understanding them). These obstacles may be overcome
any complex secondary motivation. And lastly, it is valuable
by a suitable choice of teaching methods and the curriculum.
that
(Spagnolo, 1998)
expectations and joy every day. There is hardly any teaching
Considering the data stated in this part of the work,
didactic games may help pupils overcome didactic obstacles
in the teaching process of mathematics. As we have said,
children
come
to
school,
where
they
play,
with
method with such convincing preconditions to have both an
educational and upbringing effect on children as a game.
Researchers
dealing
with
didactic
games
in
a suitable didactic game is an activity appropriate to the age,
mathematics education agree that games have many
abilities and interests of pupils. In addition, games are
positive qualities, and may be a beneficial method for
a natural
pupils' work during mathematics lessons.
way
for
children's
education.
These
reasons
indicate the didactic game's potential as a method leading to
the elimination of didactic obstacles.
To conclude, we will present a quotation from the work of
J. Cejpekov (1996, p. 23):
From the point of view of the basic attribute of the method,
we may understand a game as a teaching method. In addition
43
44
P. VANK: DIDACTIC GAMES IN MATHEMATICS
4 SELECTION OF
SUITABLE DIDACTIC
GAMES AND THEIR
4 SELECTION OF SUITABLE DIDACTIC GAMES AND THEIR METHODOLOGY OF USE
appropriateness for particular pupils, depending on their
age, maturity and interests. We will also think about possible
variants of the given game in order to differentiate its
difficulty.
The choice of game is also influenced by its organizational
and performance difficulty. This difficulty is given by the
demands of the teacher as the organizer and controller of the
course of the game, as well as by the difficulty of actions
METHODOLOGY OF USE
expected from pupils. Material equipment is also part of the
game's performance. In each didactic game, it is necessary to
consider its other characteristic features. In particular, we
Let's find a way for teachers to
teach less and for pupils to
understand more.
J. A. Comenius, (1954)
On the basis of our experience with didactic games, as well as
the experience of professionals in this area, in this chapter we
will formulate some recommendations for the practical use of
didactic games as part of mathematics teaching.
When using didactic games during mathematics lessons,
the right choice of a didactic game is important, as well as
a suitable work methodology with this game.
are looking for answers to these questions:
How many pupils will the didactic game involve and on
what cognitive process level?
What knowledge, abilities, skills and character features
does it develop?
What is the expected effect of the given didactic game on
the efficiency of the teaching process?
What effect does it have on the attitude of pupils to the
teaching process and the subject?
What are the motivational effects of the given game on
pupils?
Even before using a didactic game in the teaching process,
On the basis of the above-stated, we can create an 'ideal
it is necessary to analyze several factors. It is necessary to
didactic game' model: An ideal didactic game is suitable to
determine the educational goal we want to achieve. On the
achieve the determined educational goal, appropriate,
basis of the educational goal, we will choose the suitable
and interesting for pupils. As for the organizational and
didactic game. When selecting a game, we must consider its
performance difficulty and material equipment, it is
45
46
P. VANK: DIDACTIC GAMES IN MATHEMATICS
4 SELECTION OF SUITABLE DIDACTIC GAMES AND THEIR METHODOLOGY OF USE
rather simple, but still an attractive game with its course
been proven that it is appropriate to perform a demo game or
and content. This game engages the whole class at the
part of the game activity after presenting the rules, where
same time, while it gives preference to the creative
pupils can check if they have understood the rules correctly.
activity of pupils. An ideal game develops a wide range of
Then the didactic game itself is carried out. If necessary for
knowledge, abilities, skills and positive character features
the game, we split pupils into teams. Mostly there are 5 or
of pupils. Its integration in the teaching process will
6 team members. Ideally, teams should be equal both in the
result in increased efficiency of the teaching process,
number of pupils and in mathematical knowledge and skills.
compared with teaching without this game. It has
When using didactic games on a long-term basis, we can
a positive effect on pupils' attitudes to mathematics, and
create
motivates them to further education and development.
requirement, also taking into consideration relations among
When selecting a didactic game, we are trying to come as
close as possible to the 'ideal didactic game' model.
Now we will speak about the methodology of using didactic
games during mathematics lessons.
a fixed
structure
of
teams
in
line
with
this
pupils and their preferences of who they want to team-up
with.
The task of the teacher during didactic games is usually to
check if the rules are being followed, or to control the course
We usually present didactic games during the lesson in
of the game from the organizational point of view. If pupils
which we want to use them, so that pupils remember the
intentionally repeatedly break the rules, they need to be
rules of the game. If the game is not the only activity
disciplined depending on the situation and conditions, e.g.
performed during the lesson, we usually do it at the end.
by a worse assessment in the given game. After the end of the
Firstly, not to have to rush the game and to have time for
game, it is necessary to evaluate its course and the work of
other activities. Secondly, due to the fact that a game, as
individual players. Not only should pupils' results be
a relaxing activity with positive effects on pupils, is a suitable
considered
conclusion for math lessons.
Eventually, each pupil who has actively worked during the
in
this
evaluation,
but
also
their
effort.
At the start of the didactic game presentation, we will tell
game should be rewarded and encouraged. It helps to
the pupils its name, which should be appropriate and also
increase pupils' motivation to participate in game activities.
attractive for pupils. Then we will tell pupils the rules of the
Secondarily, this motivation may be transferred to other
game. The explanation of rules should be demonstrative,
educational activities performed during math lessons.
preferably with particular examples of game situations. It has
47
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4 SELECTION OF SUITABLE DIDACTIC GAMES AND THEIR METHODOLOGY OF USE
P. VANK: DIDACTIC GAMES IN MATHEMATICS
Awarding points has proven effective in our practice, with
otherwise spend explaining a new game to the pupils, which
more successful players obtaining more points and less
is also an advantage. It is necessary to vary the games
successful players fewer, but not 0 points. Scores of more
however, to make lessons more interesting.
games
are
counted.
For
a certain
number
of
points
Teacher's preparation before the first use of the game can
determined in advance, pupils get an A for activity during
be rather demanding. But to comfort teachers, when you
math lessons; or e.g. 5 pupils with the highest overall
repeatedly use the given didactic game with the same
number of points will get an A after the end of one thematic
content, you can use the same material aids. Then we can
unit in which we used the given didactic games. The
use games without considerably higher, sometimes lower,
advantage of this assessment is motivation on the one
demands on preparation, in comparison with teaching
hand, and the elimination of the negative effects of
without the game. A really great advantage of didactic
assessments (each player will get a non-zero number of
games is active, independent pupils' work. Math lessons
points, there is no threat of a bad grade). Applying such
with integrated didactic games pose lower demands on
point-based assessment is also suitable when using an
teachers, in comparison with no-game classes, in terms of
overall point-based assessment of pupils in their math
encouraging pupils to work and maintaining discipline.
lessons, while we will add the score for didactic games as
bonus points to the total number of points awarded to the
given pupil for other activities.
We use didactic games in teaching only when we are
convinced of the benefits of the given game in comparison
with teaching without the game. For example, instead of
a routine practice or revision of some subject matter, we
may achieve this goal in a more attractive way for pupils
through a suitable didactic game. It is not necessary to
always use a new type of didactic game. Using a known
game has the advantage that pupils know the rules of the
game and its organization. So they can concentrate on the
game activity itself. You also save the time that you would
49
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5 COLLECTION OF DIDACTIC GAMES
P. VANK: DIDACTIC GAMES IN MATHEMATICS
5 COLLECTION OF
DIDACTIC GAMES
during the game. This procedure contains the rules of the
game which control the course of the game activity. In
a separate part we propose a final assessment of the pupils'
work. Finally, we present some benefits of the game for the
educational process.
Games in the Collection are divided into the following
The only teacher worthy of this
name is one who inspires the spirit
categories:
Cooperative games for teams. This category includes
of free thinking and develops
games where a team of pupils cooperate. This category is
a sense of personal responsibility.
further sub-divided into games for multiple teams
and games for teams of 2.
J. A. Comenius, (1954)
At the start of this chapter, we have good news. Having read
Individual games. This category includes games where
the steps to select a suitable didactic game in the previous
each pupil plays on his/her own. We further sub-divide
chapter, many must have thought that it is quite difficult to
these games into games for individuals and pair
choose the right game (and we agree). This is why we have
games. Individual games are of a solitaire type, i.e.
included the Collection of Didactic Games in this chapter,
games where each pupil really plays as an individual
selected in such a way that they are suitable for use in
and tries to achieve the goal set by the rules of the game
particular thematic areas of mathematics at lower secondary
on his/her own. Pair games are of the chess, draughts,
school (pupils 1015 years old).
etc. type, i.e. games where pupils play in pairs, they have
The description of each didactic game presented here starts
opposite interests, and try to beat their play mate.
with its name. In the thematic area of the game we mention
The games presented in this Collection derive from
the math areas for which the given game is primarily
a variety of sources. In particular, we will mention the
determined. Then there are the educational targets of the
following works, ordered by year of publication, described in
game. Then we describe the game environment, particularly
more detail in the Bibliography at the end of this publication:
any aids necessary, or a division of pupils into teams, as well
as the approximate duration of the game. Then the game
procedure follows, i.e. the activities of the teacher and pupils
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5 COLLECTION OF DIDACTIC GAMES
P. VANK: DIDACTIC GAMES IN MATHEMATICS
M. Gardner Mathematical puzzles & diversions (1959),
K. Foltnov and J. Novotn Matematick hry a soute
M. Gardner Martin Gardeners Sixth Book of Mathematical
na druhm stupni zkladn koly (1997),
Games from Scientific American (1971),
. Kovik Didaktick hra spestrenie hodiny matematiky
M. Gardner Matematieskije dosugi (1972),
(1999),
M. Hejn Geometria nauila loveka myslie (1979),
D. Ivankov Hry ako sas vyuovania matematiky.
F. Roth Matematick hra ako prostriedok rozvoja kognitvnych
Hry odbravajce stres (2002),
funkci (1980),
P. Vank Hry ako sas vyuovania matematiky (2002).
V. mur Matematick hry (1985),
V. Burjan,
K. Bachrat
Many of the games appear in several of these works, in
H. Bachrat
Odborn
different modifications. When preparing the Collection, we
program matematickch krkov na 2. stupni zkladnej
have also adjusted some of the games to our requirements.
koly (1989),
The origin of some didactic games is uncertain, and it is
V. Burjan and . Burjanov Matematick hry (1991),
difficult to find their original author. Therefore, in our
T. Houka kola hrou (1991),
Collection we do not mention the particular sources of games
J. Melichar and M. ervenka Matematika hrou (1993),
from which we obtained the game ideas.
and
V. Krov 155 her ve vyuovn matematice a ve koln
In the following part of the publication, you can find
druin na 1. stupni Z 1. a 2. st (1994),
30 didactic games giving you ideas for some game activities
D. Movsk Netradin metdy vyuovania matematiky
during math lessons. Naturally, the mentioned games can be
na zkladnej kole a v nich triedach osemronch
modified depending on the situation, or they can be adjusted
gymnzi (1994),
to suit other areas of mathematics.
