what are the rules of scientific notation of sci

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    What Are The Rules Of Scientific Notation Of Sci-

    dama?

    Basically the rules in playing the Filipino checkerboard game called dama will be used with somemodifications in intergrating Mathematics and Science as follows:

    1. Set the starting positions of the chips (refer to the given standard for each sci-dama).2. After the starting positions of the chips have been set , the first player is determined by

    drawing lots.3. A chip is allowed to move diagonally forward only to an adjoining vacant square.4. A chip has to take the opponent\'s chip diagonally forward or backward thus \"pass\" is not

    allowed. Mathematical operations (+,-, x,/) will be used depending on the vacant square\'soperation symbol where the \"taker\" chip lands by jumping over after performing theindicated mathematical operation and recording same in the score sheet.

    5. In taking more than one chip, the \"taker\" chip is always the addend, minuend, multiplicand

    or dividend as the case may be.6. In taking a chip or more than one chip, the \"dama rules on \"dama\", \"mayor dalawa\" ortatlo\", \"mayor tatlo over dalawa\", \"mayor dama\" and \"mayor dalawa or tatlo over dama\"prevail.

    7. A chip is declared \"dama\" upon reaching terminally on the following designated squares:Forred chips (0,7) (2,7) (4,7) (6,7)For blue chips (1,0) (3,0) (5,0) (7,0)

    8. A \"dama\" chip is allowed to take a chip or more than one chip or move to any unoccupiedsquare along its diagonal path. Moreover, a dama\'s score is doubled in taking a chip orchips, and quadrupled if it takes the opponent\'s dama chip. Similarly, an ordinary chips

    score is doubled id it takes a dama chip.9. A \"move\" (eg -> (6,3) is good only at the most for one minute including its correspondingentries in the score sheet; while the game\'s duration is twenty minutes.

    10. The game ends when any of the situation occur: Repetitive moves of any or both players Aplayer resigns A player has no more chip to move The 20 minutes game duration ended

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    player resigns A player has no more chip to move The 20 minutes game duration ended

    HOW TO PLAY SCI DAMATHS ?

    FOR TOMORROWS CHAMPIONS

    ( SCI = Science, DAMA = Pinoy checker board, MATHS = Mathematics )

    this is intended for pupils and students who do not know how to play Sci - damaths or for those who

    need to review the rules.

    Introduction

    Board games used for a number of educational purposes, as have been proven to help stimulate the

    minds of children in a fun and informative way. Learning things like conservation of energy,

    mathematical operations can be difficult for young children, usually depending on their age and the

    amount of attention they have received on the object. It has also been long proven that most children

    have a better time learning skills when they are presented in a fun, interactive format, and giving

    educational math board games on which to make their stand. Sci - Damaths ( Sci = Science, Dama =

    Pinoy game checker board, maths = mathematics) is one such board game which helps children to

    easily begin to master the skills of basic math and energy conservation. The game plays out across atable, much like Pinoy typical game DAMA . There are 24 chips in each set of the game, which come in

    editions for each basic math & science skill. Some set focus on addition, while others help players learn

    their addition, subtraction, multiplication, and division skills. The easy format helps any player to

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    sponsored by DepEd and other private firm. Sci-Damaths is a game designed for elementary pupils and

    high school students. It is a game of mind, which is governed by the moves of the players. It

    characterized a mental competition between two opposing players where the one with an alert mindand strength to achieve something, wins this battle of minds. It is a board game played by two players,

    with one player having 12 chips and the other player having 12 chips have individual uniqueness and

    can move only in a specific way. The decisive objective of the game Sci-Dama is to build up lesser

    points and for Damath game is to accumulate greater points. HOW TO PLAY SCI-DAMATHS?

    1. Prepare the following:

    a. Sci- dama board for science and damath board for mathematics

    b. 24 chips

    C. Scoresheet

    SCI- DAMATHS SCORESHEET

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    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

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    d. arbiter/teacher

    2. Set the position of the chips according to the level of the game.

    Damath MATHEMATICS

    Counting Damaths

    Whole Damaths

    Fraction Damaths

    Integer Damaths

    Rational Damaths

    Radical Damaths

    Polynomial Damaths

    Binary Damathan

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    4. Follow the sci- damaths rules.

    RULES OF THE SCI DAMATHS

    TO BEGIN THE GAME

    1. Toss a chip/coin to decide who move first.

    2. The two players alternately take turn in moving a piece. ( Pass is not allowed)

    3. Touch move shall be observed in the game. A player who touches a chip is required to move unless it

    is illegal to do so.

    4. After making a move, a player shall record his move in one score sheet only.

    SCI- DAMATHS SCORESHEET

    Player : _______________________ :

    Move Score Total :

    _______:__________:____________

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    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    Player Signature:___________________

    Signature of Teacher/ Arbiter: ________________________

    Win:_______ Lose: _______

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    similarly , the opposing players chip is declared a dama if it reaches and stops terminally in any of

    the following squares:

    (0,7) (2,7) ( 4,7) ( 6,7)

    11. Once a chip is declared a dama, it could slide diagonally forward in any vacant square provided

    no opposing chip blocks it. It could take a chip or chips and double the score.

    12. Similarly, if any ordinary chip takes a dama or a dama takes another dama the score in both

    situations is doubled . ( x two ) x ( four)

    13. A player can take one chip or more than one chips with the required option to take the greater

    number of chips.

