Professional Documents
Culture Documents
GUIDELINES:
2. The mathematics quiz covers Basic Math, Algebra, Trigonometry, Geometry and History of
Mathematics.
3. The contest is divided into three parts, namely: Easy Round, Average Round, and Difficult
Round. The table below shows the equivalent point/s for each question, the number of
questions in each respective category and the corresponding time limit.
EASY 1 15 20 seconds
AVERAGE 3 10 45 seconds
DIFFICULT 5 5 60 seconds
4. The questions will be given in multiple -choice form, identification or problem solving.
5. Each team will be provided with whiteboard and marker for their final answers, and scratch
papers. On the cardboard, the contestant’s number is indicated.
6. The question will be read twice. The contestants are allowed to start answering while the
question is read. After the time allotted for each question expires, the contestants will be asked
to stop writing and to raise their answers facing the Panel of Judges. The quizmaster shall then
publicly announce the answer and the Panel of Judges will announce the contestants who got
the correct answer.
7. Complaints should be aired by the contestant only before the next question is read. The
decision of the Panel of Judges is final and irrevocable.
8. Wrong spelling and illegible answers are considered wrong. Final answers must be written
legibly.
9. At the end of each round, scores will be added together with the scores of the previous round.
10. At the end of the Difficult Round, scores from the previous two rounds will be added to the
scores of the said Round. The team with the highest score will be declared champion and the
winner. The second and the third highest score earners will be declared 1st Runner-up and
2nd Runner-up, respectively.
11. If there is a tie, clincher questions will be given. The first contestant who will gain point over the
other shall be considered as the winner in the tie-breaker.
12. Any violation of the aforementioned rules and regulations will result to the forfeiture of titles
and privileges awarded to the contestant concerned.
SIGMA BINGO
GUIDELINES:
1. Each player will have a card that contains numbers/symbols/answers corresponding to the set
of picked items. Each card is worth of Php 5.00.
2. Each player can hold a minimum of 2 cards and maximum of 5 cards every game.
3. The caller reads off one question at a time and allows the players to put mark on one of the
squares on their card if the answer matches.
5. There will be four set of games. Participants must form a specific pattern to win in each set.
First participant to form the specific pattern will win the game.
6. Once a player completes the specific pattern in that set and claims SIGMA, the facilitator will
check it to make sure his/her card completed the pattern. If so, he/she will be declared the
winner in that set.
8. There will be 4 official winners of the SIGMA BINGO (one in each set). All winners will earn
additional points in their math subject and still receive a certificate of participation and also a
prize.
Making tessellations combines the creativity of an art project with the challenge of solving a
puzzle. Making a non-polygonal tessellation is creating a pattern from a square or any parallelogram
but cut and slide pattern to be tessellated on a surface area.
GUIDELINES:
2. Each contestant will bring the following materials: 1/8 illustration board, pencil, art materials
such as glue, scissors, colored paper, marker and coloring materials.
ATTRACTIVENESS (Is it pleasing to the eye? Does it involve great color and additional details?) 30%
TOTAL 100%
GUIDELINES:
6. The contestant with the shortest time to finish, wins the game in every round.
7. The contestant with the shortest average time for 3 rounds wins the game.
2. A 3 ×3 Rubik’s cube will be provided to the competitors (to be provided by the host). Thus,
cubes should not be damaged, marked or otherwise altered. However, if for any reason the
cube does not function correctly, falls apart or moves out of the solved state accidentally once
the timer has stopped, the cube is considered unsolved and will justify grounds for a “do over”.
3. A scrambler mixes the cubes so they are completely scrambled. The number of moves to
scramble a cube from the solved state to the scrambled state must be at least 25 moves.
4. Competitors will be competing against each other for the fastest time with a maximum time of
10 minutes.
5. Competitors may talk among themselves during the competition but should not distract other
competitor.
6. No items whatsoever are allowed on the competition table(s) including cellphones, tablets or
other electronic devices.
7. Use of notes or any form of reference materials is not permitted on the competition.
9. The competition will be composed of three (3) rounds, the competitor with the smallest
average time will be declared as winner.