E. Krejov and M. Volfov Didaktick hry v matematice
(1994),
J. Brinckov Didaktick hra v geometrii (1994),
L. Hornk Matematika hrou (1994),
V. Krov Didaktick hry ve vyuovn matematice v 1.
4. ronku zkladn a obecn koly (1996),
J. Cejpekov
Hra
vo
vyuovan
na
prvom
stupni
zkladnej koly (1996),
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
COOPERATIVE GAMES
5 COLLECTION OF DIDACTIC GAMES
Game procedure:
First we distribute task assignments and the result sheet
(ticket) to all teams. The assignment contains a certain
number of tasks, while their number and difficulty must
Games for multiple teams
1
enable the pupils to solve all tasks in the course of the game.
The tasks are numbered in sequence, the number of tasks is
Bingo
higher than the number of boxes on the result sheet. Another
Thematic area:
(secret) number is also assigned to each task it is
This game is suitable for all thematic areas in mathematics.
a sequential number of the given task which we get by the
Educational targets:
random shuffling of tasks (Demonstration 1). For example if
To practice solving various mathematical tasks, feedback
the assignment contains 16 tasks, the ticket has 9 blank
on mastering the subject matter. The game also develops
boxes.
pupils' cooperation.
numbers from 1 to 16 on their tickets, and they will solve the
The
pupils
will
randomly
write
9 non-negative
Game environment:
tasks from the assignment. They consult the task results with
Pupils and the teacher: Teams of 56 pupils cooperate. The
the teacher. If they have the correct result, the teacher will
teacher has an organizational and controlling role.
Material environment: Set of tasks for each team, a ticket
(paper with blank boxes, see Picture 5.1).
Game duration: 40 min
show them the secret number corresponding to the given
task. If this number is written on the ticket of the given team
of pupils, the teacher will mark it.
The aim of the game is to mark all boxes on the ticket, i.e.
to achieve 'bingo'.
Identification of the tasks with secret numbers gives the
game an element of surprise and chance. If pupils are lucky
when filling in the ticket, they will have bingo even if they
have not solved all the assignment tasks. It means that also
weaker pupils have the chance to achieve better results and
Pic. 5.1 Ticket for the Bingo game
55
experience success.
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
Final assessment:
All pupils in a team will get a certain number of points for
5 COLLECTION OF DIDACTIC GAMES
Circles
the activity for each correctly solved task (depending on the
Thematic area:
difficulty of tasks). Pupils will get bonus points for 'bingo'
This game is suitable for all thematic areas in mathematics.
(points should be sufficiently high to motivate and please
Educational targets:
pupils).
To practice solving various mathematical tasks, feedback
on mastering the subject matter.
Benefits of the game:
Active work of the whole class, inner motivation of pupils
thanks to the game's attractiveness. Development of the
Game environment:
Pupils and the teacher: The class is divided into teams of
56 pupils. The teacher has an organizational and controlling
ability to cooperate.
Demonstration 1 Secret numbers of single tasks in the Bingo game
Secret number
Task
Task
Task
Task
Task
Task
Task
Task
Task
Task
Task
Task
Task
Task
Task
Task
n.
n.
n.
n.
n.
n.
n.
n.
n.
n.
n.
n.
n.
n.
n.
n.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
7
4
11
5
6
9
13
8
16
10
1
3
2
14
15
12
role.
Material environment: Task cards with a corresponding
number of points (see Picture 5.2 and Demonstration 2) for
each team. The cards can have a circular shape hence the
games name.
Game duration: 1530 min
Pic. 5.2 Game card for the Circles game, the task is to determine the
area of geometric shapes shown on the cards. It is a thematic unit of the
Area of Geometric Shapes.
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
Demonstration 2 Tasks for the Circles game for the
thematic
unit
dealing
with
Solution
the
of
Algebraic
Expressions.
5 COLLECTION OF DIDACTIC GAMES
task. Pupils put down the solutions on a special piece of
paper, after a certain time (1530 min) the results are
checked. The goal of the teams is to obtain the maximum
10-point tasks:
number of points possible.
1) (x y) + (y + z) (y z) + (y x) =
Final assessment:
2) (3x 7y) + (4x + y) (x 5y) =
After the end of the game, the scores of single teams are
3) (6m2 3m) : 3m =
(m 0)
counted, and a ranking of teams is made on the basis of the
(b 0)
4) (56ab + 24bc) : (8b) =
obtained points. Pupils are rewarded for activity with points
5) (0.5a2 0.5) : 0.25 =
pupils of the winning team obtain the highest number of
6) Determine the value of x + xy y for x = 5 and y = 0.4
points, pupils of the team ranked last obtain the lowest, but
5-point tasks:
not zero points.
1) 2(y 1) + (y 2) =
Benefits of the game:
2) 0.5(2p 4) + 0.4(5p 10) =
The differentiated difficulty of tasks, inner motivation of
3) (2y) (9y) =
pupils
4) (4.5r 18) : 0.9 =
opportunity also for weaker students to contribute to the
5) (3c 9d) : 0.3 =
team's success, active work of the whole class, work of pupils
6) Determine the value of (x + y) (x y) for x = 3 and y = 2
in an attractive context, feedback on the knowledge level of
Game procedure:
pupils in single teams. Pupils' social skills develop through
The teacher divides the cards into two groups, depending
their interaction in teams.
on difficulty (cards of different difficulty have different
through
competitiveness
among
teams,
the
colours). Pupils will solve the tasks on the cards. The pupils
choose the difficulty themselves by selecting a task from
Thematic area:
a particular group of cards. If they succeed in solving the
This game can be used for solving various mathematical
task, their team wins the corresponding number of points.
Puzzle
tasks whose solution is an explicit number.
The teacher assesses the correctness of the task solutions,
Educational targets:
and records the scores of single teams. Tasks are numbered
To practice solving various mathematical tasks, feedback
to enable faster control, the teacher has a result for each
59
on mastering the subject matter.
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
5 COLLECTION OF DIDACTIC GAMES
Game environment:
Game procedure:
Pupils and the teacher: The class is divided into teams of
Place the picture cut into pieces on the magnetic board or
56 pupils. The teacher has an organizational and controlling
notice board so that the pupils can see the numbered side.
role.
Pupils of each team select one of the given numbers,
Material environment: Numbered assignments of tasks,
corresponding to the part of the picture they want to turn
each task is on a separate piece of paper (Demonstration 3).
over (each team a different number). On the basis of that
A picture cut into the number of pieces equal to the number
number, the teacher will assign a task with the same number
of tasks. Each part is numbered with non-negative numbers,
to the pupils. After the task is solved, the teacher will check
starting from 1, on the side without the picture. There can be
its correctness. If the result is correct, he/she will turn over
anything in the picture, e.g. an animal, a general object,
the corresponding part of the picture so that the part with the
a famous person... Magnetic board or a notice board.
picture is visible. The pupils of the team which has solved the
Game duration: 2040 min
task have the opportunity to guess what the picture is
Demonstration 3 Task for the Puzzle game for the
depicting. If the result was incorrect, the stated part of the
thematic unit of the Area of Geometric Shapes.
picture remains unturned until the end of the game. After
each team has solved the first task, we continue with the next
Task 7
task, until all the tasks have been solved.
Count the area of the dark zone in the
Final assessment:
picture.
All pupils in a team will get a point for the activity for each
All sizes are in centimetres.
correctly solved task. If they guess right what is depicted in
the picture, the pupils of the given team get bonus points for
the activity.
Benefits of the game:
Inner motivation of pupils through competitiveness among
teams, opportunity also for weaker pupils to contribute to the
team's success, e.g. by guessing what the picture depicts.
Active work of the whole class, work of pupils in an attractive
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5 COLLECTION OF DIDACTIC GAMES
P. VANK: DIDACTIC GAMES IN MATHEMATICS
context, feedback on the knowledge level of pupils, pupils'
the teams is to 'construct' a building true-to-scale 1 : 10 on
social skills develop through their interaction in teams.
the asphalt playground with chalk. When the construction is
ready, the teacher approves it and gives the pupils tasks, e.g.
Builders
to count the areas of single construction parts, the volume of
Thematic area:
the construction with the height of walls given, the cost of
This game is suitable for the thematic areas of Perimeter of
painting the construction, the option to change the sizes of
Geometric Shapes, Area of Geometric Shapes and the Volume
the
construction
and
so
lower
the
costs,
etc.
Such
and Area of Geometric Shapes.
accompanying tasks can also be solved at the next math
lesson.
Educational targets:
To practice converting the units of length, area and
The stated game can also be played in the classroom.
volume. To train the calculation of area and volume.
Pupils draw the construction on the blackboard with chalk,
Development of spatial imagination and skill in geometric
or with their drawing tools on paper. In this variant it is
constructions.
necessary to consider the number of teams and suitable
'construction' sizes when creating the construction plans.
