Created by Meredith Roe Virtual School Program Manager,

Slides:



Advertisements
Similar presentations
Chip amount matches bet amount – Deal button near chips – Clear Button.
Advertisements

SOCiable A Game of Life Chances ©Jon Witt Version 1.0.
500 for 2 Enjoy your favourite card game with only 2 players 500 for 2
Java Coding 8 David Davenport Computer Eng. Dept., Bilkent University Ankara - Turkey. Object-Oriented Design Example - The.
Directions: Form into Teams (up to 7 team members) Clear your tables and move chairs against the wall Only 4 people will participate per iteration Four.
It’s All in the Cards Adding and Subtracting Integers
Rules for Classroom Play. Setup 1. Remove blue ACTION cards from the Observatory deck 2. Shuffle both decks well and set Volcano deck to one side 3. Deal.
Additional Topics for Exam 2 Week 6, Wednesday. Is the Binomial Model Appropriate? Situation #1: “How likely is it that in a group of 120 the majority.
Design Example. Requirements Make a program that simulates the game of blackjack For now, we ignore money/betting…. just simulate game play But… this.
Java Coding 8 David Davenport Computer Eng. Dept., Bilkent University Ankara - Turkey. Object-Oriented Design Examples.
Mau Mau (mow- mow) A card game
A R R A Y ! for Multiplication!!
VOCABULARY  Deck or pack  Suit  Hearts  Clubs  Diamonds  Spades  Dealer  Shuffle  Pick up  Rank  Draw  Set  Joker  Jack 
February 8: Decimal Day. WARM UP & UNDERSTANDING DECIMALS.
Match the Fractions © 2014 Teacher to Teacher Publications, Inc Carlos Suzy.
March 8: Decimal Day. SORTING ACTIVITY With your partner, sort your deck of decimal squares SHARE How did your team sort the deck? How do you think kids.
FINDING COMPARISONS, FACTOR PAIRS AND PRIMES Through 3 Math Card Games.
Mean, Median, Mode and Range The Basics of Statistics Nekela Macon Summer 2009.
+ Hand Biometrics Measurement and biometric technologies for identification and security applications.
Sequencing 1 Shuffle the cards and place in a pile with the numbers facing down. Order the cards from 0 to 11. How fast can you do this?
Object Oriented Design. Object-Oriented Design Method for designing computer programs –Useful for thinking about large problems Consider “objects” interacting.
 Power Grid game play. Player roles  Game leader: This person will keep track of turns, player order, and game phases  Banker: This person keeps track.
Math Games Compiled By: Joan Bartlett and Heather Bartlett.
Unit 6 Games. The Difference Game Materials –4 decks of cards number –40 pennies One player shuffles the number cards and places them with the numbers.
Introduction to Chess Club
P UTTING T HE F IVE P RACTICES OF E XEMPLARY L EADERSHIP I NTO P RACTICE.
World Religions Tabulate Game. wild cards wild cards ordinary cards.
Bell Ringers Solve the following equations and write the commutative property equation and solve: (-74) + 54 (-87) + (-32) Solve the following equations.
California has 5 water year types: 1 card = 1 water year Critically dry and dry years: Ace-10 black cards Normal-wet years: all red cards & all face cards.
Billion Dollar Baby Game Created By: Timmy Drzewinski Edwin McCracken.
Card Game Z  Agree on a dealer and a score keeper  The dealer should remove all the Jacks, Queens, Kings & Jokers from the pack and then shuffle  The.
Chance We will base on the frequency theory to study chances (or probability).
ULTIMATE DARE GAME INFORMATION The winner is the first person to reach 100 points, the last person to reach -100 points or the person who completes/opponent.
Section 5.5 Application: The Card Game of War. 5.5 Application: The Card Game of War A deck of cards is shuffled and dealt to two players The players.
ORGANIZING THE ELEMENTS Chapter 5.1. THE IMPORTANT QUESTIONS WHY DID WE NEED TO ORGANIZE THE ELEMENTS?! HOW DID MENDELEEV ORGANIZE THE ELEMENTS? WAS WHAT.
How to do a card trick.
An explanation for IGR Teachers
A game of precision, quick reaction and observation.
Key Rule: Each Number has only one valid combination of Prime Factors.
Chapter 5 Black Jack.
6.NS.5 Integer War You will need: deck of cards
Object of the game Yahtzee Large straight Small straight Full house
MA4: Movement Left ×10 and Right ÷10 Section 1, Unit 2
CSE 378 Prof. Richard Haskell Hassan Ahmad Brandon Krieter
MA3: Reading and Writing 3-Digit Numbers Section 1, Unit 2
MA5: 2-Digit Addition Section 2, Unit 1
A R R A Y ! for Multiplication!!
MA7: 2-Digit × 1-Digit Multiplication Section 2, Unit 2
Pre-K and Kindergarten
2-Digit Comparison Section 1: Unit 1
3-Digit Comparison Section 1: Unit 1
Pedro Freitas MathsJam 2017
Engaging children in exciting and engaging mental maths homework.
Go fish for formulas! Chemistry makes much more sense if you know the formulas of substances you will meet in your lessons. In this game you will practice.
Behaviour Insights Instructions and Rules:
1st/2nd Grade Math Games Family Math Night.
Object of the game Yahtzee Large straight Small straight Full house
Components 96 Pig cards How are they different?
Action!
Vocab-Rummy A card game with: Could be used for:
15 things in 30 minutes 15 new activities to strengthen number work
Get ready to… BATTLE!.
Technology Integration Matrix
Slap Shopping.
Developing Mathematical Thinking Institute (DMTI)
Object of the game Yahtzee Large straight Small straight Full house
A R R A Y ! for Multiplication!!
Object of the game Yahtzee Large straight Small straight Full house
Building pattern  Complete the following tables and write the rule 
Whose is it? Game.
Presentation transcript:

TIM Card Game: A game to build familiarity with TIM levels and characteristics Created by Meredith Roe Virtual School Program Manager, Catholic Education Western Australia Adapted from “Hire ‘Em, Fire ‘Em” by Teresa McGrechan. TIM Content used by permission of fcit.usf.edu.

Characteristics of Meaningful Learning Cards Card Types Complete Set The object of the game is to collect 5 cards of one set by trading cards with other players. A complete set of five cards has the same TIM learning characteristic (Active, Collaborative, Constructive, Authentic, or Goal-Directed) at the top of each card and a different TIM level (Entry, Adoption, Adaptation, Infusion, and Transformation) at the bottom. Characteristics of Meaningful Learning Cards These are shuffled and dealt separately from the other cards, at the start of each game, so players know which set they are collecting. You want to avoid having this card in your hand when the game is won. If you’re dealt this card at the start, you get to start the trading (put it aside, not for trading) fcit.usf.edu/matrix/

Players Dealing cards Starting the game Maximum of 5 players per deck of cards. If there are 4 players, remove one characteristic card and the corresponding set of cards. If there are 3 players, remove two characteristic cards and the corresponding sets of cards. Dealing cards Shuffle and deal the characteristic cards, face down. Players can look at their own characteristic card to determine which set to collect (don’t show anyone!). Put the characteristic card aside (these are not traded). Shuffle all cards, except the characteristic cards. Deal five cards, face down, to each player. Players pick up their own cards (don’t show anyone!) and sort them. Starting the game The person with the purple ‘transformation’ card begins by laying the card aside, face up. This person will propose the first trade. fcit.usf.edu/matrix/

Trading The person with the purple card starts the trading when they are ready. Trade cards face down and state the number of cards (NOT the type). There is no order for trading. Only one trade can sit on the table at a time. If no one accepts the trade, the owner has to take the cards back. You can trade as many cards as you like in one trade, as long as they are from the same set (e.g., you can only trade 2 authentic cards or 3 active cards). The only exception to the rule above is the black ‘entry’ card. This can be traded with another card/set of cards. fcit.usf.edu/matrix/

Winners and Losers! The game is won when the first person collects their full set (winner calls out). The loser is the person who ends up with the black card. Optional - At the end of the game, you could ask: The winner to give an example of a transformation level activity, for the set they’ve collected. The loser to give an example of how to modify a lesson from entry level for the set they’ve collected, to a higher level. All players to give an example of an activity at [pick a level], for the set of cards they’ve collected. fcit.usf.edu/matrix/

ACTIVE GOAL-DIRECTED COLLABORATIVE CONSTRUCTIVE Entry Entry Entry         ACTIVE GOAL-DIRECTED COLLABORATIVE CONSTRUCTIVE Entry Entry Entry Entry fcit.usf.edu/matrix/

ACTIVE GOAL-DIRECTED COLLABORATIVE CONSTRUCTIVE         ACTIVE GOAL-DIRECTED COLLABORATIVE CONSTRUCTIVE Adoption Adoption Adoption Adoption fcit.usf.edu/matrix/

ACTIVE GOAL-DIRECTED COLLABORATIVE CONSTRUCTIVE         ACTIVE GOAL-DIRECTED COLLABORATIVE CONSTRUCTIVE Adaptation Adaptation Adaptation Adaptation fcit.usf.edu/matrix/

ACTIVE GOAL-DIRECTED COLLABORATIVE CONSTRUCTIVE         ACTIVE GOAL-DIRECTED COLLABORATIVE CONSTRUCTIVE Infusion Infusion Infusion Infusion fcit.usf.edu/matrix/

ACTIVE GOAL-DIRECTED COLLABORATIVE CONSTRUCTIVE         ACTIVE GOAL-DIRECTED COLLABORATIVE CONSTRUCTIVE Transformation Transformation Transformation Transformation fcit.usf.edu/matrix/

AUTHENTIC AUTHENTIC AUTHENTIC AUTHENTIC Entry         AUTHENTIC AUTHENTIC AUTHENTIC AUTHENTIC Entry Adoption Adaptation Infusion fcit.usf.edu/matrix/

ENTRY CARD AUTHENTIC AUTHENTIC NOT A WINNER THIS TIME START TRADING       TRANSFORMATION CARD ENTRY CARD AUTHENTIC AUTHENTIC Transformation Work to be done! NOT A WINNER THIS TIME Top of your game! START TRADING Characteristic Card fcit.usf.edu/matrix/

GOAL-DIRECTED ACTIVE COLLABORATIVE CONSTRUCTIVE         GOAL-DIRECTED ACTIVE COLLABORATIVE CONSTRUCTIVE Characteristic Card Characteristic Card Characteristic Card Characteristic Card fcit.usf.edu/matrix/