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Elementary = 17 Secondary = 13 to 16

Summary of no. of Richard Toledo


participants

Elem = 17
Sec = 16
TWG = 5 Arnold Elarcosa

GT = 38
Venus Apiag Paye

Shiela Oñez

Allan Suliva

TWG = 5
• Division EPSvrs teamwork / Interfacing
• All EPSvrs will attend all activities (regardless of
discipline) as long as there are no other activities
scheduled for the specific EPSvr’s main assignment
• Current programs:
• Action Research in Teaching Mathematics
• CNR (Care for NorMin Readers) / Remedial Reading
• Early Grade Mathematics Assessment (EGMA),
• administration mechanisms and guidelines
• Write shop on Formulation of Assessments: Written Output
and/or Performance Tasks anchored on DO 8, s. 2015
• Written Output
• Performance Task
• Quarterly Assessment
• Lesson Exemplars Writing
• Explicit Teaching Method
• Teaching Math Through Problem Solving
• Open Approach Innovation
Math Games for STF:
1. DaMaths
2. Rubik’s Cube
3. SuDoKu
4. Tower of Hanoi
2020 MMC
Metrobank–MTAP–DepED
Math
Challenge
Rules:
1. DaMaths
Chairman : Leah G. Xenos, PSDS
Members
Grade 1&2 : Joel A. Ebarat, P1
Grade 3&4 : Juanito P. Bergado, P1
Grade 5&6 : Arlene C. Barquilla, P1
Grade 7 : Fe P. Ruizal, HT I
Grade 8 : Eric J. Caguindangan, HT I
Grade 9 : Romeo S. Arenaza, P1
Grade 10 : Ana T. Cuevas, HT III
Invented by
Jesus Huenda,
Education Program
Specialist.
a wrong
DaMath Board
OVERALL MECHANICS FOR DAMATHs
1. Each participating District (for Elementary) and
school (for the secondary) should only have 1
contestant for each category. The contestant
should be a bonafide student enrolled in the
current school year
Hence, there will only be 3 contestants for each
District in the elementary and 4 contestants for
each school in the secondary.
2. The competition will be conducted through a
single elimination or knockout system.
3. Each contestant will provide their own DAMATH
Board and chips during the contest proper.
RULES IN PLAYING DAMATHs
Basically the rules in playing the Filipino
checkerboard game called “dama” will be used
with modifications in integrating Mathematics as
follows:
1. Set the starting positions of the chips
2. After the starting positions of the chips have
been set, the first player is determined by
tossing of coin. The first player will occupy the
side of the DAMATHs board where (0, 0) is
located.
3. A chip is allowed to move diagonally forward
only to an adjoining vacant square.
RULES IN PLAYING DAMATHs
4. A chip has to take the opponent’s chip
diagonally forward or backward, thus, pass is
not allowed
5. Mathematical operations ( + - ÷ *) 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
the same in the scoresheet)
6. In taking a chip or more than one chip, the Taker
chip is always the addend, minuend,
multiplicand, or dividend as the case may be.
RULES IN PLAYING DAMATHs
7. When two (2) Taker chips will take the same
number of chips, it’s up for the player to decide
which to move.
7. In taking a chip or more than one chip, the
Dama Rules on “dama”, mayor dalawa or tatlo,
mayor tatlo over dalawa, mayor dama and
mayor dalawa or tatlo over dama prevail.
8. A chip is declared as “dama”upon reaching
terminally on the following designated squares.
For Blue chip : ( 0, 7 ), (2,7),(4,7), 6,7)
RULES IN PLAYING DAMATHs
9. A move, e.g. 2 (6,3 ), is good only at the most
for one (1) minute including its corresponding
entries in the scoresheet; while the game’s
duration is twenty (20) minutes
10. It will be the responsibility of the arbiter to
remind the player to make a move and write
entries in the scoresheet. This will be done 10
seconds before the (1) minute time frame.
11. If in case a player did not finish writing the entries
in the scoresheet after 1 minute, the arbiter will
stop the time. This is to give the player time to
finish writing in the scoresheet. The extra time is
exclusive of the twenty- minute’s game duration.
RULES IN PLAYING DAMATHs
12. A player may consume the whole minute in
taking chips and writing the entries in the
scoresheet.
Rules in taking a chip:
a. The score is doubled when a “dama” takes a
non – dama.
b. The score is doubled when a non – dama takes
a “dama”
c. The score is quadrupled when a “dama” takes
a “dama”
RULES IN PLAYING DAMATHs
13. A player is required to take a chip/s when there is
still time left (remaining seconds of the 20-
minutes game duration )
14. The game ends when any of the following
situations occur:
a. If no show of one is declared after ten
minutes.
b. Repetitive moves of any or both players.
c. A player resigns or refuse to move.
d. A player’s chip is cornered.
e. A player has no more chip to move
f. The 20-minutes game duration ended
RULES IN PLAYING DAMATHs
15. The remaining chips have to be added to the
respective player’s total scores.
a. For Polynomial DAMATHs, use the coordinates of
the point in the DAMATH Board as the value of x & y
to be substituted in the Polynomial Expression in
the remaining chip/s
b. For other DAMATHs game, use the value as
indicated in the chip as the value to be added to the
player’s score
16. “DAMA” chip’s corresponding value is doubled
17. The player with the greater total score is declared
winner for which he/she is entitled so one (1) point in
the tally sheet of contestant or one-half (0.5) point in
case of a draw.
RULES IN PLAYING DAMATHs
18. In case two (2) or more players have the same
number of winnings, their previous games will
be considered. Whoever won in these games
prevails. If a winner cannot be determined from
these games, a 10 – minute rematch shall be
done. Players are not allowed to resign in the
rematch. Point system (Adding the scores in
each Game / Rematch) shall be followed if no
player emerges as a winner after the rematch.
RULES IN PLAYING DAMATHs
19. Only one score sheet is allowed to be
accomplished alternately by the two players
whereby incorrect entries shall be their
responsibility. In case of incorrect entries in the
scoresheet, a player has to immediately call the
attention of the competition facilitator by
raising one’s hand, that is, after stopping the
time. As determined by the said facilitator, the
appropriate corrections will be done by the
erring player in as much as the former’s
decision is final and not appealable.
DAMATH SCORESHEET
Name Name
School School
Grade Grade