Game environment:
Pupils and the teacher: The class is divided into teams of
Final assessment:
56 pupils. The game is played on an asphalt playground or
On the basis of the correctness of the 'construction' and
the classroom. The teacher has an organizational and
the solution of the assigned tasks, each team member will get
controlling role.
a certain number of points for the activity.
Material environment: Construction plan for each team
(Demonstration 4). Chalk suitable for drawing on asphalt.
Benefits of the game:
Active work of pupils in a motivating and natural context.
Development of various pupils' skills. Building skills of team
A ruler for each team.
Game duration: 40 min, the game content can also be used
cooperation.
for more math lessons.
Game procedure:
The teacher prepares a simple construction plan for each
team. It can be a plan of a house, maze, park, etc. Sizes in
the plan are written in different units of length. The task of
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
Demonstration 4 Construction plan for the Builders game
3,75 m
3,75 m
3m
5 COLLECTION OF DIDACTIC GAMES
Game procedure:
Pupils of single teams take turns in solving tasks on the
500 cm
blackboard. The tasks are assigned by the teacher. While one
pupil is solving the task at the blackboard, other pupils are
60 dm
6m
counting at their desks and checking his/her solution
3m
900 cm
process. When the pupil at the blackboard finishes, pupils of
other teams assess the correctness of the solution.
200 cm
250 cm
If the solution has been unanimously found correct and is
indeed correct, the team of the pupil who has solved the task
15,5 m
will get a point. If the solution has been said to be incorrect
and there really is a mistake, the assessing pupils will correct
Lines Contest
the mistake and the team of the pupil who has been solving
Thematic area:
the task will not get a point. If the solution has been said to
The game is suitable for practicing solving tasks focused on
be incorrect and actually is correct, and the pupil who has
solved the task or his/her team-mates defend the correctness
various math areas.
Educational targets:
of the solution, this team will get 2 points. If the solution has
To practice task solving. Feedback on mastering the
been said to be correct and actually is incorrect, the teacher
subject matter both for pupils and the teacher. The game
will advise the pupils thereof and correct the mistakes. The
develops pupils' ability to check the correctness of math tasks
team of the pupil who has been solving the task will get
solutions and will result in the decrease in error rate.
1 point in this case. This way of awarding points makes the
Game environment:
pupils of all teams pay attention to the work of the pupil at
Pupils and the teacher: The class is divided into 3 teams of
the blackboard. The task of the teams is to obtain the
pupils (you can use the natural seating of pupils in lines).
The teacher has an organizational and controlling role.
Material environment: Set of mathematical tasks. They are
arbitrary tasks which can be solved on the blackboard.
maximum number of points possible.
Final assessment:
All pupils in teams will get points for the activity on the
basis of the number of points achieved by their team in the
course of the game.
Game duration: 40 min
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
Benefits of the game:
will read or write on the blackboard the wording of the first
Active work of the class, inner motivation of pupils through
task. All pupils solve the task on their own. Having solved the
competitiveness. Development of the ability to check the
task, all students who have the card with the result of the
correctness of math tasks solutions, the pupils will notice the
task then run to the blackboard. The aim is to get there
most frequently occurring mistakes through the game.
sooner than the pupils of other teams. In order to determine
their order more easily, and to enliven the game, 3 chairs are
Chairs Contest
in front of the blackboard. The fastest pupil will sit down on
Thematic area:
the first chair, the second on the next and the last pupil on
This game can be used for mathematical tasks the solution
the third. Having checked the tasks and determined the
of which is not time consuming and the result of which is
pupils' order, the teacher will assign a next task. This process
explicit number.
repeats until all the tasks have been solved.
Educational targets:
Final assessment:
To practice solving various mathematical tasks, feedback
All pupils of the team will get a certain number of points
on mastering the subject matter.
for each pupil who has presented his/her card with a task
Game environment:
solution correctly. The number of points depends on the
Pupils and the teacher: The class is divided into 3 teams.
difficulty of the tasks and the order of pupils of single teams.
The teacher has an organizational and controlling role.
For example the team of the pupil who has presented his/her
Material environment: Prepared assignments of tasks for
card with a correct solution of the given task first, will get
the teacher. Pack of cards with task results for each team.
3 points. The team of the pupil who came second will get
(Demonstration 5)
2 points, the team of the third pupil will get 1 point. If a pupil
Game duration: 2040 min
comes to the blackboard with an incorrect card, his/her team
Game procedure:
will get 0 points.
At the start of the game the teacher will give the same pack
Benefits of the game:
of cards to each team. Each pupil in the team will get the
Inner motivation of pupils through competitiveness among
number of cards given by the number of pupils in the team
teams. Active work of the class. Feedback on the pupils'
and the number of tasks which the teacher has prepared. The
knowledge level.
data on the cards are the results of these tasks. The teacher
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
Demonstration 5 Wording of the tasks and a pack of
cards with their results for the Chairs Contest game related to
the subject matter of Percentage.
5 COLLECTION OF DIDACTIC GAMES
Cipher Game
Thematic area:
The game is suitable for practicing solving simple tasks
1) Task assignments
1. 10 % of 150
10. 100 % is 10. How much % is 2.5?
2. 25 % of 40
11. 100 % is 12. How much % is 9?
3. 50 % of 12
12. 100 % is 50. How much % is 10?
4. 75 % of 4
13. 100 % is 60. How much % is 20?
5. 30 % of 60
14. 100 % is 25. How much % is 35?
6. 70 % of 20
15. If 50 % is 50. How much is 100 %?
7. 85 % of 120
16. If 10 % is 0.5. How much is 100 %?
8. 50 % of 0.5
17. If 75 % is 9. How much is 100 %?
9. 120 % of 2
18. If 125 % is 20. How much is 100 %?
2) Pack of cards with the results of the given tasks
focused on various areas of mathematics.
Educational targets:
To practice task solving. Feedback on mastering the
subject matter both for the pupils and the teacher. The game
develops the pupils' ability to cooperate.
Game environment:
Pupils and the teacher: The class, pairs sitting at desks
cooperate. The teacher has an organizational and controlling
role.
Material environment: Set of mathematical tasks. They are
simple tasks, their result has to be different for each task (see
Demonstration 6). Blank key to decode the message and an
enciphered text it can be any text, e.g. a puzzle or a joke
15
10
18
14
102
0,25
2,4
25
75
20
(see Demonstration 7 this enciphered text is a puzzle).
Game duration: 40 min
Game procedure:
33,3
140
100
12
16
At the start of the game, pupils are given a set of tasks and
an enciphered message together with a blank key to decode
it. There is one letter of the alphabet stated with each task in
the set. The enciphered text consists of data, separated by
commas. This data is the result of the given tasks. We will
decode the text by exchanging the data for letters written next
to the tasks which the corresponding data are the results for.
Pairs of pupils solve the tasks and thus obtain the key to
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
decode the cipher. The aim is to decode the whole enciphered
message.
Final assessment:
Each pair at a desk writes the results of single tasks in the
key. After the end of the game, the teacher will check them.
Pupils will get a certain number of points for the activity for
each correct result. We can award bonus points for the
correct decoding of the enciphered message. If the message is
a puzzle, we can award bonus points also for guessing it.
Benefits of the game:
Active work of the class, inner motivation of pupils by the
game's attractiveness and competitiveness. Development of
the ability to cooperate.
Demonstration 6 Set of tasks used in the Cipher Game
related to the thematic unit of Area of geometric shapes
Count the area of a rectangle with the following sizes. Write
the result in units corresponding to the unit of the first stated
figure.
a) 2.5dm and 20cm
b) 3m and 25 dm
c) 5.5cm and 40mm
d) 2.5cm and 50mm
A
B
C
D
Count the area of a square, if its side's length is:
a) 1m
b) 5dm
c) 7cm
d) 10mm
5 COLLECTION OF DIDACTIC GAMES
You know the area of a rectangle and the length of one of its
sides. Determine the length of the adjacent side. Write the
result in units corresponding to the unit of the first stated
figure.
a) 3m2, 2m
b) 8cm2, 0.2dm
c) 6m2, 200cm
d) 50m2, 5m
I
J
K
L
You know the area of a square. Determine the length of its
side.
a) 36mm2
b) 64m2
c) 81dm2
d) 9mm2
e) 144cm2
M
N
O
P
Q
You know the perimeter of a square. Determine its area.
a) 20cm
b) 12cm
c) 28dm
d) 24m
R
S
T
U
You know the area of a rectangle and the length of one of its
sides. Determine its perimeter.
a) 30cm2, 10cm
b) 32cm2, 8cm
c) 50mm2, 10mm
d) 36dm2, 18dm
e) 15dm2, 5dm
V
W
X
Y
Z
E
F
G
H
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
5 COLLECTION OF DIDACTIC GAMES
Demonstration 7 Key and a ciphered puzzle for the Cipher
Game related to the thematic unit of Area of Geometric
Shapes
Lotto
Thematic area:
Decoding key:
A
This game is suitable for thematic units dealing with the
Arithmetic of Numbers and Expressions, for the thematic unit
of the Area of Geometric Shapes, for the thematic unit of
Percentage, in the area of Functions as well as for thematic
units dealing with Solving Linear Equations and their
Systems. The stated game may also be used for solving
Enciphered puzzle:
various verbal tasks whose solution is a number or a numeric
|| 9dm 8m 1m2 || 9cm2 9dm 22cm2 3m ||
||
12,5cm2 25cm2 1,5m 1m2 9cm2 ||
||
1,5m 8m ||
||
100mm2 9dm 36m2 25cm2 9cm2 ||.
expression.
Educational targets:
To practice solving various mathematical tasks, feedback
on mastering the subject matter. The game also develops the
25dm2 1,5m 26cm 1m2 ||
pupils' ability to independently assess their results, and their
cooperation.
Game environment:
|| 100mm
||
9dm 24cm|| 10m 9dm 8m 49cm ||
12,5cm2 9dm 1m2 9cm2 || 1,5m 49dm2 ||
|| 49dm2 5dm2 3m 1m2 || 49dm2 9dm ||
||
12,5cm2 25cm2 40dm || 49dm2 24cm 9dm ||
||
9cm2 9dm 22cm2 3m 9cm2 ||?
