Leapfrog game

P. A. Kornilov
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Abstract

The article discusses the rules and features of conducting one of the mathematical games – the game "Leapfrog" at extracurricular activities. The author presents his experience of conducting games of this type with different age categories of students, analyzes the results, offers a certain set of tasks in which there are both borrowed and own tasks. The article also discusses some nuances of the strategy for the participants of the game, provides examples of calculating the rating of participants' decisions, outlines considerations that are useful to consider when compiling a set of tasks for the game. The author organized games of this type both in mathematics and computer science. In fact, it is possible to conduct this game on any subject. At the same time, tasks should be formulated in such a way that there are many solutions, for example: "Bring as many substances as possible with the property ...", "Come up with the shortest word in which ...", etc. In the future, solutions are ranked by quality and authors of better solutions are awarded more points. The specifics of the game is that the current position of the participants is displayed on a numerical line using chips. When moving, the chips jump over each other (hence the name of the game), which allows you to overtake rivals not only due to the quality of problem solving, but also with the help of tactical considerations. This gives the game an unusually emotional coloring.
超越游戏
本文论述了在课外活动中开展数学游戏“跳越”游戏的规律和特点。作者介绍了自己对不同年龄段学生进行这类游戏的经验,并对结果进行了分析,提出了一套任务,其中既有借来的任务,也有自己的任务。本文还讨论了游戏参与者策略的一些细微差别,提供了计算参与者决策评级的例子,概述了在为游戏编写一系列任务时需要考虑的一些因素。作者在数学和计算机科学中组织了这种类型的游戏。事实上,这个游戏可以在任何主题上进行。同时,任务的制定要有多种解决方案,例如:“尽可能多地提出具有…属性的物质”,“想出…的最短单词”等。在未来,解决方案将根据质量进行排名,更好的解决方案的作者将获得更多的分数。游戏的特点是参与者的当前位置用芯片显示在一条数字线上。移动时,筹码相互跳跃(因此游戏的名称),这让你超越对手不仅由于解决问题的质量,但也与战术考虑的帮助。这赋予了游戏不同寻常的情感色彩。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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