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setting all the rules in playing scidamath from grade 7-10

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stimulate the minds of children in a fun and informative way. Learning things like

conservation of energy, mathematical operations can be difficult for young children,

usually depending on their age and the amount of attention they have received on the

object. It has also been long proven that most children have a better time learning skills

when they are presented in a fun, interactive format, and giving educational math board

games on which to make their stand. Sci - Damaths ( Sci = Science, Dama = Pinoy game

checker board, maths = mathematics) is one such board game which helps children to

easily begin to master the skills of basic math and energy conservation. The game plays

out across a table, much like Pinoy typical game DAMA . There are 24 chips in each set

of the game, which come in editions for each basic math & science skill. Some set focus

on addition, while others help players learn their addition, subtraction, multiplication, and

division skills. The easy format helps any player to adapt quickly to the game and with a

fun, slightly competitive atmosphere; the learning aspect of the game may even go

entirely unseen. Sci - Damaths can help children learn how to complete their math and

science skills more quickly. This teaches children to think fast, trying to encourage them

to learn how to complete the skills within a short time limit. However, players must be

careful about the game, for if they end up with accumulated score in any turn. This game

is incredibly popular, as it encourages quick thinking in an easy to learn, fun setting, and

many children have greatly benefited from playing with it. Sci - Damaths is a great

example of a game that gives children the chance to learn a number of basic math &

science skills and the order of operations potentially without them even realizing it.

Racing across a board made of different numbers, the players try to correctly solve

variations. However, the game is not as simple as just taking chips by solving variations,

for other players have the chance to either steal or swap chips, helping to complete their

own and control another. This game raises the level of challenge, making the game

excited, tough experience for any players participating. With such an exciting

environment provided by the game, it is no wonder that Sci-Damaths game help players

to learn their techniques so quickly. Teaching math and science to young children has

never been easier or more enjoyable. Sci-damaths is a Mathematical board game invented

by five time national awardee Jesus L. Huenda. It is coined from the Filipino checker

board game Dama. It started in Sorsogon national High School. There were series of

National Sci-Damaths competition sponsored by DepEd and other private firm. SciDamaths is a game designed for elementary pupils and high school students. It is a game

of mind, which is governed by the moves of the players. It characterized a mental

competition between two opposing players where the one with an alert mind and strength

to achieve something, wins this battle of minds. It is a board game played by two players,

with one player having 12 chips and the other player having 12 chips have individual

uniqueness and can move only in a specific way. The decisive objective of the game SciDama is to build up lesser points and for Damath game is to accumulate greater points.

HOW TO PLAY SCI-DAMATHS?

a. Sci- dama board for science and damath board for mathematics

b. 24 chips

C. Scoresheet

SCI- DAMATHS SCORESHEET

Player : _______________________ :

Move Score Total :

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

Player Signature:___________________ :

________________________

Win:_______ Lose: _______

c. calculator ( optional)

d. arbiter/teacher

2. Set the position of the chips according to the level of the game.

Damath MATHEMATICS

Counting Damaths

Whole Damaths

Fraction Damaths

Integer Damaths

Rational Damaths

Radical Damaths

Polynomial Damaths

Binary Damathan

Sci Dama SCIENCE

Water patrol Dama

Power patrol sci dama

Electro sci dama

Dama Sci notation

THI Sci Dama

Thermo Sci Dama

3. Fill up the score sheet.

SCI DAMATHS SCORESHEET

RULES OF THE SCI DAMATHS

TO BEGIN THE GAME

1. Toss a chip/coin to decide who move first.

2. The two players alternately take turn in moving a piece. ( Pass is not allowed)

3. Touch move shall be observed in the game. A player who touches a chip is required to

move unless it is illegal to do so.

4. After making a move, a player shall record his move in one score sheet only.

SCI- DAMATHS SCORESHEET

Player : _______________________ :

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

Player Signature:___________________

5. Only one score sheet will be used by the two players in a game.

6. Each player is only allowed one minute to move including the recording. However in

taking or capturing the chip or chips one minute rule will not use.

7. A warning is given to player by the arbiter if no move is made after one minute, and

consequently, he is forced to move a chip.

8. Continuous violation of this rule # 7 will disqualify the player even if he is leading in

the score sheet at the time of the violation, 4th violation means disqualification.

9. All moves should be in the forward direction except taking a chip ( forward or

backward) of if a chip is already a dama.

