Digital Magazine "Maths and Science Adventure" Digital Magazine "Maths and Science Adv_1st issue | Page 33

DIG IT AL MAGA ZINE „MA T HS A ND SC IENC E ADV ENT UR E” PAGE 33 Checkpoint 1 – Game of wits Instructions for the guide The guide reads out loud (and shows examples at the same time on the board): Kings and peasants The idea of the game is to get your players to your home base quicker than the opponent does. Each team has 3 peasants and one king/queen. You must choose one player of your team to be the king/queen, the other three will be peasants. The team must work together to win the game, but since the king/queen is the leader of the team in this game, they must ultimately make the decision about which player moves and where. Teams take turns in moving their players by jumping or walking. Jumping means you jump over a peasant, landing into an empty square. You can jump over one or multiple peasants. It doesn't matter which teams the peasants are in, they can always be jumped over, as long as there is an empty square behind them. Once a player's jump has landed on an empty square, they can jump again, if there is a possible spot to jump in. You can jump both straight and diagonally along the squares. Peasants can only jump forward, either straight or diagonally, but never backwards. Kings/queens can also jump, but in ANY direction that they want. Once the moving player has jumped as many times as they can or want decided by the king/queen, the team's turn ends. No player can jump over the king/queen. If the team doesn't want any player to jump anywhere, they can always walk. Walking means that you move to the empty square next to you. When you walk, you can only walk one square, and it ends the team's turn straightaway. Again, peasants can only walk forward, towards their home base, but kings/queens can move in any direction The game is finished when BOTH teams have got their players in their home base. The team which gets their players in home first, wins the game, and they get as many points from winning as it takes from the opposing team to reach their home base AFTER the other team wins. For example, if the winning team takes 20 turns to reach their home base and the other team takes 25 turns, then the winning team gets 5 points. I will count the turns and mark the points accordingly. Start the game by choosing your king or queen, and then we will throw a coin to decide which team starts. The white team will go to checkpoint 5 and the blue team will go to checkpoint 2 Checkpoint 2 – Milestones of technology Instructions for the guide The guide reads out loud (and shows out what is to be done at the same time): In this checkpoint you will be discovering the wonders of one of the world's most important inventions: paper. This checkpoint has three parts, in which we will use paper. In the first part your team has to go through an A4-sized paper. You can do this by cutting the paper, there are scissors over there. For example, I've cut a paper like this, so that my hand can fit through (laita käsi ensimmäisestä leikatusta lapusta läpi), and cutting it like this I can fit my head through (laita pää toisesta leikatusta lapusta läpi). If you break your paper, like this (hajoita ensimmäinen lappu repäisemällä aukko auki), then you will fail the first part and get no points. The team which manages to get all of their team members through the paper first without breaking the paper, wins 2 points. You have a maximum of five minutes to do this, and you can start now. In the second part we will be folding a paper to show some specific angles. For example, the angle at the corner of the page is 90 degrees. But if we fold that, we will get 45 degrees, like this. There are two angles that I will tell next. The team