MOVE SCORE TOTAL MOVE SCORE TOTAL

Remaining Chips : Remaining Chips :


Total Total
Grand Total Grand Total

NOTE: Add all the values of the remaining chips to the total score to get the
GRAND TOTAL. Remaining DAMA chip’s corresponding value is doubled.
The player with greater score wins.
DAMATH SCORESHEET
Name Name
School School
Grade Grade

MOVE SCORE TOTAL MOVE SCORE TOTAL


10 (2,3)

10 moves to (2,3)
Remaining Chips : Remaining Chips :
Total Total
Grand Total Grand Total

NOTE: Add all the values of the remaining chips to the total score to get the
GRAND TOTAL. Remaining DAMA chip’s corresponding value is doubled.
The player with greater score wins.
3 6 9 12

8 11 4 1

5 2 7 10

10

10 7 2 5

1 4 11 8

12 9 6 3
DAMATH SCORESHEET
Name Name
School School
Grade Grade

MOVE SCORE TOTAL MOVE SCORE TOTAL


10 (2,3)

Total Total
Grand Total Grand Total

NOTE: Add all the values of the remaining chips to the total score to get the
GRAND TOTAL. Remaining DAMA chip’s corresponding value is doubled.
The player with greater score wins.
RULES IN PLAYING DAMATHs
20. The time spent in correcting the entries is
exclusive of the 20- minute’s game duration.
21. Scoresheet will be reviewed by a panel of
reviewers, Corrections will be done to the wrong
entries which were not checked during the game
22. A player must write entries in the score sheet
first before making a move.
23. The player must pass the score sheet with
complete entries to the opponent. This marks
the start of the 1-minute time given to the
opponent to write entries in the score sheet and
to make a move.
RULES IN PLAYING DAMATHs
24. For developing the skills in each category, score
in Integer DAMATHs should be integers,
Rational DAMATHs in fractions, Radical
DAMATHs with simplified radicals. For
polynomial DAMATHs simplify the polynomials
and then evaluate it to get the score.
ELEMENTARY LEVEL
3 6 9 12