COMPETITION PROCEDURE:
b. A judge must call penalty at the time of the infraction and such penalty should be noted by the
score taker.
c. Competitors must place their hands flat on the table and must not have any physical contact
with the cube before the solving begins. Penalty for infraction is 5 seconds.
e. As soon as the competition judge calls “Go” the timer are activated and the competitors begin
to solve.
f. After the 10-minute time limit, the competition judge should call “Time”. Otherwise, the timer is
stopped (by whomever started the time) when the competitor has solved and released the
cube.
g. Once the time is stopped, competitors must not touch or move the cubes or timer until the
score taker has inspected all the cubes and the time is recorded together with any penalty on
the score sheets.
h. The solved state is when each of the six sides of the cube has one solid color per side. If one
move is required of more than 45 degrees there is a 5 second penalty. If more than one move
is required the cube is considered not solved.
MATH MEME MAKING CONTEST
GUIDELINES:
4. Offensive language and inappropriate double meaning are NOT allowed. The meme should
not contain any foul language, sexual content, and other offensive subjects.
7. All entries will be uploaded to CPF Gazette Facebook page on January 23, 2023. Meme
Making Contest reacts will start on January 23, 2022 and will end on January 27, 2023.
8. 20% of the total score of each entry will be based on the number of its Facebook reactions.
Auto-liking will result to disqualification of the entry.
9. All entries shall be judged by a Board of Judges. The entries will be judged according to the
following criteria:
HAVEY-NESS/HUMOR 30%
UNIQUENESS/ORIGINALITY 20%
TOTAL 100%
10. Judging of entries will be on January 27, 2023 at exactly 9:00 AM. Judges’ decision is final and
irrevocable.
MATHEMATIKTOK DANCE CHALLENGE
GUIDELINES:
1. Each participating section has one (1) participant. It can be solo or group and a maximum of
five (5) students only on each group.
7. All entries will be uploaded to CPF Gazette Facebook page on January 23, 2023.
Mathematiktok dance challenge reacts will start on January 23, 2022 and will end on January
27, 2023.
8. All entries shall be judged by a Board of Judges. The entries will be judged according to the
following criteria:
CREATIVITY/ORIGINALITY 30%
CONTENT 25%
EXECUTION 25%
TOTAL 100%
“INTEGERS” DAMATH COMPETITION
GUIDELINES:
2. It is 40-minute gameplay.
6. When capturing the opponent’s piece, the score is obtained by calculating the numerical value
of the player’s piece which captures the opponent’s piece and captured piece. The
mathematical operation used depends on where the player’s piece lands after the capture.
7. The game is over when 20-minute gameplay has lapsed, the player resigns, the player has no
more pieces, repetitive moves, or the last opponent’s piece is cornered.
8. The final score is determined by adding all the value of the remaining piece against the scores
obtained from capturing the opponent’s piece.
2. The elimination round is composed of three (3) rounds and a warm-up round. The warm-up, a
conditioning period, enables the participants to earn points. The participants are given 115
minutes or 1 hour and 55 minutes to answer all the given puzzles which come in ascending
difficulty.
3. The participants who have answered correctly at least 40% of the puzzles in the 1 st round can
proceed to the 2nd round.
4. The participants who have answered correctly at least 60% of the puzzles in the 2 nd round can
proceed to the 3rd or final round.
Thus, a participant is considered eliminated if he/she fails to answer correctly the required
percent of the puzzles in every round.
5. Each participant can use pencil to answer the puzzles and SUDOKU puzzles will be provided
by the committee.
7. In case of tie, the technical committee will provide a fair and just scheme to break it.
8. The technical committee reserves the right to change or improve any part of the mechanics of
the contest without prior notice to the participants for as long as the change/s will not affect the
purpose or objectives the contest.
9. Top three (3) contestants with the highest accumulative points shall be declared as the
winners: Sudoku Ninja (3rd place), Sudoku Warrior (2nd place), Sudoku Master (1st place).
TANGRAMS COMPETITION
GUIDELINES:
2. There will be three (3) rounds: Easy, Average, and Difficult. Each round consists of three (3)
patterns to replicate.
3. The participants can only start once the facilitator gives the signal.
4. Time limit for each round is as follows: Easy (2 minutes), Average (5 minutes), Difficult (7
minutes).
5. The participants who solve the puzzles will get corresponding points:
6. The participants who get the highest points wins the game.
7. In case of tie, the technical committee will provide a fair and just scheme to break it.
8. Top three (3) contestants with the highest accumulative points shall be declared as the
winners.
MATH MONTH 2023 SCHEDULE OF ACTIVITIES