SAIL: Structured Activities in Intelligent Learning

Richard R. Skemp

March 10, 1919 – June 22, 1995

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Activity 5 Match and mix: parts [Num 7.1/5]

A game for 2 to 5 players. Its purpose is to consolidate further the concepts of fractional parts (wholes, halves, third-parts, fourth-parts, fifth-parts, . . .) formed using physical embodiments in a previous activity (Num 7.1/1).

Materials

  • Parts pack of cards (half of the pack of cards are shown in the figure following the Rules of the game).
  • A MATCH and MIX card as illustrated below (provided in the photomasters).

Rules of the game

1. The cards are spread out face downwards in the middle of the table.

2. The MATCH and MIX card is put wherever convenient.

3. Each player takes 5 cards (if 2 players only, they take 7 cards each). Alternatively the cards may be dealt in the usual way.

4. They collect their cards in a pile face downwards.

5. Players in turn look at the top card in their piles, and put cards down next to cards already there (after the first) according to the following three rules.

    (i) Cards must match or be different, according as they are put next to each other in the 'match' or 'mix' directions.
    (ii) Not more than 3 cards may be put together in either direction.
    (iii) There may not be two 3's next to each other.
    ('Match' or 'mix' refers to the kind of part.)
     
    Examples (using A, B, C . . . for different kinds of part).
     
    A typical arrangement:

 

 C
     
 

 A

A

 A
 

 B

 B

 B
   
   

 D

 D

 D
     

 B
 
     

 A
 

    None of these is allowed.
     

     A
           

     B

     B

     B

     B
           

     C

     C

     C
           

     A

     A
           

     A

     B
                           

     D

     D

     D
           

     B

     B
           

     B

     C
                                         

     C

     C
           

    A

     D
                                                       
     
    5. A card which cannot be played is replaced at the bottom of the pile.
    6. Scoring is as follows.
    1 point for completing a row or column of three.
    2 points for putting down a card which simultaneously matches one way and mixes the other way.
    2 points for being the first 'out.'
    1 point for being the second 'out.'
    (So it is possible to score up to 6 points in a single turn.)
     

     

    7. Play continues until all players have put down all their cards.
    8. Another round is then played.

					

Cards for Match and Mix: parts (reduced)

						
 

© Richard R. Skemp, 1993, 1994. SAIL through Mathematics, Volume 1, Volume 2.