8 11 4 1

5 2 7 10

10 7 2 5

1 4 11 8

12 9 6 3
ELEMENTARY LEVEL
ELEMENTARY LEVEL
SECONDARY LEVEL
SECONDARY LEVEL
SECONDARY LEVEL
SECONDARY LEVEL
–9 𝟐 – 𝟖 12 𝟐 64 𝟐

–98 𝟐 –75 𝟐 144 𝟐 64 𝟐

–363 𝟐 –324 𝟐 100 𝟐 288 𝟐

GRADE 9 : RADICAL DAMATHs


• Simplify all radicals and use the simplified expression
as the expression to be indicated in the chips.
• 16 32 is equivalent to 64 2, since 64 2 is in
simplified form then it is the expression to be used.
• Change the expression 64 2 in the second row to –
64 2 so that they will now become 2 different
expressions.
• Change 75 2 to +75 2 so that there will still be a
balance of 6 positive expressions and 6 negative
expressions in the 12 chips.
• Interchange the starting positions of the chips –64 2
and +75 2 in the second row, so that all negative
expressions will be on the left side and all positive
expressions will be on the right side of the board
SECONDARY LEVEL
–9 𝟐 –2 𝟐 12 𝟐 64 𝟐

–98 𝟐 – 64 𝟐 144 𝟐 +75 𝟐

–363 𝟐 –324 𝟐 100 𝟐 288 𝟐

GRADE 9 : RADICAL DAMATHs suggested position after adjustments


SECONDARY LEVEL
(2,3)
(4,3) ?
(3,4)
Use these values
for the x & y in
the chips(4,5)
x=4
y=5
operation @ (4,5)
[-3(16)(5)][-4(25)]
[-240][-100]
[+24,000]
DAMATH: ADDITION
DAMATH: SUBTRACTION
DAMATH: MULTIPLICATION
DAMATH: DIVISION

Invented by
Jesus Huenda,
Educ. Prog.Specialist.
RULES IN PLAYING DAMATHs
12. A player may consume the whole minute in
taking chips and writing the entries in the
scoresheet.
Rules in taking a chip:
a. The score is doubled when a “dama” takes a
non – dama.
b. The score is doubled when a non – dama takes
a “dama”
c. The score is quadrupled when a “dama” takes
a “dama”
Rules:
2. Rubik’s Cube
Chairman : Tita Pita L. Bago, PIII – DIC
Members :
Samson P. Sardan, HT I
Simfroso B. Arbois PI
• RUBIK’S CUBE
• Rubik’s Cube- is a TOY in the shape of a cube with
nine squares an each side, each side a different
color. The game is to mix up the colors then put
them back in order. When the puzzle is solved,
each face of the cube is a solid color.