    14. Between a dama taking a chip and a chip taking another chip, the former is obliged. Between a

    dama taking a chip and a dama takes two or more chips, the later prevails.

    15. Dama chip should be identified by encircling the chip in the score sheet.

    16. The game ends after 20 minutes.

    17. The game also ends if:

    a. the moves are repetitive.

    b. A player has no more move.c. A player has no more chip.

    d. A chip is cornered.

    e. A player resign

    f. Both players agree to a draw

    18. The remaining chips or chip of player is added to his total score.

    19. If the remaining chip is a dama, the value of the chip is doubled.

    20. The player with the greater accumulated total wins the games except sci-dama.

    21. If both players have the same score or tie is recorded as - , essentially half a point rather than

    the full point for a win.

    22. The player may or may not use a calculator.

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    Illegal or incorrect move-entries must be corrected.

    The taker chip is always the addend ( addition ), minuend ( subtraction ) multiplicand

    (multiplication), dividend ( division) and augend ( binary ).

    DRAWS

    Between evenly matched opponents, damath games will sometime end in draws. So what's a draw?

    That's when nobody wins. In tournaments, draws are recorded as - , essentially half a point rather

    than the full point for a win. There are two kinds of draws to discuss briefly.

    1. Draws by agreement

    This kind of draw is the most common. At any time in the game, you can offer a draw to your

    opponent. Be mindful of good etiquette, however. Don't offer a draw on every move! And be sure to

    offer the draw correctly. Make your move, offer the draw ("I offer a draw" is fine) and only then inform

    your arbiter (assuming that you have arbiter. An offer of a draw without making a move is NOT a legal

    offer and can be ignored by arbiter.

    2. Threefold repetition regardless of score

    You or your opponent can claim a draw if the same position occurs fourth times in the same game, allwith the same player to move. Such repetitions can easily occur in endgames when one player is using

    DAMA chips. To claim such a draw, you need to have an accurate scoresheet and demonstrate to the

    tournament arbiter that the claim is valid. To claimed such a draw both players must be correct,

    agreed to the draw!

    FOR TEACHERS

    Addition and subtraction of binary numbers

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    significance to dramatize the importance of Science and Mathematics using the typical game of Pinoy

    called DAMA. It is played by two players who move by turns diagonally.

    How to play Sci-Damaths?

    Basically the rules in playing the Filipino checker board game DAMA will be used.

    CONSTRUCTION OF STANDARD SCI DAMATHS BOARD AND CHIPS

    The Board

    the Sci-damaths board measures 32 cm x 32 cm with 8 x8 squares. It contains 24 chips in two colors (

    12 chips of each color). Each chip measure 2 cm in diameter.

    Notation

    Sci- Damath notation has its own system. Each row of squares across the board is numbered as

    0,1,2,3,4,5,6,7 staring from left and right side of the board. Each column of squares running up the

    board is also numbered as 0,1,2,3,4,5,6,7 starting from left to right side of the board.

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    The first example illustrates how the chip moves. It can move to any square marked with an "X"

    The chips can move to any vacant square.

    The chip can capture the opposing chip.

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    way unless it is obstructed by a chip.

    The chip moves to square by going one square

    diagonally but not in a horizontal or vertical or

    form the square it occupies.

    The chip can jump over other chips in the course

    Of its move ( Pass is not allowed.)

    The chip can capture diagonally forward or backward to the left or to the right.

    How to use the board?

    Set the starting position of the chips.

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    Removal of an opposing chip for the board;

    Mathematical operation will be used depending

    On the vacant squares operation symbol whereThe taker chips land b jumping over the

    taken chip; it is accomplished by actually

    removing the taken chip. ( You cannot

    capture your own chip).

    Sci-Damath Operation Used

    Mathematical operations ( + , -, x , ) will be used.

    Elementary Sci dama and counting damaths, plus and minus only.

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    Move Score Total :

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    _______:__________:____________

    ______:__________:____________

    _______:__________:____________

    _______:__________:____________

    : :

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    Win:_______ Lose: _______

    Notes

    WHICH OPENING IS BEST:

    There is no answer to that question, its all a matter of style and personal fancy, its just the same with

    choice of defense, whatever actual openings you choose you must have a deep understanding of the

    ideas behind the opening play. Learning opening principle is easy it is really just a matter of knowing

    what not to do. Learning in a series of opening moves wont make you better damath player. There is no

    point in studying the opening if you dont understand the middle game and if you dont understand he

    end game.

    WHAT MAKES A DAMATH PLAYER?

    1. The ability to calculate accurately and quickly will be useful.

    2. A good memory will also be used.

    3. The ability to think logically must help.

    4. The ability to concentrate.

    HOW TO HANDLE TIME TROUBLE?

    1. Concentrate on the position alone.

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    FINDING THE RIGHT MOVE

    The answer is to select one of the moves straight away, toss a coin if necessary! Check that it is good

    ,and play it.

    TAKING YOUR OPPONENTS SERIOUSLY

    Remember , you may not think your opponent is good enough to beat you, but you can always play

    badly enough to lose him!

    AVOIDING BLUNDERS

    To avoid making mistakes you should first understand why you make them. Blunders on the damath

    board are usually the result of carelessness or muddled thinking. You make mistake when you are tired

    or bored or when you have just win through the excitement of a complicated series of moves. Never

    relax and always stay calm.

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