Monday, October 8, 2012

Battleship & Decimal Point Pickle

Everyone is doing a good job working with the coordinate grid, four quadrants and positioning numbers according to values. As we go into a long weekend for you, let's take some time and practice.

Opening - Battleship! You brought in a a grid a few days ago and know the rules. Today, there is a grid limitation. All boats must be in a grid that covers -8 to 8 in both the horizontal and vertical directions.

Please remember the boat lengths:

  • Submarine - 2 coordinate pairs
  • Destroyer - 3 coordinate pairs
  • Battleship - 4 coordinate pairs
  • Aircraft Carrier - 5 coordinate pairs
Time limit for set-up: 15 minutes 
  • This means that your grid is set up with the appropriate scale (-8 to 8)
  • All four boats positioned
  • A table containing the coordinate pairs is created.
Checking - find the person that you played battleship with last time. Swap papers. Each person should check to make sure that the other person correctly plotted the location of each boat.

Game on!

Decimal Point Pickle is the great game we played last week.  Today, you will play 2 vs 2. This means that you have a partner. Play with someone other than your battleship partner and checker. If you finish a game with time, find another pair and play. If everyone still has time, join two groups and play 4 vs 4. (You can play on the whiteboards)

In case you forgot the rules:
Set Up:
1.    2 or more teams or players.
2.    Get a deck of cards and remove the Kings, Queens, 10s and Jokers.  Jacks stay in.
3.    Each player or team makes a path with 10 spaces.  It can be straight and rectangles, or it can be curvy and circles, but it needs to have 10 spaces and a clear beginning and end.
4.    Shuffle the cards.

Playing:  Idea is that you’re going to fill in your path from small to big, flipping over cards to get possibilities.
1.    On your turn, flip over a card.  If it’s red, flip over another card.  If it’s red, flip over another card.  But you never flip more than three.  If you run out of cards, shuffle up the used cards.
2.    Arrange those cards to make a decimal number.  Jacks are the zeros. The smallest number you can make is .000, and the largest is .999.  Say your number.
3.    Fill in your decimal number somewhere on the path.  But it can’t go before a smaller number or after a bigger number.  Your path has to start small and end big.  If there’s no place to fill in your number, you don’t.  
4.    Winner is the first person to completely fill in their path, with all the numbers in order.

Examples
1.    J ♥, 3 ♣.  You can make .03 or .30.  
2.    5 ♥ hearts, so you flip 2 ♦, so you flip 7 ♥ hearts.  (You stop because you can’t have more than three.)  You can make one of .275, .275, .527, .572, .725 or .752.  Which you want depends on your path. 

Game Source: Math Hombre

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