• Rubik’s Cube is a mechanical puzzle invented by


Hungarian sculpture and Professor of architecture
Erno Rubik. Originally called the Magic Cube by
its inventor, this puzzle was renamed Rubik’s
Cube by Ideal Toys in 1980 and won special award
for best puzzle.
MECHANICS FOR RUBIK’S CUBE
1. Each participating District / School should
have only one contestant regardless of
what year level. The contestant should be
a bonafide student enrolled in the current
school year
2. It is a “race to three” competition. Each
contestant will solve 3 Rubik’s cube
continuously.
3. Each contestant will provide their own
Rubik’s cubes during the contest proper.
MECHANICS FOR RUBIK’S CUBE
4. There will be three elimination rounds for
every year level:
Round 1- Race to Three. The 17 contestants in
elementary & 34 contestants in secondary will
be divided into three (3) groups:
Game 1: 6 elem/11 sec contestants (group 1)
Game 2: 6 elem/11 sec (group 2)
Game 3: 5 elem/12 sec (group 3)
The time of each contestant will be recorded.
All contestants will be ranked according to the
least time consumed. The top 6 can proceed to
Round 2
MECHANICS FOR RUBIK’S CUBE
Round 2 - Race to Three: The top six (6)
contestant will be divided into two (2)
groups.
Game 1: Three contestants (group 1)
Game 2: Three contestants (group 2)
The time of each contestant will be recorded.
All the contestants will be ranked according
to the least time consumed. The top three
(3) can proceed to Round 3
MECHANICS FOR RUBIK’S CUBE
Round 3 – Race to Three: The contestants
will be ranked according to the least time
consumed in the Rubik’s Cube puzzle. The
contestants will be declared as first, second
or third place winner.
5. The timekeeper shall check the stopwatch
for every contestant. There shall only be
one timekeeper for every contestant.
6. The time starts immediately after the
contest administrator announces the GO
signal.
MECHANICS FOR RUBIK’S CUBE
7. The timekeeper shall only press STOP on the
watch after the puzzles has been solved, and
places down the last Rubik’s cube on top of the
table. The contestant is no longer allowed to
continue if he/she happened to place down the
Rubik’s cube before the puzzle was solved.
Suggested improvements to ensure fairness to
the children – the player should ensure that
his/her timekeeper presses the STOP button
after completing the last Rubik’s Cube
8. The Rubik’s cube puzzle is said to be SOLVED,
after putting it back in proper order, each face
will have only one color.
MECHANICS FOR RUBIK’S CUBE
9. Winners will be determined through the
consumed time in the Rubik’s cube puzzles.
Any contestant who have the least time in
the solving the puzzles will be declared
winner.
10. The decision of the contest administrator
will be official and final
Rules:
3. SUDOKU
Chairman : Edwin V. Palma, PSDS
Member
Dominggo R. Maulas, HT III
SUDOKU
SUDOKU derived from the
Japanese words “SUUJIWA
DOKUSHI I KAGIRU” which
means “the digits must be
single” or “the digits are
limited to one occurrence”.
MECHANICS FOR SUDOKU
1. Each participating District (for
Elementary) or HS/IS for
Secondary should have only one
contestant regardless of what
year level or grade level.
The participants shall be
bonafide students/pupils enrolled
on the current school year SY
2019 – 2020.
MECHANICS FOR SUDOKU
1. Each participating District (for
Elementary) or HS/IS for
Secondary should have only one
contestant regardless of what
year level or grade level.
The participants shall be a
bonafide student/pupil enrolled
on the current school year.
MECHANICS FOR SUDOKU
2. There will be three elimination rounds:
Round 1 – EASY ROUND (15 Minutes)
– Each contestant will solve only one
SoDoKu Easy Level
– Only the top 7 contestants can proceed to
Round 2
MECHANICS FOR SUDOKU
2. There will be three elimination rounds:
Round 2 – AVERAGE ROUND (30 Minutes)
– The top 7 contestants will solve only one
SoDoKu Average Level
– Only the top 5 contestants can proceed to
Round 3
MECHANICS FOR SUDOKU
2. There will be three elimination rounds:
Round 3 – DIFFICULT ROUND (40 Minutes)
– The top 5 contestants will solve only one
SoDoKu Difficult Level
– Each contestant will be ranked according
to the time consumed in the puzzle.
– Only the top three shall be declared as
winners.
MECHANICS FOR SUDOKU
3. The SoDuko grid will be provided
during the contest proper.
4. The time starts immediately after
the contest administrator
announces the GO signal.
5. The contestants’ shall immediately
submit their solved SoDuKo and the
contest administrator will record
the time consumed for each
contestant.
MECHANICS FOR SUDOKU
6. The SoDuKo puzzle is said to be
solved after filling all the sub grids,
each with the numbers 1 to 9 in
proper arrangements. Each row and
column contains the numbers 1 to 9.
7. Numbers written whether in pencil
or ballpen and in whatever sizes
shall be deemed final and
constitutes an answer of the puzzle
grids.
ROW
COLUMN
3? 7
5 2

CELL

x
MECHANICS FOR SUDOKU
8. Winners will be determined
through the consumed time in the
SoDuKo puzzle. Any contestant who
have consumed least time in the
puzzle will be declared winners.
9. The decision of the contest
administrator is official and final.
Rules:
4. Tower of Hanoi
Chairman : Sweet Mary Gamad, PSDS
Member
Alma Salomon, HT III
Tower of Hanoi

Invented by French Mathematician Edouard Lucas in 1883.


