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11 September 2011

THERMO SciDama


THERMO SCI-DAMA

Target Learners: Fourth Year Students
Science Concept: Thermodynamics (Heat)

Playing Thermo Sci-Dama
(Refer to the General Rules in Playing SciDama below)

1. The object of the game is to have the lowest possible score to be able to win.
2. When you capture a piece, the symbol on the spot where you landed will be used to perform the operation.
(Example: You have 37 g. You captured 19 g and you landed on a spot with a + sign. Now you must add 37 g with 19 g. Your piece number is the one who is always first in your calculations. Example again: When your piece is 50 C and you captured a piece which has 69 C and you landed on a spot with a minus sign, you will compute 50 C - 69 C which is NS (No Score) since the answer is negative.)
3. The allotted time for playing the game is 20 minutes ONLY. Each player is given 1 minute to make a move. When the time is over, the remaining pieces will be tallied and diminished from the player who has the leftover piece/s.
4. The units used in the game are: g(grams), C(degree Celsius) and g.C (grams degrees Celsius).

Scoring: 
Here are examples: 

When two different units have met that must be either added, subtracted or divided, you have no score. (An exception is g x C. When you encounter this you must multiply the value of your piece to your enemies' piece that you captured. Example: Your piece is 37 C and you captured a piece which is 10 g (which you would never do, given the opportunity.) Then you must multiply 37 C and 10 g. 37 C x 10 g, that is, 370 g.C)

5. When you and your opponent finish playing, make a table with three columns.(You can do this before the start of the game.) On the first column, write g(the symbol for gram). On the second one, write C(degree Celsius) and on the third, g.C(grams degree Celsius.) Everytime you capture a piece, record the value computed.Then place the computed values in the appropriate columns. Afterwards, add the total of the g and C columns and add their sum. Then, when you finish computing, multiply the total value with the g.C column(if you placed a value in this column. Otherwise, that is the total score.
6. The player with the lowest score wins. 
THERMO SCI-DAMA BOARD
ARRANGEMENT OF DAMA CHIPS FOR THERMO SCI-DAMA


            Basically the rules in playing the Filipino checkerboard game called ‘dama’ will be used with some modifications in integrating mathematics and science as follows:
              
1.      Set the starting positions of the chips

2.      After the startting position of the chips have been set, the first player is  determined by drawing lots.

3.      A chip is allowed to moved diagonally forward only to an adjoining vacant square.

4.      A chip has to take the opponent’s chip diagonally forward or backward thus “pass” is not allowed. Mathematical operations (x,÷,+,-)  will be used depending on the vacant square’s operation symbol where the “taker” chip lands by jumping over the “taken” chip (the latter chip has to be removed from the board after performing the indicated mathematical operation and recording same in the score sheet).

5.      In taking more than one chip, the “taker” chip is always the addend, minuend, multiplicand, or dividend as the case may be.
6.      In taking a chip or more than one chip,the dama rules on ‘dama’,’mayor dalawa or mayor tatlo’,’mayor tatlo over dalawa’,and ‘mayor dalawa or tatlo’,over ‘dama’ prevail.

7.      A chip is declared ‘dama’ upon reaching terminally on the following designated squares:

For Red chips:                         (0,7)  (2,7)  (4,7)  (6,7)

For Blue chips:                         (1,0)  (3,0)  (5,0)  (7,0)

8.      A ‘dama’ chip is allowed to take a chip or more than one chip,or move to any unoccupied square along its diagonal path.Moreover, a dama’s score is doubled in taking a chip or chips,and quadrapled if it takes the opponent’s dama chip.Similarly, an ordinary chip’s score is doubled if it takes a dama chip.

9.      A ‘move’ (e.g. 2→ (6,3) is good only at the most for one minute including its corresponding entries in the score sheet; while the game’s duration is twenty (20) minutes.

10.  The game ends when any of the following situations occur:
·         If no show of one player is declared after ten minutes.