Pupils and the teacher: The class, pairs sitting at desks
cooperate. The teacher has an organizational and controlling
role.
Material environment: Set of tasks for each pair (see
Demonstration 8), a ticket (sheet of paper with boxes where
the result is written next to the number of the task; see
Picture 5.3).
Game duration: 20 min
Answer to the puzzle:
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Demonstration 8 Set of tasks for the Lotto game for the
thematic unit of Area of Geometric Shapes.
Task 1: We should paint a rectangular wall with the
5 COLLECTION OF DIDACTIC GAMES
Task 7: 30 g of fertilizer are used per 1 m2. The gardener
wants to fertilize 5 flowerbeds sized 2 m by 10 m.
How much fertilizer will he need?
sizes 5 m by 3 m. Suggest how many cans of paint
Task 8: A square land has an area of 400 m2. Determine
we should buy, if one can is sufficient to paint
the length necessary to fence it. (clue: 20 x 20 = 400)
Task 9: The fence around a square-shaped playground
5 m2 of the wall.
Task 2: We are polishing a square table with each side
1.5 m long. One bottle of polish is sufficient for
has the length of 200 m. Determine the area of the
playground.
2 m2 of wood. How many bottles of polish do we
need?
Task 3: In a flat is a rectangular room sized 4.5 m by
n. 1
n. 2
n. 3
n. 4
n. 5
n. 6
n. 7
n. 8
n. 9
3 m, and another room in the shape of a square
with each side 4 m long. How much larger is the
area of the second room in comparison with the
first?
Task 4: In a square room with each side 4 m long is
a rectangular rug sized 3.5 m by 3 m. How many
m2 of the floor are not covered by the rug?
Pic. 5.3 Ticket for the Lotto game
Game procedure:
Task 5: A town square is 100 m by 50 m. How many
First we distribute task assignments and the result sheet
people can stand on the square if you need 0.5 m2
(ticket) to pupils at each desk. Pupils solve the tasks and
per person?
write their results on the ticket. Both the tasks and the ticket
Task 6: We want to sow corn in a field. How many kg of
boxes are numbered. Each task result is written in the box
corn will we need if the field is rectangular, sized
with the same number as the task. After they finish working,
200 m by 50 m? We know that we need 0.5 kg of
the neighbouring pairs cross-check their results on the basis
corn per 250 m 2.
of the correct results which the teacher has prepared. They
will cross any correct result, and they will leave all incorrect
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
5 COLLECTION OF DIDACTIC GAMES
or no results unmarked. The aim of the pairs is to get as
are tasks of the same type and difficulty, their number on the
many crosses on their tickets as possible.
card and number of pupils in a team are corresponding.
Final assessment:
Game duration: 510 min
Both pupils at the desk will get a point for the activity for
Demonstration 9 Tasks for the Relay game in the subject
matter area of Linear equations.
each correctly solved task.
Benefits of the game:
Active work of the class, inner motivation of pupils through
competitiveness. The pupils' mutual cross-checking eases the
load on the teacher. The game develops the ability to
cooperate.
1) 9x + 12 = 36 + 3x
5) 2 +
2) 12 + 21x = 90
6) 3 + x = + 6x
3) 13 8x = 4 + 3x
7) 3 x = 8x 27
4) x
8)
+ 2 = 2x + 4
+ 3x = 34
7x = 3x 16
Demonstration 10 Tasks for the Relay game in the subject
9 Relay
matter area of Percentage.
Thematic area:
1) 5 % of 240
4)
% of 29
This game can be used for mathematical tasks the solution
2)
% of 200
5)
% is 174, determine 100 %
of which is not time consuming and the result of which is
3)
% is 48, determine 100 %
6)
% of 13
explicit number.
Game procedure:
Educational targets:
The first pupil in each team gets a card with task
To develop the pupils' ability to carefully solve tasks in
assignments. This pupil will solve the first task on his/her
order to get the correct results. Feedback on the quality of
card, while he/she will write the result in the blank box in
knowledge both for the teacher and pupils.
the assignment of the second task. Similarly, the second
Game environment:
pupil in the team will continue and solve the second task,
Pupils and the teacher: The teams of pupils with the same
number
of
pupils,
if
possible.
The
teacher
has
an
organizational and controlling role.
while after he/she has done so, he/she will write his/her
result in the assignment of the third task. Each subsequent
result depends on the correctness of the previous task's
Material environment: Each team of pupils will get a card
solution. The aim is to solve correctly as many tasks as
with tasks (see Demonstration 9 and Demonstration 10). They
possible. After the end of the game, the teacher will check the
correctness of solutions on the basis of the previously
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
prepared results. For a quicker check, single cards and the
5 COLLECTION OF DIDACTIC GAMES
tasks in them are numbered. If some team has lower number
Games for Teams of 2
of pupils some pupils solve more than one task.
10
Final game assessment:
All pupils in a team will get a certain number of points for
the activity for each correctly solved task (depending on the
difficulty of tasks).
Cube with Letters
Thematic area:
The game is focused on the Development of the Spatial
Imagination of Pupils.
Educational targets:
Benefits of the game:
This game makes pupils pay more attention and try to
solve the tasks correctly, as the results of other team
members depend on their solution. The game requires the
active involvement of each player, though the game has
a disadvantage the players in the team are not active
simultaneously, but one after another. That is why the tasks
in this game must not require lengthy solutions. The game
has a positive influence on motivation.
Practicing the subject matter dealing with the cube net in
various forms. Development of pupils' spatial imagination.
Game environment:
Pupils and the teacher: Pairs at desks cooperate. The
teacher has an organizational and controlling role.
Material environment: Assignment for each pair of pupils
(see Demonstration 11).
Game duration: 510 min
Game procedure:
Pupils must mark which pictures represent the net of the
given cube. The task has been made more difficult due to the
need of a correct orientation of letters. The game can be
organized as a contest, while the fastest pair to answer
correctly will win. This game can also be played in a modified
way the game assignment will contain pictures of nets of
various cubes, while some will be different nets of the same
cube, and the pair of pupils must group all the nets
corresponding to single cubes.
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Final game assessment:
Each pupil of a pair will get a point for activity for every
5 COLLECTION OF DIDACTIC GAMES
11
Magic Square
correctly marked net of the cube. For homework, pupils can
Thematic area:
construct cube models on the basis of the presented nets.
This game is suitable for mathematical areas dealing with
Benefits of the game:
the Addition and Subtraction of Numbers and Expressions,
Active work of the class. Development of pupils' spatial
and for the subject matter dealing with the Divisibility of Non-
imagination. Becoming familiar with a cube net in various
negative Numbers.
Educational targets:
forms.
Demonstration 11 Assignment for the Cube with Letters game
To practice the addition and subtraction of numbers and
expressions. To practice the divisibility of non-negative
The assigned cube
numbers. Feedback on pupils' mastering of the mentioned
knowledge. The game also develops combinatorial thinking of
pupils and their cooperation.
Find nets of the assigned cube in these pictures
Game environment:
Pupils and the teacher: The class, pairs sitting at desks
cooperate. The teacher has an organizational and controlling
role.
Material environment: Incomplete assignments of a magic
square (or various magic squares) for each pair. The magic
square is a table of n x n boxes containing numbers the sum
of which in all rows, columns and both diagonals is equal
see Demonstration 12.
Game duration: 515 min
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Demonstration 12 Magic square containing integers.
5 COLLECTION OF DIDACTIC GAMES
3 more values in some of the lines or columns. Another
possibility is that in addition to the central box, we will also
write 2 more values in one diagonal and one more value in any
-7
-10
-2
the data centrally symmetrical with regard to the centre of the
-4
-5
magic square is double the value in the central box; the sum of
line. In both cases we must meet the condition that the sum of
the whole line or column will be triple the value of the central
Game procedure:
box.
At the start we distribute an incomplete assignment of the
magic square (Demonstration 13) to pupils at each desk. The
Demonstration 13 Assignments of magic squares
pupils' task is to fill in the missing data so that the resulting
1) Assignment of a magic square for the arithmetic of
square is magic (equal sums of lines, columns and diagonals).
integral numbers
After the end of the work the teacher will collect the
assignments, which he/she will check on the basis of the
-1
prepared correct results. The aim of the pairs sitting at desks
is to fill in as much correct data as possible.
In the variant of the game dealing with the divisibility of
integral numbers, the magic square represents a table of
numbers the sum of which in all rows, columns and both
2) Assignment
of
a magic
subtracting expressions
diagonals is divisible by the given natural number. In this
case there are several correct solutions when filling in the
-2y
data.
x2
Note:
x2 - y
2x2
Construction of the assignment of a magic square sized 3 x 3
for adding and subtracting numbers and expressions: When
constructing such magic square, we will start with the central
box. To make the magic square solvable, we need to write
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square
for
adding
and
P. VANK: DIDACTIC GAMES IN MATHEMATICS
5 COLLECTION OF DIDACTIC GAMES
3) Assignment of a magic square for the divisibility by 3
Game environment:
Pupils and the teacher: Pairs play. The teacher has an
10
organizational and controlling role.
Material environment: Pack of cards and the game board
6
for each team (see Demonstration 14).
Game duration: 510 min
Game procedure:
Final assessment:
At the start we distribute a pack of cards and a game board
Both pupils at the desk will get a point for the activity for
each correct entry.
the geometric shapes of certain characteristic features are
Benefits of the game:
depicted. These features are shown in the game board boxes.
Active work of the class, inner motivation of pupils thanks
to the attractiveness of the task assignments, as well as the
competitiveness among desks. Development of the ability to
cooperate.
12
The task of the players is to correctly match each card to
a box with the characteristic features of the object depicted
on the given card.
Final assessment:
The teacher will check the correctness of the solution.
Jigsaw
Pupils will get a certain number of points for the activity for
Thematic area:
each correctly matched card.
This game is suitable for the thematic area of Angle and Its
Dimension
to each team. The mentioned pack consists of cards where
and
for
the
thematic
areas
of
Triangle
and Parallelogram and Trapezoid.
