ADEMMAK Arithmetic Game

ADEMMAK Arithmetic game is an innovative mathematical game coined after the names of the person that developed it, ADENEGAN Emmanuel Kehinde. It was developed with the aid of simple arithmetic operations such as multiplication, subtraction and addition to teach Mathematics (most especially) in primary and secondary schools for easy retention and reinforcement of mathematical concepts and to serve as fundamental tool in learning Mathematics at higher educational strata thereby consequently enhancing students’ interest in learning Mathematics.



This game is an innovative game for teaching and learning Mathematics. It was a paper sponsored by the Faculty of Education, University of Kragujevac,  Serbia in Europe  for the 2011 MATM and was consequently published in Methodological Aspects of  Teaching Mathematics II (Original Title; Metodicki Aspekti Nastave Matematike II Online Publication :www.pefja.kg.ac.rs/.../MATM2011.pdf.
The game has been packaged by the author and made available to the public being readily used in workshops, schools and homes. The author can be contacted through his contact herein displayed.

HOW TO PLAY THE GAME
The game can be played in two ways as desired by the players which are described below as Game 1 and Game 2
(a). GAME 1
(i). Reshuffle the 20 numbered cards and pick any two in order, take note of their numbers and return.
(ii). Add the numbers on the picked cards (or simply find its additive value on the addition table) and locate its placement value on the game board by placing your choice button, though the use of button in game 1 is not compulsory.
(iii). Any sign (arithmetic operation) found in the box of the placement value on the game board should be used on the two numbered cards picked in (i) and traced out on the respective operation table, but with ( ), your score is lost for that round/turn. The arithmetic symbols or operations directly under the numbers on the game board are strictly used in game 1.
(iv). Record the score obtained in (iii) on the score sheet/score board.
(v). Steps (i)-(iv) will be taken successively by all players involved.
(vi). The first player and other players take turns again and follow the steps above by starting and moving their buttons from the off-board position on the placement value on the game board.
(vii). The number of rounds to be played should be agreed upon by all players which is the final.

(viii). Finally, the scores on the score sheet should be added and the player with the highest score automatically emerges as the winner and presumably wins the car in the last box.


(b). GAME 2
(i). Reshuffle the 20 numbered cards and pick any one, take note of the number and return.
(ii). Locate its placement value on the game board by placing your choice button on the respective space on the game board as in a(ii) above.
(iii). Any letter or sign found below the arithmetic operation in (ii) should be adhered to. (See the KEY above and if nothing is found under the operation, then stay in the space till your next round or turn. Obviously, ( means move forward to while ← means ‘moves backward to’.)
(iv). Steps (i)-(iii) will be taken successively by all players involved.
(v). The first player and other players take turns again and follow the steps above by starting and moving their buttons from their last position on the placement value on the game board.

(vi). A winner automatically emerges if he /she is the first to get to the car box or exceeds it as it should be noted that it is absolutely possible for the last round of any player with the choice of any two cards to exceed the game board.


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