10. A chip is declared a dama if it reaches and stops terminally in any of the following

squares of the opposing player:

(1,0) (3,0) (5,0) ( 7,0)

similarly , the opposing players chip is declared a dama if it reaches and stops

terminally in any of the following squares:

(0,7) (2,7) ( 4,7) ( 6,7)

11. Once a chip is declared a dama, it could slide diagonally forward in any vacant

square provided no opposing chip blocks it. It could take a chip or chips and double the

score.

12. Similarly, if any ordinary chip takes a dama or a dama takes another dama the

score in both situations is doubled . ( x two ) x ( four)

13. A player can take one chip or more than one chips with the required option to take the

greater number of chips.

14. Between a dama taking a chip and a chip taking another chip, the former is

obliged. Between a dama taking a chip and a dama takes two or more chips, the later

prevails.

15. Dama chip should be identified by encircling the chip in the score sheet.

16. The game ends after 20 minutes.

17. The game also ends if:

a. the moves are repetitive.

b. A player has no more move.

c. A player has no more chip.

d. A chip is cornered.

e. A player resign

f. Both players agree to a draw

18. The remaining chips or chip of player is added to his total score.

19. If the remaining chip is a dama, the value of the chip is doubled.

20. The player with the greater accumulated total wins the games except sci-dama.

21. If both players have the same score or tie is recorded as - , essentially half a

point rather than the full point for a win.

22. The player may or may not use a calculator.

23. Only players are allowed to raise questions during the game through the arbiter and

should be solved immediately.

24. Arbiter is always right in his decisions.

DAMA chip can move or takes a piece to any unoccupied square along the diagonal

path.

DAMA takes Ordinary, times 2.

Ordinary takes Dama , times 2.

Dama takes Dama, times 4.

Dama remaining chip, times 2.

Mayor tatlo or dalawa, mayor tatlo, prevail.

Illegal or incorrect move-entries must be corrected.

The taker chip is always the addend ( addition ), minuend ( subtraction ) multiplicand

(multiplication), dividend ( division) and augend ( binary ).

DRAWS

Between evenly matched opponents, damath games will sometime end in draws. So

what's a draw? That's when nobody wins. In tournaments, draws are recorded as - ,

essentially half a point rather than the full point for a win. There are two kinds of draws

to discuss briefly.

1. Draws by agreement

This kind of draw is the most common. At any time in the game, you can offer a draw to

your opponent. Be mindful of good etiquette, however. Don't offer a draw on every

move! And be sure to offer the draw correctly. Make your move, offer the draw ("I offer a

draw" is fine) and only then inform your arbiter (assuming that you have arbiter. An offer

of a draw without making a move is NOT a legal offer and can be ignored by arbiter.

2. Threefold repetition regardless of score

You or your opponent can claim a draw if the same position occurs fourth times in the

same game, all with the same player to move. Such repetitions can easily occur in

endgames when one player is using DAMA chips. To claim such a draw, you need to

have an accurate scoresheet and demonstrate to the tournament arbiter that the claim is

valid. To claimed such a draw both players must be correct, agreed to the draw!

FOR TEACHERS

Addition and subtraction of binary numbers

When adding binary number A B . A is called the augend and B is called the addend.

When subtracting binary number A, I, e. A B = C, A is called the minuend, B is called

the subtrahend and C is called the difference.

When multiplying A by B to give C, i.e. A x B = C, A is called the multiplicand, B the

multiplier and C the product.

When dividing number a is called the dividend, B the divisor and C the qoutient.

What is Sci- Damaths?

SciDamaths ( Sci = Science, Dama = Pinoy game checker board, maths = mathematics)

is a line of attact and sound addition, subtraction, multiplication and division game

between two players that is enjoyed by pupils and students, from classroom to home.

Though the game of sci-damaths has taken many variations over its long time, today's

form entered the digital age, as games and tournaments are played online and via email.

Using a Pinoy checker board composed of grids and diagonal lines , the game against

another's involves the use of strategic moves and techniques using the chips. Using the

chips, players execute tactics to remove the challenger's chips thru mathematical

operations. Its significance to dramatize the importance of Science and Mathematics

using the typical game of Pinoy called DAMA. It is played by two players who move by

turns diagonally.

Basically the rules in playing the Filipino checker board game DAMA will be used.

CONSTRUCTION OF STANDARD SCI DAMATHS BOARD AND CHIPS

The Board

the Sci-damaths board measures 32 cm x 32 cm with 8 x8 squares. It contains 24 chips in

two colors ( 12 chips of each color). Each chip measure 2 cm in diameter.

Notation

Sci- Damath notation has its own system. Each row of squares across the board is

numbered as 0,1,2,3,4,5,6,7 staring from left and right side of the board. Each column of

squares running up the board is also numbered as 0,1,2,3,4,5,6,7 starting from left to right

side of the board.