Educational targets:
Benefits of the game:
Active work of the class. Development of the pupils' ability
to perceive the important characteristics of plane geometric
shapes. Cooperation of pairs at desks.
To develop the pupils' ability to distinguish important
characteristics of plane geometric shapes. Feedback for the
pupils on mastering the subject matter.
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Demonstration 14 Game board and cards for the Jigsaw
game in the thematic area of Angle and its Dimension
5 COLLECTION OF DIDACTIC GAMES
Material
environment:
Each
pair
of
pupils
will
get
a partially filled-in pyramid scheme (see Demonstration 15).
Game duration: 510 min
Demonstration 15 Pyramid scheme to practice adding
4 right angles
2 obtuse angles no angle
fractions
2 acute angles
1 right angle
2 acute angles
2 acute angles
2 obtuse angles 2 obtuse angles
6 obtuse angles 1 obtuse angle
3 right angles
3 acute angles
1/5
1/2
- 1/4
1/6
- 1/12
2 acute angles
Game procedure:
Pairs at desks must correctly fill in the pyramid scheme.
13
When filling it in, there is a rule that the entry in a higher
Pyramid Construction
pyramid line is the sum of the two entries in adjacent boxes
Thematic area:
The game is suitable for thematic areas dealing with the
Arithmetic of Numbers and Expressions, in particular their
adding and subtracting.
To practice the addition and subtraction of numbers and
expressions. To develop the pupils' ability to count carefully
in order to get correct results. Feedback on the quality of
both
for
If we write all entries in the bottom line, the pupils will only
use adding. If we write an incomplete bottom line and we also
write some entries in higher lines, the pupils will also have to
Educational targets:
knowledge,
of the line below.
the
teacher
and
the
students.
Development of the ability to cooperate.
Game environment:
Pupils and the teacher: Pairs at desks cooperate. The
teacher has an organizational and controlling role.
87
use subtraction when filling in the pyramid (Demonstration 16).
The aim of the pupils is not to make any mistakes when
calculating, and so to get a correct value in the top pyramid
line. On the basis of this entry, the teacher will check if the
pyramid has been filled in correctly.
Final game assessment:
Both pupils in a pair will get a certain number of points for
the activity for a correctly filled-in pyramid (depending on the
difficulty of tasks).
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Benefits of the game:
INDIVIDUAL GAMES
Active work of the class. Attractiveness of the game
assignment motivates pupils. This game makes pupils pay
more attention when counting, as the overall solution success
depends on each result. It is advantageous for the teacher, as
Games for Individuals
checking the pupils' work results is simple.
14
Demonstration 16 Pyramid schemes to practice adding
and subtracting
1) Scheme for practicing adding and subtracting decimal
numbers
The Way Home
Thematic area:
This game is suitable for the thematic area of the
Divisibility of Positive Integers.
Educational targets:
To practice divisibility criteria, feedback on mastering the
subject matter.
Game environment:
3,8
2,2
0,5
2) Pyramid
for
Pupils and the teacher: Pupils work independently. The
-0,1
0,2
practicing
teacher has an organizational and controlling role.
adding
expressions
and
subtracting
Material environment: Table of figures for each pupil
(Demonstration 17).
Game duration: 1530 min
Game procedure:
Pupils are given a table of figures with the entrance (the
start of the journey) and exit (home) marked. The task of the
1,5x - 1
2x
0,5x
pupils is to find a way to connect the start of the journey with
the home. The pupils can only move over numbers divisible
by the given number (the table in Demonstration 17 serves for
the criteria of divisibility by 2, 3 and 6), only in the horizontal
and vertical direction, never diagonal. The pupils write the
course of the journey, i.e. the sequence of numbers which
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they have passed, on a special sheet. The aim is to find the
correct way home, or if they exist, as many correct ways
home as possible. The teacher will assess the correctness of
the solution on the basis of the collected journey entries.
Final assessment:
Pupils will get a certain number of points for the activity for
each correct entry of the way home.
15
Spot the Mistake!
Thematic area:
This game is suitable for all mathematical areas.
Educational targets:
To practice and strengthen pupils' knowledge in different
areas of mathematics. To develop the ability to assess the
correctness of solutions of mathematical tasks. Feedback on
Benefits of the game:
Inner motivation of pupils by the attractiveness of the
game's assignment. Active work of the class. Feedback on the
pupils' knowledge level.
Demonstration 17 Table of figures for The way home game
the quality of knowledge both for the teacher and the
students.
Game environment:
Pupils and the teacher: Pupils work independently. The
teacher has an organizational and controlling role.
Material environment: Each pupil gets an assignment
174
51
135
18
26
39
54
44
18
36
25
39
18
21
156
81
27
333
31
Game duration: 540 min
84
12
42
82
36
57
63
54
32
35
Game procedure:
127
78
99
204
111
303
49
108
144
16
18
102
96
47
36
105
42
72
64
101
44
60
103
261
77
51
11
98
19
24
67
24
25
222
29
36
45
106
15
21
108
48
132
30
72
168
After the end of the game the teacher will collect the
33
24
12
66
94
13
27
42
90
24
assignments and assess the pupils' work. Pupils will get
18
72
55
14
22
18
38
204
108
54
a certain number of points for the activity for each correctly
containing solved mathematical tasks (Demonstration 18).
Each
pupil
gets
an
assignment
containing
solved
mathematical tasks. There are mistakes in the solution
procedure of these tasks. The aim is to spot and correct as
many mistakes as possible.
Final game assessment:
corrected mistake (the number of points depends on the
difficulty).
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16 Symmetric Pictures
Benefits of the game:
Active work of all pupils in the class. Motivation of pupils
by the effort to achieve as many points as possible. The game
develops the ability of pupils to assess the solutions of math
tasks; through this game the pupils realize the most frequent
mistakes which are made, and that helps them eliminate
them.
Demonstration 18 Assignment of the task for the Spot the
Mistake! game related to the thematic unit of Area of
geometric shapes
Thematic area:
This game is suitable for the thematic area of Central and
Axial Symmetry.
Educational targets:
To practice displaying through axial symmetry. Feedback
on mastering the subject matter. Development of pupils'
imagination.
Game environment:
Pupils and the teacher: Pupils work independently. The
Task :
We paint rectangular wall with dimensions 4 m and 2,5 m. How many cans of paint we need to buy?
We know, that one can of paint is enough to paint 5 m2 of the wall. (Solve this word problem.)
Solution:
teacher has an organizational and controlling role.
Material environment: Incomplete pictures in a square grid
for each pupil. (Picture 5.4)
We know
dimensions of the wall:
1 can of paint is enough to paint
5 COLLECTION OF DIDACTIC GAMES
Calculation
4 m and 2,5 m
5 m2
A = 4 2,5
A = 100
100 5 = 500
Game duration: 1520 min
2,5
x 4
100
Game procedure:
The task of the pupils is to finish the pictures placed on
the graph paper. The missing part of the picture is axially
Answer
symmetric with the assigned part in line with the marked axis
We need 500 cans of paint.
of symmetry.
Final assessment:
The pupils will get a certain number of points for the
activity for each correctly finished picture (depending on the
difficulty of the picture).
Benefits of the game:
Active work of all pupils. Practicing central symmetry in an
interpretation attractive for pupils. Feedback on the level of
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knowledge both for the teacher and the pupils. Development
5 COLLECTION OF DIDACTIC GAMES
Material environment: Numeric table for
(Picture 5.5).
of pupils' imagination.
The
table
can
also
be
each pupil
prepared
on
the
blackboard or projected with an overhead projector. Sheet of
paper for each pupil.
Game duration: 510 min
2
-1
11
121
1/2
125
27
-5
-2
49
77
64
16
1/4
-1/2
1/2
1/8
36
-8
Pic. 5.5 Numeric table for the Hidden Exercises game for the subject
matter of powers and roots, in particular focused on squares and cubes
Pic. 5.4 Demonstration of the assignment for the Symmetric Pictures game
Game procedure:
The task of the pupils is to find trios of numbers or
17 Hidden Exercises
expressions in lines, columns and diagonals. There is a rule
Thematic area:
for each trio: the result of a numeric operation whose
This game is suitable for thematic areas dealing with the
arguments are the first two data will be the third datum in
Arithmetic of Numbers and Expressions and the thematic area
the
of Powers and Roots.
multiplying, dividing or raising the first entry to the power of
sequence.
Operation
can
be
adding,
subtracting,
Educational targets:
the second entry, etc. Pupils will write the identified trios in
To practice arithmetic operations with numbers and simple
the form of a mathematic operation on the sheet of paper.
expressions. Feedback on the quality of knowledge both for
The task is to find as many 'hidden exercises' as possible.
the teacher and the students.
Example of the game see Demonstration 19.
Game environment:
Final game assessment:
Pupils and the teacher: Pupils work independently. The
Pupils will obtain one point for the activity for each
teacher has an organizational and controlling role.
95
identified exercise.
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Benefits of the game:
Practicing routine numeric operations in an interesting way
for pupils. Active work of the class. Motivation of pupils by
the
attractiveness
of
the
game's
context
as
well
by
competitiveness.
Demonstration 19 Pupils' solution of the Hidden Exercises
game for the thematic unit of Powers and roots
2
-1
11
121
1/2
125
27
-5
-2
49
77
64
16
1/4
-1/2
1/2
1/8
36
-8
Pair games
18
3D Noughts and Crosses
Thematic area:
The game is focused on the Development of Spatial
Imagination of Pupils.
Educational targets:
Development of pupils' spatial imagination. The game
develops pupils' combinatorial and strategic thinking.
Game environment:
Pupils and the teacher: Pairs at desks play. The teacher
has an organizational and controlling role.
Material environment: Set of 4 square grids sized 4 x 4.
The set is formed by single cube layers, marked as 'floors',
Identified exercises:
drawn in the game board (Picture 5.6).