·         Repetitive moves of any or both players

·         A player resigns

·         A player’s chip is cornered

·         A player has no more chip to move

·         The 20 minute game duration ended



In case of incorrect entries in the score sheet, a player has to call the attention of the competition facilitator by raising one’s hand, that is, after stopping the time. As determined by the said arbiter/facilitator, the appropriate corrections will be done by the erring player in as much as the formers decision is final and unappeasable.

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THI SciDama


THI SCI-DAMA

Target Learners: Third Year Students
Science Concept: Temperature Humidity Index

Playing THI Sci-Dama
(Refer to the General Rules in Playing SciDama below)



In determining the TEMPERATURE HUMIDITY INDEX,use the tables below

RELATIVE HUMIDITY
%
0
5
10
15
20
25
30
35
40
45
50
̊F
78
79
80
81
82
83
84
85
86
87
88



RELATIVE HUMIDITY
%
55
60
65
70
75
80
85
90
95
100
̊F
89
90
91
93
95
97
99
102
105
108
Examples of taking chip:                                               THI                 TOTAL THI
·         25% + 40% = 65%                             91 ̊F                      91 ̊F
·         50% - 25% = 25%                              83 ̊F                   174  ̊F
·         45% - 30% = 15%                              81 ̊F                   255  ̊F
·         25% - 40% = NS (NO SCORE)         NS                     255  ̊F

After adding the remaining chips, the player with the lesser temperature in the Total THI         (  ̊F converted to   ̊C) is declaredwinner.
THI SCI-DAMA BOARD
ARRANGEMENT OF DAMA CHIPS FOR THI SCI-DAMA


            Basically the rules in playing the Filipino checkerboard game called ‘dama’ will be used with some modifications in integrating mathematics and science as follows:

1.      Set the starting positions of the chips

2.      After the startting position of the chips have been set, the first player is  determined by drawing lots.

3.      A chip is allowed to moved diagonally forward only to an adjoining vacant square.

4.      A chip has to take the opponent’s chip diagonally forward or backward thus “pass” is not allowed. Mathematical operations (x,÷,+,-)  will be used depending on the vacant square’s operation symbol where the “taker” chip lands by jumping over the “taken” chip (the latter chip has to be removed from the board after performing the indicated mathematical operation and recording same in the score sheet).

5.      In taking more than one chip, the “taker” chip is always the addend, minuend, multiplicand, or dividend as the case may be.

6.      In taking a chip or more than one chip,the dama rules on ‘dama’,’mayor dalawa or mayor tatlo’,’mayor tatlo over dalawa’,and ‘mayor dalawa or tatlo’,over ‘dama’ prevail.

7.      A chip is declared ‘dama’ upon reaching terminally on the following designated squares:

For Red chips:                         (0,7)  (2,7)  (4,7)  (6,7)

For Blue chips:                         (1,0)  (3,0)  (5,0)  (7,0)

8.      A ‘dama’ chip is allowed to take a chip or more than one chip,or move to any unoccupied square along its diagonal path.Moreover, a dama’s score is doubled in taking a chip or chips,and quadrapled if it takes the opponent’s dama chip.Similarly, an ordinary chip’s score is doubled if it takes a dama chip.

9.      A ‘move’ (e.g. 2→ (6,3) is good only at the most for one minute including its corresponding entries in the score sheet; while the game’s duration is twenty (20) minutes.

10.  The game ends when any of the following situations occur:
·         If no show of one player is declared after ten minutes.

·         Repetitive moves of any or both players

·         A player resigns

·         A player’s chip is cornered

·         A player has no more chip to move

·         The 20 minute game duration ended

11.  The remaining chips have to be added to the respective players' total score.

12.  The player with a lesser total score is declared winner for which he/she is entitled to one point in the tally sheet of contestants or (0.5) in case of a draw.

13.  Only one score sheet is allowed to be accomplished alternately by the two players whereby incorrect entries in the score sheet, shall be their responsibility.

In case of incorrect entries in the score sheet, a player has to call the attention of the competition facilitator by raising one’s hand, that is, after stopping the time. As determined by the said arbiter/facilitator, the appropriate corrections will be done by the erring player in as much as the formers decision is final and unappeasable.