The Tower of Hanoi (also called the
Tower of Brahma or Lucas’ Tower and
sometimes pluralized as Towers) is a
mathematical game or puzzle.
It consists of 3 rods and a number of
disks of different sizes, which can slide
onto any rod.
The puzzle starts with the disks in a neat
stack in ascending order on one rod, the
smallest at the top, thus making a
conical shape.
The objective of the puzzle is to move
the entire stack to another rod, obeying
the following simple rules:
1. Only one disk can be moved at a time.
2. Each move consists of taking the
upper disk from one of the stacks and
placing it on top of another stack or
on an empty rod.
3. No larger disk may be placed on top
of a smaller disk.
with:
a. 1 disk, the puzzle can be
solved in 1 move.
b. 2 disks, the puzzle can be
solved in 3 moves.
c. 3 disks, the puzzle can be
solved in 7 moves.
TOWER OF HANOI
No. of
1 2 3 4 5 6 7 8 9 10
disks (n)

No. of
moves 1 3 7 15 31 63 127 255 511 1,023
needed

What’s the rule?


The minimal number of
moves required to solve a
Tower of Hanoi puzzle is
n
2 – 1,
where n is the number of
disks.
(This is an exponential function)
MECHANICS FOR TOWER OF HANOI
1. Each participating District / School should
have only one contestant. The contestant
should be a bonafide student enrolled in
the current school year.
2. Each contestant will provide their own
Tower of Hanoi during the contest proper.
3. The Tower of Hanoi should follow the
following specifications:
a. The rods must be aligned horizontally
(see figure in the next slide)
MECHANICS FOR TOWER OF HANOI
3. The Tower of Hanoi should follow the
following specifications

b. there shall be 8 disks of different sizes


to be utilized for the competition.
MECHANICS FOR TOWER OF HANOI
4. The puzzle will start with the 8 disks in a
neat stack in ascending order on the
leftmost rod (from the vantage point of
the player), the smallest at the top.
START
HERE
MECHANICS FOR TOWER OF HANOI
4. Move the entire stack of 8 disks to
rightmost rod (from the vantage point of
the player), obeying the 3 simple rules in
moving the disks.
MOVE
THE
DISCS
HERE
MECHANICS FOR TOWER OF HANOI
5. There will be three elimination rounds:
Round 1- Race to Three.
The 34 contestants in secondary will be divided
into three (3) groups:
Game 1: 11 contestants (group 1)
Game 2: 11 contestants (group 2)
Game 3: 12 contestants (group 3)
The time of each contestant will be recorded.
All contestants will be ranked according to the
least time consumed. The top 6 can proceed to
Round 2
MECHANICS FOR TOWER OF HANOI
Round 2 - Race to Three: The top six (6)
contestant will be divided into two (2)
groups.
Game 1: Three contestants (group 1)
Game 2: Three contestants (group 2)
The time of each contestant will be recorded.
All the contestants will be ranked according
to the least time consumed. The top three
(3) can proceed to Round 3
MECHANICS FOR TOWER OF HANOI
Round 3 – Race to Three: The contestants
will be ranked according to the least time
consumed in the Tower of Hanoi puzzle. The
contestants will be declared as first, second
or third place winner.
6. The timekeeper shall check the stopwatch
for every contestant. There shall only be
one timekeeper for every contestant.
7. The time starts immediately after the
contest administrator announces the GO
signal.
MECHANICS FOR TOWER OF HANOI
8. The timekeeper shall only press STOP on the
watch after the disks in the Tower of Hanoi
have all been moved and the contestant has
already raised both arms up. The contestant is
no longer allowed to continue if he/she
happened to raise his.her hands before the
puzzle was solved. Suggested improvements to
ensure fairness to the students – the player
should ensure that his/her timekeeper presses
the STOP button after moving the last disk.
9. The Rubik’s cube puzzle is said to be SOLVED,
after ALL 8 disks have been moved from the
leftmost rod to the rightmost rod.
MECHANICS FOR RUBIK’S CUBE
10. Winners will be determined through the
consumed time in the Tower of Hanoi. Any
contestant who have the least time will be
declared winner.
11. The decision of the contest administrator
will be official and final.
2020 MMC
Metrobank–MTAP–DepED
Math
Challenge
Have you registered already?
• 2020 Metrobank – MTAP – DepED Math Challenge
Online Registration which will end on
It is encouraged that in addition to the
regular review and training for the 2020
Metrobank–MTAP–DepED Math Challenge
(2019 MMC) a training on how the Division
Cluster Elimination and Division Orals are
conducted be simulated by the schools

This is done to familiarize the


pupils/students with the pressures of
answering math problems with time
limitations and having an audience watch
over them while doing the activity.
Rathmel Model of Learning

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