3
1
1
2 3 = 8, 112 = 121, = , 4 2 = 16, 33 = 27, 7 2 = 49, (- 1)2 = 1,
8
2
2
1
1
3
= , (- 2 ) = 8, 13 = 1, 5 3 = 125.
4
2
Game duration: 515 min
Game procedure:
At the start, we distribute a sheet of paper to pairs
containing sets of square grids representing cube 'floors'. The
pupils will take turns to draw their symbols (0 or X) on
a blank box of any square grid of the given set. The aim of the
players is to achieve that 4 of his/her symbols are placed
after each other horizontally, vertically or diagonally either on
one floor or across all 4 floors. The first of the players to
achieve it is the winner. Example of the game see
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Demonstration 20. In the following game, the pupils will
change the order in which they started the previous game.
19 Bard
Thematic area:
Final assessment:
Players play more games. The lowest number is 2 to make
sure that each player has started the same number of games.
Each pair will put down the mutual score and submit the
record to the teacher. Both the winner and the loser will get
a certain number of points for the activity for each game (e.g.
3 points for the winner, 1 point for the loser).
This game is suitable for the thematic area of Divisibility of
Positive Integers.
Educational targets:
To practice divisibility by 3. Feedback for the pupils on
mastering the subject matter. The game develops pupils'
combinatorial and strategic thinking.
Game environment:
Benefits of the game:
Development of spatial imagination in a playful form.
Active work of the whole class, inner motivation of pupils
through competitiveness.
Pupils and the teacher: Pairs at desks play. The teacher
has an organizational and controlling role.
Material environment: Square grid sized 3 x 3 for each pair
(Picture 5.7).
Game duration: 510 min
Game procedure:
At the start pairs are given a sheet of paper with square
grids sized 3 x 3. The players take turns and write any
I. floor
II. floor
III. floor
IV. floor
Pic. 5.6 Set of square grids for the '3D Noughts and Crosses' game
integer numbers from 1 to 9 into blank boxes of the grid.
Demonstration 20 A sample 3D Noughts and Crosses game
Each of the numbers may only be written once. Having filled
in the grid, the pupils will determine which of the three-digit
O
X
X
O
O
I. floor
X
II. floor
III. floor
numbers formed by the rows and columns of the table are
X
divisible by 3. The player who has started the game will get
a point for each such 3-digit number divisible by 3, the second
IV. floor
player for each number non-divisible by 3. The player with
The player with symbol O wins
the highest number of points is the winner. In the next game
the order of the players will change. Result of one game see
Demonstration 21.
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Demonstration 21 A sample result of the Bard game
Final assessment:
Players play more games. The lowest number is 2 to make
divisible
indivisible
indivisible
divisible
divisible
divisible
sure that each player has started the same number of games.
Each pair will put down the mutual score and submit the
record to the teacher. Both the winner and the loser will get
a certain number of points for the activity for each game
(e.g. 3 points for the winner, 1 point for the loser).
Benefits of the game:
Active work of the class, inner motivation of pupils through
competitiveness. The pupils' mutual cross-checking eases the
load on the teacher.
The first player wins 4 : 2
20
Dim
Thematic area:
This game is suitable for the thematic area of Divisibility of
Positive Integers.
Educational targets:
To practice determining the divisibility of positive integers.
Feedback for the pupils on mastering the subject matter. The
game develops pupils' combinatorial and strategic thinking.
Game environment:
Pupils and the teacher: Pairs at desks play. The teacher
Pic. 5.7 Game boards for the Bard game
has an organizational and controlling role.
Material environment: A certain number of beans or other
suitable small objects for each pair.
Game duration: 1020 min
Game procedure:
At the start we give a certain number of beans to pairs (e.g.
35 beans, pupils can bring them from home). The pupils will
take turns and take a certain number of beans from the
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
heap, while they can only take the number corresponding to
a non-negative integers higher than 1 which is the divisor of
the current number of beans in the heap. One sample game
see Demonstration 22. The player who has to take the last
bean is the loser. In the following game, the pupils will
change the order in which they started the previous game.
Final assessment:
Players play more games. The lowest number is 2 to make
sure that each player has started the same number of games.
Each pair will put down the mutual score and submit the
record to the teacher. Both the winner and the loser will get
a certain number of points for the activity for each game (e.g.
3 points for the winner, 1 point for the loser).
5 COLLECTION OF DIDACTIC GAMES
21 Domino
Thematic area:
The domino game is suitable for thematic areas dealing
with the Conversion of Units of Area and the Conversion of
Units of Volume, and also for thematic units dealing with the
Arithmetic of Decimal Numbers and the Arithmetic of Rational
Numbers.
Educational targets:
To practice the conversion of area or volume units or to
practice arithmetic operations with decimal numbers or
rational numbers. Feedback for the pupils on mastering the
subject matter. The game develops the pupils' ability to
mutually check their activity.
Benefits of the game:
Active work of the class, inner motivation of pupils through
competitiveness. The pupils' mutual cross-checking eases the
load on the teacher.
Game environment:
Pupils and the teacher: The class, pairs sitting at desks
play. The teacher has an organizational and controlling role.
Material environment: Set of domino tiles for each pair of
Demonstration 22 A sample Dim game
pupils (see Demonstration 23).
Game duration: 1520 min
heap
1. player
heap
2. player
heap
1. player
35 beans
-5
30 beans
-6
24 beans
-6
Game procedure:
heap
18 beans
2. player
-9
heap
9 beans
1. player
-3
heap
6 beans
2. player
-3
At the start we distribute a set of domino bones to pairs of
heap
3 beans
1. player
-3
heap
0 beans
The second player
wins
pupils at desks. For thematic areas dealing with the
conversion of area or volume units, the bones will contain
pairs of data of these quantities, stating the numeric value
and the unit. The domino bones are shuffled and placed with
the numbers facing down. One of the bones is turned over.
Then the pupils take turns, i.e. they turn over one of the
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
previously unturned bones. If it can be added to other placed
bones, the pupil can do it (but not necessarily), otherwise
5 COLLECTION OF DIDACTIC GAMES
Demonstration 23 Domino bones used in the thematic
unit of Area of Geometric Shapes
he/she has to keep it. Only bones with the same area/volume
value on the added side can be added (these values are stated
in different units). The winner is the player with the lowest
number of bones which cannot be added to other bones on
the table at the end of the game.
If you want to use the game for areas dealing with the
arithmetic of decimal numbers or the arithmetic of rational
numbers, use domino bones containing the entries of adding,
subtracting, multiplying or dividing 2 numeric values. The
bones are added to each other so that the result of the
operation on one bone is the first one of the numeric data on
the other bone (Demonstration 24).
Final assessment:
Each pair will put down the mutual score and submit the
Demonstration 24 Domino bones serving to practice the
Arithmetic of Decimal Numbers
record to the teacher. Both the winner and loser will obtain
a certain number of points for the activity for each game (e.g.
Benefits of the game:
0,3 + 0,2
0,5 x 3
1,5 - 0,9
a draw, both players will get 1 point).
0,9 : 3
1,1 - 0,2
3 points for the winner, 1 point for the loser. In the case of
0,7 + 0,4
0,6 - 0,1
Active work of the class, inner motivation of pupils through
competitiveness. The pupils' mutual cross-checking eases the
load on the teacher.
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22 Enades
5 COLLECTION OF DIDACTIC GAMES
a certain number of points for the activity for each game (e.g.
3 points for the winner, 1 point for the loser).
Thematic area:
This game is suitable for the thematic area of Powers and
Roots.
Benefits of the game:
Active work of the class, inner motivation of pupils through
competitiveness. The pupils' mutual cross-checking eases the
Educational targets:
To practice determining the
powers
of non-negative
numbers by heart. Feedback for the pupils on mastering the
subject matter. The game develops pupils' combinatorial and
strategic thinking.
Game environment:
Pupils and the teacher: Pairs at desks play. The teacher
has an organizational and controlling role.
Material environment: Sheet of paper for each pair.
load on the teacher.
Demonstration 25 A sample Enades game
number
1. player
number
2. player
number
1. player
100
-25
75
-9
66
-16
number
50
2. player
-8
number
42
1. player
-3
number
39
2. player
-9
number
30
1. player
-16
number
14
2. player
-2
number
12
1. player
-5
number
7
2. player
-2
number
5
1. player
-5
number
0
The first player
wins
Game duration: 510 min
Game procedure:
23
The players deduct any powers of 2, 3 or 5 with an exponent
Thematic area:
of a positive integer from an initial number n (e.g. n = 100).
Both players take turns and write down the status of the game
Snake
This game is suitable for the thematic area of Central and
Axial Symmetry.
on the sheet of paper. The player who gets 0 or 1 in his/her
Educational targets:
turn wins. In the following game, the pupils will change the
To practice displaying a point through central symmetry.
order in which they started the previous game. A sample
Pupils' motivation. Feedback on mastering the subject
game see Demonstration 25.
matter. To develop pupils' imagination and strategic thinking.
Final assessment:
Game environment:
Players play more games. The lowest number is 2 to make
Pupils and the teacher: Pairs of pupils at desks play. The
sure that each player has started the same number of games.
Pupils will put down the mutual score and submit the record
teacher has an organizational and controlling role.
Material environment: Square grid for each pair (Picture 5.8).
to the teacher. Both the winner and the loser will get
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5 COLLECTION OF DIDACTIC GAMES
in which they started the previous game. A sample game see
Demonstration 26.
Final assessment:
Players play more games. The lowest number is 2 to make
sure that each player has started the same number of games.
Pupils write the scores of mutual games. They will get
Pic. 5.8 Square grid for the Snake game
a previously agreed number of points for the activity both for
Game duration: 1520 min
winning or losing (e.g. 3 points for winning, 1 point for
Game procedure:
losing).
The teacher distributes game boards to the pupils. The
Benefits of the game:
pupil who is starting will draw a circle in any square of the
Practicing the subject matter in a context attractive for
game grid and write the number 1 in it. (The snake has been
pupils. Inner motivation of pupils through competitiveness.
born and is 1 day old.) The second player will choose any grid
Active work of the whole class. Feedback on the knowledge
point, i.e. a point where the lines of the square grid intersect,
level for the pupils. Development of strategic thinking and
and through the central symmetry with the centre in this
imagination (when planning draws).
point he/she will display the snake in its new position.
