Leapfrog game
https://doi.org/10.32517/2221-1993-2023-22-4-58-62
Abstract
The article discusses the rules and features of conducting one of the mathematical games – the game "Leapfrog" at extracurricular activities. The author presents his experience of conducting games of this type with different age categories of students, analyzes the results, offers a certain set of tasks in which there are both borrowed and own tasks. The article also discusses some nuances of the strategy for the participants of the game, provides examples of calculating the rating of participants' decisions, outlines considerations that are useful to consider when compiling a set of tasks for the game. The author organized games of this type both in mathematics and computer science. In fact, it is possible to conduct this game on any subject. At the same time, tasks should be formulated in such a way that there are many solutions, for example: "Bring as many substances as possible with the property ...", "Come up with the shortest word in which ...", etc. In the future, solutions are ranked by quality and authors of better solutions are awarded more points. The specifics of the game is that the current position of the participants is displayed on a numerical line using chips. When moving, the chips jump over each other (hence the name of the game), which allows you to overtake rivals not only due to the quality of problem solving, but also with the help of tactical considerations. This gives the game an unusually emotional coloring. |
About the Author
P. A. KornilovRussian Federation
Yaroslavl
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Review
For citations:
Kornilov P.A. Leapfrog game. Informatics in school. 2023;(4):58-62. (In Russ.) https://doi.org/10.32517/2221-1993-2023-22-4-58-62