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Computer Math Games II

3,990 bytes added, 02:08, 11 April 2020
Activity 3: Match Up
Player 1 begins by forming an equation using three numbers that appear on the display. The answer to the equation should be one of the numbers within the grid. For example, assume that the computer supplies the numbers 2, 3, and 3. The number 9 is one of the numbers in the grid. The equation Player 1 composes could be 2 x 3 + 3, which equals 9. The three numbers do not have to be used in the order shown on the screen, but all the numbers must be used once. No number can be used more than once, and a player may skip a turn if he or she cannot form an equation with a desired result. The computer recognizes the + sign for addition, the - sign for subtraction, the x or * sign for multiplication, the / sign for division, and the A sign for exponents. After an equation is entered, the computer marks the correct place on the grid, and it's Player 2's turn. The winner is the first player or team to fill an entire horizontal, vertical, or diagonal row of the grid.
The hierarchy of math is demonstrated in this activity. In each equation composed, the computer solves for exponents first. It then solves multiplication and division operations, followed by addition and subtraction operations. If the player does not want to follow this pattern, parentheses may be used to designate which operation the computer solves first. If two operations of the same type are included in an equation, the computer first solves the one on the left side of the equation, followed by the operation on the right.
 
====Activity 4: Tic-Tac-Math====
Tic-Tac-Math gives practice with addition, subtraction, multiplication, or division using whole numbers, decimals, or integers. The game is designed to be played by two players or teams with comparable math skills. The object of Tic-Tac-Math is to get a specified number of marks in a horizontal, vertical, or diagonal row on a grid. You select the size of the board and the number of marks required to win. The players take turns solving problems and then place their marks in one of the squares on the grid each time they answer correctly. The game is suggested for grades one through nine.
 
First, enter the names of both players or teams. Then choose the size of the board. It may have from three to 10 squares horizontally and vertically. Next, designate the number of marks needed in a line to win (from three to 10). Now an option list for types of problems appears. You may add, subtract, multiply, or divide whole numbers, decimals, or integers. As in Activity 2, you choose the ranges of the numbers used in the problems (three- or four-character maximum). Enter the minimum and maximum numbers.
 
The first problem then appears on the screen, and Player 1 enters the answer. The answer must be entered from right to left in addition, subtraction, and multiplication problems. For example, if the answer is - 26, the 6 must be typed first, followed by the 2, followed by the negative sign. In division problems, the answer must be typed from left to right. If Player 1 answers correctly, he or she chooses the square in which to place a mark by using the arrow key and the space bar. Player 2 repeats the procedure. The game's winner is the first player or team to place the selected amount of marks in a horizontal, vertical, or diagonal row on the grid.
 
====Activity 5: Horse Race====
Activity 5 provides one or two players with timed practice in basic addition, subtraction, multiplication, or division skills. Each player has a time limit of 16 seconds to respond to a problem. When the player correctly answers the problem, that player's horse moves down a racetrack on the display. The first player to reach the finish line wins. The game is suggested for grades one through nine.
 
The computer first asks for the number and names of the players. There may be one or two players competing against the computer. Next, decide whether you want to practice with addition, subtraction, multiplication, or division problems. You also may choose a random mixture. As in Activity 2, you designate the range of the numbers used in the problems (one-character maximum) if you choose to practice with one type of problem. Enter the minimum and maximum numbers for each number in the equation.
 
The computer now plays a call to the races, and you're ready to begin! Player 1 enters the answer to the first problem. The computer tells how long it took to respond and whether or not the answer is correct. The second player responds to the next problem, and the computer displays the time it took Player 2 to answer. Both players' horses, along with the computer's horse, move down the racetrack. A correct answer, combined with the amount of time taken to respond, determines how far a horse moves on the track. The computer's horse advances according to the number of incorrect answers supplied by Player 1 and Player 2. The players continue until one of the horses reaches the finish line and a winner is declared.
 
 

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