Demonstration 26 A sample Snake game
He/she will draw another circle in any free square adjacent to
the new snake's position. He/she will write the number 2 in
both of these circles. (The snake has moved and grown and is
2 days old.) They continue analogically, each next turn
represents moving the snake and making it longer by one
square of the grid. The players take turns. If any part of the
snake is to be displayed beyond the square grid or in the
space where the snake has been, the player loses. Any player
The first player wins
also loses if he/she has no free space to make the snake
longer. In the following game, the pupils will change the order
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
24
5 COLLECTION OF DIDACTIC GAMES
its finding. The player who has found all the treasures in the
Treasure Seekers
opponent's game board is the winner.
Thematic area:
Final assessment:
This game is suitable for the thematic area of Functions.
Each pair will put down the mutual score and submit the
Educational targets:
Propaedeutic
of
point
record to the teacher. Both the winner and the loser will get
coordinates
in
a rectangular
coordinate system in a plane.
a certain number of points for the activity for each game
(e.g. 2 points for the winner, 1 point for the loser).
Game environment:
Benefits of the game:
Pupils and the teacher: Pairs at desks play. The teacher
Coordinate propaedeutic in an attractive form for pupils.
has an organizational and controlling role.
Active work of the class. The attractiveness of the game's
Material environment: Square grid for each pupil (Picture 5.9).
context and competitiveness motivate the pupils.
Game duration: 1520 min
1 2 3 4 5 6 7 8 9 10
Game procedure:
1
2
3
4
5
6
7
8
9
10
At the start of the game, each pupil draws "treasures" in
his/her square grid. Each player has to draw a determined
number of treasures and the drawn treasures must not
touch, i.e. one treasure can not be drawn in any grid squares
adjacent to a different treasure (see Demonstration 27). Pupils
take turns during the game. In each turn they will say an
ordered
pair
of
non-negative
integers
identifying
the
coordinates of the square where the player is "looking for the
treasure". The first coordinate represents the number of the
rows, the second the number of the column in the square
grid. The opponent will say if he/she has a treasure drawn in
the stated square. If the player has identified all the squares
representing the given treasure, the opponent will announce
111
Pic. 5.9 Square grid for the Treasure Seekers game
Demonstration 27 Layout of 'treasures' in the Treasure
Seekers game
1 2 3 4 5 6 7 8 9 10
1
2
3
4
5
6
7
8
9
10
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
25
Logic
5 COLLECTION OF DIDACTIC GAMES
e.g. by guessing 4 numbers selected from the set of nonnegative integers from 1 to 6.
Thematic area:
The game can be used for the thematic area of Combinatorics.
Educational targets:
To develop pupils' logical and combinatory thinking.
Game environment:
Pupils and the teacher: Pairs at desks play. The teacher
has an organizational and controlling role.
Material environment: The game only requires paper and
writing utensils, no other special aids.
Final game assessment:
Pupils put down the game procedures. Each guessing pupil
will get a certain number of points for the activity for every
correctly guessed quintuple of numbers.
Benefits of the game:
Active work of the class. Development of pupils' logical
thinking in an activity attractive for pupils.
Demonstration 28 A sample Logic game
Game duration: 1020 min
guessed quintuple
Game procedure:
One of a pair of students writes 5 numbers next to each
other, selected from a set of non-negative integers from 1 to
8, while each of these 8 numbers can only be written. The
other pupil should guess this quintuple. He/she will write
his/her supposed quintuple on his/her sheet of paper. The
pupil who has selected the numbers will say the number of
the correctly guessed numbers, and the number of numbers
whose location has also been guessed correctly. The other
pupil continues guessing, until he/she finds the whole
quintuple, while he/she has 10 attempts to make a guess.
The pupils will swap their roles in the next game. A sample of
the game is shown in Demonstration 28.
The difficulty of the game can be changed by changing the
1.
2.
3.
4.
5.
6.
26
1
7
7
7
7
7
3
5
5
5
2
2
5
1
1
2
5
3
8
2
6
6
8
1
n. of correctly guessed numbers
7
4
4
1
4
4
3
4
3
3
3
5
Mathematical Memory
Thematic area:
This game is suitable for thematic areas dealing with the
Arithmetic of Numbers and Expressions.
Educational targets:
To train counting 'from memory' in different numeric
domains or with expressions. Feedback for the pupils on
mastering the subject matter. The game develops pupils'
spatial memory.
number of sought numbers and the set of non-negative
integers from which we are choosing the stated numbers;
113
n. of numbers
whose location has also
been guessed correctly
0
2
2
1
3
5
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
5 COLLECTION OF DIDACTIC GAMES
Game environment:
Final assessment:
Pupils and the teacher: Pairs at desks play. The teacher
Each pair will put down the mutual score and submit the
has an organizational and controlling role.
Material environment: Set of memory cards for each pair
(see Demonstration 29).
record to the teacher. Both the winner and the loser will
obtain a certain number of points for the activity for each
game (e.g. 3 points for the winner, 1 point for the loser. In the
Game duration: 1520 min
case of a draw, both players will get 1 point).
Game procedure:
Benefits of the game:
At the start we distribute a pack of memory cards to pairs.
Active work of the class, inner motivation of pupils through
This pack consists of cards containing the assignments of
competitiveness. The pupils' mutual cross-checking eases the
simple tasks and cards with the results of these tasks. The
load on the teacher.
stated tasks have to be solvable 'from memory'. The cards are
Demonstration 29 Memory cards used in the thematic
shuffled and placed with the data facing down. One of the
area of Decimal Numbers
pupils turns over any two cards. If it is a matching pair the
1) Task assignments
task assignment and its solution the pupil will keep the
cards and continue turning over. If these two cards do not
0,1 + 0,9
1,5 - 0,3
0,5 x 2
1,2 : 2
2,2 - 0,4
1,2 + 0,5
0,7 : 7
3 x 0,1
0,2 x 2
3 - 2,8
2:4
1,2 + 0,8
1:2
0,1 + 0,7
1 - 0,6
2 x 0,9
match, they are turned back and the other player continues.
The winner is the player who has the higher number of
obtained matches after all the cards have been turned over.
The game can be simplified by playing separately with
2 packs of cards. One pack contains the assignments of
tasks, the other pack contains the results of these tasks. (The
packs can be distinguished, e.g. by the colour on the back of
the cards.) When it is one pupil's turn, he/she will turn over
one card in each pack. This game variant is less demanding
for the memory.
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
2) Solutions of the tasks
5 COLLECTION OF DIDACTIC GAMES
Game procedure:
Pupils are divided into pairs. They write 2 columns of non-
1,2
0,6
negative integers from 1 to 9 with the square symbol on
a sheet of paper. First player A deducts a square of one of the
numbers stated in the columns from the number 100. Then
1,8
1,7
0,1
0,3
0,4
0,2
0,5
he/she will cross out the used number. Then player B
deducts a square of any uncrossed number stated in the
columns from the number which was a result of player A, and
he/she will also cross out the used number. The players take
0,5
0,8
0,4
1,8
turns until a player is forced to deduct a square of such
number that the result will be negative. This player will lose.
27
Powers
In the following game, the pupils will change the order in
Thematic area:
which they started the previous game. A sample game see
This game is suitable for the thematic area of Powers and
Demonstration 30.
Demonstration 30 A sample Powers game
Roots.
Educational targets:
It is suitable to use this didactic game when teaching the
12
12
thematic area dealing with powers and roots. The aim of the
22
22
game is that pupils remember the squares of selected non-
32
32
42
42
52
52
aim of the game is to develop pupils' strategic thinking and
62
62
data analysis.
72
72
82
82
92
92
negative integers and practice counting with them. Another
Game environment:
100
-81 Player A
19
-16 Player B
3
-1 Player A
2
-1 Player B
1
The player A is forced to deduct a square
of such number that the result will be negative.
So, the player B wins.
Pupils and the teacher: Pairs at desks play. The teacher
has an organizational and controlling role.
Material environment: Sheet of paper for each pair.
Final assessment of pupils' work:
Players play more games. The lowest number is 2 to make
sure that each player has started the same number of games.
Game duration: 25 min
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5 COLLECTION OF DIDACTIC GAMES
Each pair will put down the mutual score and submit the
record to the teacher. Both the winner and the loser will get
a certain number of points for activity for each game (e.g.
2 points for the winner, 1 point for the loser).
Benefits of the game:
Work with the subject matter in a context attractive for
pupils. Motivation through competitiveness. Development of
strategic thinking.
28
Game procedure:
The teacher distributes game boards to the pupils. The first
Letter 'L' Travelling
pupil will draw a letter L in the game board, formed by
Thematic area:
4 squares of the game board. The second player will choose
This game is suitable for the thematic area of Central and
Axial Symmetry.
in this point he/she will display the L in its new position. The
To practice displaying a shape through central symmetry.
Feedback on mastering the subject matter. To develop pupils'
imagination and strategic thinking.
player who cannot place the letter L in the blank squares of
the
game
board
will
lose.
sample
game
see
Demonstration 31. In the following game, the pupils will
Game environment:
change the order in which they started the previous game.
Pupils and the teacher: Pairs at desks play. The teacher
has an organizational and controlling role.
environment:
any grid point, i.e. a point where the lines of the square grid
intersect, and through the central symmetry with the centre
Educational targets:
Material
Pic. 5.10 Game board for the Letter 'L' Travelling game
Game
(Picture 5.10).
board
Final assessment:
Players play more games. The lowest number is 2 to make
for
each
pair
sure that each player has started the same number of games.
Pupils write the scores of mutual games. They will get
Game duration: 1520 min
a previously agreed number of points for the activity both for
winning or losing (e.g. 3 points for winning, 1 point for
losing).