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DAMA Sci-Notation



DAMA SCI-NOTATION

Target Learners: Second Year Students
Science Concept: Scientific Notation

Playing Dama Sci-Notation
(Refer to the General Rules in Playing SciDama below)

Note: Odd numbers  will have negative exponent, while even numbers will have positive exponent.
*EQUIVALENT OF CHIP’S NUMBER IN*
SCIENTIFIC NOTATION


CHIPS
SCIENTIFIC NOTATION
1
1.1 x 10-1
2
2.2 x 10²
3
3.3 x 10-³
4
4.4 x 10
5
5.5 x 10-
6
6.6 x 10
7
7.7 x 10-
8
8.8 x 10
9
9.9 x 10-
10
1.01 x 1010
11
1.111 x 10-11
12
1.212 x 1012

*POSITION OF CHIPS*
...Cartesian Coordinate...

CHIPS
COORDINATES
CHIPS
COORDINATES
1
(0,1)
1
(7,6)
2
(5,2)
2
(2,5)
3
(7,0)
3
(0,7)
4
(2,1)
4
(5,6)
5
(7,2)
5
(0,5)
6
(5,0)
6
(2,7)
7
(3,2)
7
(4,5)
8
(6,1)
8
(1,6)
9
(3,0)
9
(4,7)
10
(1,2)
10
(6,5)
11
(4,1)
11
(3,6)
12
(1,0)
12
(6,7)
                              First player                                    Second player
DAMA SCI-NOTATION BOARD
ARRANGEMENT OF DAMA CHIPS FOR DAMA SCI-NOTATION
General Rules in Playing SciDama
            Basically the rules in playing the Filipino checkerboard game called ‘dama’ will be used with some modifications in integrating mathematics and science as follows:
              

1.      Set the starting positions of the chips
2.      After the startting position of the chips have been set, the first player is  determined by drawing lots.
3.      A chip is allowed to moved diagonally forward only to an adjoining vacant square.
4.      A chip has to take the opponent’s chip diagonally forward or backward thus “pass” is not allowed. Mathematical operations (x,÷,+,-)  will be used depending on the vacant square’s operation symbol where the “taker” chip lands by jumping over the “taken” chip (the latter chip has to be removed from the board after performing the indicated mathematical operation and recording same in the score sheet).
5.      In taking more than one chip, the “taker” chip is always the addend, minuend, multiplicand, or dividend as the case may be.
6.      In taking a chip or more than one chip,the dama rules on ‘dama’,’mayor dalawa or mayor tatlo’,’mayor tatlo over dalawa’,and ‘mayor dalawa or tatlo’,over ‘dama’ prevail.
7.      A chip is declared ‘dama’ upon reaching terminally on the following designated squares:
For Red chips:                         (0,7)  (2,7)  (4,7)  (6,7)
For Blue chips:                         (1,0)  (3,0)  (5,0)  (7,0)
8.      A ‘dama’ chip is allowed to take a chip or more than one chip,or move to any unoccupied square along its diagonal path.Moreover, a dama’s score is doubled in taking a chip or chips,and quadrapled if it takes the opponent’s dama chip.Similarly, an ordinary chip’s score is doubled if it takes a dama chip.
9.      A ‘move’ (e.g. 2→ (6,3) is good only at the most for one minute including its corresponding entries in the score sheet; while the game’s duration is twenty (20) minutes.
10.  The game ends when any of the following situations occur:
·         If no show of one player is declared after ten minutes.

·         Repetitive moves of any or both players

·         A player resigns

·         A player’s chip is cornered

·         A player has no more chip to move

·         The 20 minute game duration ended

11.  The remaining chips have to be added to the respective players’ total score.
12.  The player with a lesser total score is declared winner for which he/she is entitled to one point in the tally sheet of contestants or (0.5) in case of a draw.
13.  Only one score sheet is allowed to be accomplished alternately by the two players whereby incorrect entries in the score sheet,shall be their responsibility.
  
In case of incorrect entries in the score sheet,a player has to call the attention of the competition facilitator by raising one’s hand, that is, after stopping the time. As determined by the said arbiter/facilitator,the appropriate corrections will be done by the erring player in as much as the 
formers decision is final and unappeasable.

Back to SciDama 101...