Polynomial damath has its own notation ( 0,0), ( 0,0 ) ( 7,7) , ( 7,7) for corners of the scidamath board.

The first example illustrates how the chip moves. It can move to any square marked with

an "X"

The chips can move to any vacant square.

way unless it is obstructed by a chip.

The chip moves to square by going one square

diagonally but not in a horizontal or vertical or

form the square it occupies.

Of its move ( Pass is not allowed.)

The chip can capture diagonally forward or backward to the left or to the right.

Set the starting position of the chips.

According to position and the level of game.

From one square to another. A capture is the

Removal of an opposing chip for the board;

Mathematical operation will be used depending

On the vacant squares operation symbol where

The taker chips land b jumping over the

taken chip; it is accomplished by actually

removing the taken chip. ( You cannot

capture your own chip).

Mathematical operations ( + , -, x , ) will be used.

Elementary Sci dama and counting damaths, plus and minus only.

Secondary Sci Dama . THI only ( plus and minus).

WRITING MOVES

Suppose in the diagram below the white chips at ( 5,2) moves ( 6,3 ). This would be

written 2 ( 6,3)

Player : _______________________ :

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

_______:__________:____________

Player Signature:___________________

Notes

WHICH OPENING IS BEST:

There is no answer to that question, its all a matter of style and personal fancy, its just the

same with choice of defense, whatever actual openings you choose you must have a deep

understanding of the ideas behind the opening play. Learning opening principle is easy it

is really just a matter of knowing what not to do. Learning in a series of opening moves

wont make you better damath player. There is no point in studying the opening if you

dont understand the middle game and if you dont understand he end game.

WHAT MAKES A DAMATH PLAYER?

1. The ability to calculate accurately and quickly will be useful.

2. A good memory will also be used.

3. The ability to think logically must help.

4. The ability to concentrate.

HOW TO HANDLE TIME TROUBLE?

1. Concentrate on the position alone.

2. Time spent writing cant be spent thinking.

3. Dont keep looking at the clock.

4. Dont panic.

WORK.

The answer is to select one of the moves straight away, toss a coin if necessary! Check

that it is good ,and play it.

Remember , you may not think your opponent is good enough to beat you, but you can

always play badly enough to lose him!

AVOIDING BLUNDERS

To avoid making mistakes you should first understand why you make them. Blunders on

the damath board are usually the result of carelessness or muddled thinking. You make

mistake when you are tired or bored or when you have just win through the excitement of

a complicated series of moves. Never relax and always stay calm.

GAINING EXPERIENCE

At every sci-damath club and contest there will be players keen to help and encourage

you so long as you play and behave sensibly. Join a club, play in every contest you can,

and dont worry about losing by playing you gain experience. With experience you gain

knowledge and become a better players good enough perhaps to become tomorrows

champion!

DAMA Sci-Notation

DAMA SCI-NOTATION

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 CHIPS NUMBER IN*

SCIENTIFIC NOTATION

CHIPS

1

2

3

4

5

6

7

8

9

10

11

12

SCIENTIFIC NOTATION

1.1 x 10-1

2.2 x 10

3.3 x 10-

4.4 x 10

5.5 x 10-

6.6 x 10

7.7 x 10-

8.8 x 10

9.9 x 10-

1.01 x 1010

1.111 x 10-11

1.212 x 1012

*POSITION OF CHIPS*

...Cartesian Coordinate...

CHIPS

1

2

3

4

5

6

7

8

9

10

11

12

COORDINATES

(0,1)

(5,2)

(7,0)

(2,1)

(7,2)

(5,0)

(3,2)

(6,1)

(3,0)

(1,2)

(4,1)

(1,0)

First player

CHIPS

1

2

3

4

5

6

7

8

9

10

11

12

COORDINATES

(7,6)

(2,5)

(0,7)

(5,6)

(0,5)

(2,7)

(4,5)

(1,6)

(4,7)

(6,5)

(3,6)

(6,7)

Second player

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.

2.

3.

4.

After the startting position of the chips have been set, the first player is determined by

drawing lots.

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

A chip has to take the opponents chip diagonally forward or backward thus pass is

not allowed. Mathematical operations (x,,+,-) will be used depending on the vacant

squares 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.

squares:

For Red chips:

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 damas score is doubled in taking

a chip or chips,and quadrapled if it takes the opponents dama chip.Similarly, an ordinary

chips 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 games duration is twenty (20)

minutes.

10. The game ends when any of the following situations occur:

A player resigns

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 ones 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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