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
5 COLLECTION OF DIDACTIC GAMES
Benefits of the game:
Game environment:
Practicing a subject matter in a context attractive for
Pupils and the teacher: Pairs at desks play. The teacher
pupils. Inner motivation of pupils through competitiveness.
has an organizational and controlling role.
Active work of the class. Feedback for the pupils on
Material environment: A blank sheet of paper for each pair.
mastering the central symmetry. Development of strategic
Game duration: 510 min
thinking and imagination (when planning draws).
Game procedure:
Demonstration 31 A sample Letter L Travelling game
During the game the players deduct any non-negative
number from 1 to 5 from an initial non-negative number n
(e.g. n = 30). After the deduction, the player will find out how
3
8
many divisors the originated number has; the number of
12
divisors determines the number of points which the player
will get for his/her draw. The player will write the originated
4
10
9
6
11
number as well as the number of divisors on a sheet of paper.
2
13
Players take turns until they get zero. The player who has
achieved the most points in the game is the winner. In the
The first player wins
29
next game the pupils will swap the order in which they
Number of Divisors
started. A sample game see Demonstration 32.
Thematic area:
Final assessment:
This game is suitable for the thematic area of Divisibility of
Players play more games. The lowest number is 2 to make
sure that each player has started the same number of games.
Non-negative Integers.
Educational targets:
Each pair will put down the mutual score and submit the
To practice determining the divisibility of non-negative
record to the teacher. Both the winner and the loser will get
integers. Feedback for the pupils on mastering the subject
a certain number of points for the activity for each game (e.g.
matter.
3 points for the winner, 1 point for the loser).
The
game
develops
pupils'
combinatorial
and
strategic thinking.
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
5 COLLECTION OF DIDACTIC GAMES
Benefits of the game:
Game environment:
Active work of the class, inner motivation of pupils through
This game is not suitable to organize tournaments. Pairs at
competitiveness. The pupils' mutual cross-checking eases the
desks play, while the number of games depends on the period
load on the teacher.
in which pupils are able to find a winning strategy. The
Demonstration 32 A sample Number of Divisors game
teacher has an organizational and controlling role and helps
number
number
1. player
30
-2
pupils with the strategy analysis.
number
28
2. player
divisors:
-4
24
1. player
divisors:
-4
28,14,7,4,2,1
24,12,8,6,4,3,2,1
2. player
-2
number
18
divisors:
18,9,6,3,2,1
1. player
-3
number
15
divisors:
15,5,3,1
2. player
-3
number
12
divisors:
12,6,4,3,2,1
1. player
-4
number
8
divisors:
8,4,2,1
2. player
-2
number
6
divisors:
6,3,2,1
1. player
-2
number
4
divisors:
4,2,1
2. player
-3
number
1
divisors:
1
1. player
-1
number
0
The second player
wins 23 : 25
number
20
divisors:
20,10,5,4,2,1
Material environment: The game is played in a pattern
displayed in Picture 5.11. The number of equations may
naturally be modified if necessary.
Game duration: 510 min
... = ...
... + ... = ...
... + ... + ... = ...
... + ... + ... + ... = ...
... + ... + ... + ... + ... = ...
... + ... + ... + ... + ... + ... = ...
30
Pic. 5.11 Game board of the Equations game
Equations
Game procedure:
Thematic area:
This game is suitable for the thematic area of Solving
Linear Equations and their Systems.
Educational targets:
This game is suitable for training linear equations and the
general improvement of pupils' understanding of equations
and their meaning. The analysis of the game's strategy is
quite simple and thus also suitable for younger pupils. In
a simple example, it enables us to demonstrate the concept of
The game is played by 2 pupils. When it is their turn, the
players write any integral number in the blank spaces
marked by 3 points in the game board. They swap, while the
first player wins if all the equations are correct at the end of
the game. The second player wins if at least one of the
equations is not correct. In the following game, the pupils will
change the order in which they started the previous game.
Example of the game see Demonstration 33.
a winning strategy and the power of logical thinking.
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
Final assessment of pupils' work:
This game is illustration of strategy analysis. Therefore, we
6 TABLE OF DIDACTIC GAMES
6 TABLE OF DIDACTIC GAMES
do not award points.
THEMATIC AREA
Strategy analysis:
NAME AND TYPE OF DIDACTIC GAME:
CM = cooperative game for multiple teams
When playing, the pupils must realize that they can fill in
C2 = cooperative game for teams of 2
integral numbers in any blank spaces. Then the winning
GI = games for individuals
strategy of the first player in the game board (shown in
PG = pair games
Picture 5.11) is the filling in of the last blank space in the
Universal games
Bingo
CM
page 55
(suitable for most
Circles
CM
page 58
Puzzle
CM
page 60
pupils also fill in operators, and depending on difficulty we
Lines Contest
CM
page 65
can also change the set of numbers which the numbers are
Chairs Contest
CM
page 67
filled in from.
Cipher game
CM
page 70
Benefits of the game:
Relay
CM
page 77
Practicing the meaning of equations in a playful context.
Spot the Mistake!
GI
page 91
Lotto
CM
page 74
Magic Square
C2
page 82
Pyramid Construction
C2
page 87
Hidden Exercises
GI
page 95
Mathematical Memory
PG
page 114
Lotto
CM
page 74
Magic Square
C2
page 82
Pyramid Construction
C2
page 87
Hidden Exercises
GI
page 95
Mathematical Memory
PG
page 114
equation so that the equation is correct. The pupils can be
asked how the number of equations will change the winning
thematic areas)
strategy of the game. This game can be modified so that
The opportunity independently find a winning strategy for
Algebraic
a mathematical game. Clarifying the winning strategy notion.
expressions and
Development of strategic and logical thinking.
their solution
Demonstration 33 A sample Equations game
1=1
( 7 ) + 2 = 5
4 + 3 + 4 = 11
1 + 3 + 5 + 2 = 11
5 + 2 + 3 + ( 1) + 9 = 18
1 + 4 + 8 + 2 + 7 + ( 7 ) = 15
125
Integral numbers,
operations with
integral numbers
126
P. VANK: DIDACTIC GAMES IN MATHEMATICS
THEMATIC AREA
Divisibility
of positive integers
NAME AND TYPE OF DIDACTIC GAME:
6 TABLE OF DIDACTIC GAMES
THEMATIC AREA
CM = cooperative game for multiple teams
CM = cooperative game for multiple teams
C2 = cooperative game for teams of 2
C2 = cooperative game for teams of 2
GI = games for individuals
GI = games for individuals
PG = pair games
PG = pair games
Volume and area of
Builders
CM
page 63
Cube with Letters
C2
page 80
Builders
CM
page 63
Lotto
CM
page 74
Builders
CM
page 63
Percentage
Lotto
CM
page 74
page 82
Conversions of units
Domino
PG
page 104
page 87
Rational numbers,
Lotto
CM
page 74
Magic Square
C2
page 82
Pyramid
C2
page 87
Magic Square
C2
page 82
The Way Home
GI
page 90
Bard
PG
page 99
Dim
PG
page 102
Number of Divisors
PG
page 121
geometric shapes
Lotto
CM
page 74
Magic Square
C2
Pyramid
C2
geometric shapes
Area of geometric
Decimal numbers,
operations with
NAME AND TYPE OF DIDACTIC GAME:
decimal numbers
Construction
shapes
Perimeter of
operations with
rational numbers
Hidden Exercises
GI
page 95
Domino
PG
page 104
Construction
Mathematical
PG
page 114
Hidden Exercises
GI
page 95
Domino
PG
page 104
Lotto
CM
page 74
Mathematical
PG
page 114
Treasure Seekers
PG
page 111
Combinatorics
Logic
PG
page 113
Powers and Roots
Hidden Exercises
GI
page 95
Enades
PG
page 106
Powers
PG
page 117
Memory
Functions
127
Memory
128
P. VANK: DIDACTIC GAMES IN MATHEMATICS
THEMATIC AREA
NAME AND TYPE OF DIDACTIC GAME:
CONCLUSION
CONCLUSION
CM = cooperative game for multiple teams
The only way to learn
C2 = cooperative game for teams of 2
mathematics is to 'do' mathematics.
GI = games for individuals
PG = pair games
Solution of linear
equations and their
P. R. Halmos, (1982)
Lotto
CM
page 74
Equations
PG
page 123
Jigsaw
C2
page 85
Cube with Letters
C2
page 80
3D Noughts and
PG
page 98
GI
page 93
systems
Parallelogram,
development
of didactic games and their place in mathematics teaching
both from the theoretical and practical point of view.
trapezoid
Spatial imagination
In its 6 chapters, the presented book has given an overview
Crosses
Central and axial
Symmetric
symmetry
Pictures
We believe that our publication has provided sufficient
information about didactic games in teaching math. We also
dare to hope that it has aroused readers' interest in this
issue, as well as inspired them to try playing the mentioned
didactic games or try teaching with them in practice. If we
have succeeded in this, our book has fulfilled its goal.
Snake
PG
page 108
Letter 'L'
PG
page 119
If you have any questions regarding didactic games and
their use in mathematics teaching, please contact us at
[Link]@[Link]. We will also be glad if you share
Travelling
Triangle
Jigsaw
C2
page 85
with us all your experience with the practical use of didactic
Angle and its
Jigsaw
C2
page 85
games in mathematics education.
dimensions
129
130
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P. VANK: DIDACTIC GAMES IN MATHEMATICS
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Published with the support of grant KEGA No. 091UK4/2012 Development of mathematical culture by solving
common practice tasks.
mur, V. (1985): Matematick hry. Master's degree thesis.
Bratislava, Matematicko-fyziklna fakulta UK.
Didactic Games in Mathematics
Peter Vank, PhD.
Translated from Slovak original Didaktick hry v matematike
by ASPENA, Bratislava
Reviewed by:
doc. RNDr. Viera Uherkov, CSc.
doc. RNDr. Jaroslava Brinckov, CSc.
Published by:
KEC FMFI UK Bratislava
Publication year:
2013
Edition:
first
Number of pages:
137
Impression:
100 pieces
English proofreading: Jennifer Meyers
ISBN: 978-80-8147-007-3
137