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HOW TO PLAY - MAGIC ISLAND SEARCH
GAME
GAME
RULES
Game Objective:
The object of MAGIC ISLAND
SEARCH is to reach the treasure chest first will all 6 MAGIC
ISLAND SEARCH key cards and the greatest number of digits flipped over
on one's Flip-Card Board. In doing so, a student opens the
treasure chest and collects the riches that win the game.
Preparation:
Game Board Setup:
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The students choose a set of MAGIC
ISLAND SEARCH key cards. The 36 cards are divided according to
their MAGIC ISLAND SEARCH key areas.
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The appropriate 6 cards are put in any
order in the correct MAGIC ISLAND SEARCH key area with question
sides up.
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The 6 MAGIC ISLAND SEARCH Cover Cards
are put on top of the correct key area pile so that the questions of
the cards are not displayed.
Flip Card Board Setup:
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Each student places six digits ranging
from 1-3 on his/her Flip-Card Board.
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No more than three of a digit may be
displayed.
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The students do not show the other
students their digits until they are all finished.
General Rules:
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The students flip over as many
Flip-Card Board digits as possible by answering the question cards
correctly.
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The students must collect the 6
different MAGIC ISLAND SEARCH key cards to complete the game.
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In order to turn over more of their
Flip-Card Board digits, the students make repeat visits to MAGIC
ISLAND SEARCH areas after collecting the 6 different MAGIC ISLAND
SEARCH key cards.
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The students may refer to the
Measurement Chart at any time throughout the game.
Specific Game Rules:
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All students put their markers on the
start space.
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The students roll to see who starts.
The highest numbered person goes first, the second highest goes
second, and so on.
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On the game board are brown path
spaces that go in many directions to the different MAGIC ISLAND
SEARCH areas. A student may go on any path that he/she
desires. Also, a student may travel through one key place to
reach another key place.
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When a student reaches a MAGIC ISLAND
SEARCH place, he/she draws from that MAGIC ISLAND SEARCH pile of
cards one card from anywhere in the card pile. The Cover Card
always remains on the top of the pile so that the questions cannot
be seen.
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Without looking at the answer on the
back of the card, the student tells all in the group the correct
answer number. The pupil next turns the card over to see if
he/she is correct.
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If the answer is correct, the player
tries to match the answer number on the MAGIC ISLAND SEARCH key card
to one digit that he/she has on his/her Flip-Card Board.
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If the student is incorrect, he/she
keeps the card but does not turn over any Flip-Card Board digits.
The student also loses his/her next turn.
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After collecting and answering
correctly a MAGIC ISLAND SEARCH key card, the student travels to
other areas to collect the 5 remaining cards.
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As a student collects the MAGIC ISLAND
SEARCH key cards, they are placed below his/her Flip-Card Board.
After each card is answered correctly, the answer digit flipped over
on the student's Flip-Card Board. If no digit remains on the
Flip-Card Board that is the same as the answer of a MAGIC ISLAND
SEARCH key card., no digit is turned over. However, the
student keeps the key card.
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After collecting the 6 different MAGIC
ISLAND SEARCH key cards, the student returns to any key areas to
find answer cards that may allow him/her to turn over more of
his/her Flip-Card Board digits.
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In deciding what areas to visit, the
students studies the answer cards of the other students to determine
what numbers are already taken. For each MAGIC ISLAND SEARCH
area, there are 6 cards. The answer on these 6 cards are two
1's, two 2's, and two 3's. The above student needs MAGIC
ISLAND SEARCH question cards with the answers of either 2 or 3.
The student does not want to go to an area where the 2's and 3's are
taken:
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When a student is collecting
additional cards, these cards are put below his/her Flip-Card Board.
Matching area cards are placed in a column.
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When all students reach the treasure
chest, the winner of the game is the student with the 6 different
MAGIC ISLAND SEARCH key cards plus:
a. The first students to
reach the treasure chest with all digits on his/her Flip-Card Board
turned over.
b. If no student has all of his/her
digits turned over; it is the person who reaches the treasure chest
with the most digits turned over,
c. If there is a tie in digits turned
over, it is the first person to reach the treasure chest.
*Exception to Game. In rare
instances, a student may not be able to obtain a 6th MAGIC ISLAND SEARCH
key card because all cards are taken. If this happens, when the
student reaches the area without cards, he/she may take the MAGIC ISLAND
SEARCH card from a student who has two. However, the student must
add the number answer of the card to his/her Flip-Card Board, the
student now has 4 digits left.
Summary of Rules
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The game board is set up and the 36
cards are put in the different area card piles on the game board.
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Six digits from 1-3 are put on the
students' Flip-Card Boards. The students may not use the same
digit more than three times.
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The students role the die and move to
the 6 different MAGIC ISLAND SEARCH key areas. They may
go in any direction but must collect all 6 keys.
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The digits that match the answers to
the MAGIC ISLAND SEARCH key questions are turned over on the
students' Flip-Card Boards. (Only one digit per answer)
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The key cards are placed below the
students' Flip-Card Boards with the answer sides displayed.
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After collecting the 6 different keys,
the students may make return trips to MAGIC ISLAND SEARCH areas in
order to answer question cards and flip over remaining Flip-Card
Board digits.
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The students may only answer one
question for a turn at a key area. They must then move to
another key area but, after this, are allowed to return to the
previous key area.
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The winner is described in Rule 14.
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Additional rules:
a. Incorrectly answering a question - Rule 7
b. Obtaining a needed key question card where all cards
have been taken - In Exception to Game Section
Additional Activities:
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NO MEASUREMENT CHART
- The game is played without being able to refer to the
Measurement Chart
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COMBINING CARDS
- More key cards can be used to increase the difficultly of the game
and/or create different type of questions for one game. When
combining cards, the game rules are the same.
- Combine the two sets of most reasonable questions.
- Combine the two sets of correct equation questions.
- Combine one set of the most reasonable questions with one set of
the correct equations questions. Sets should be at the same
level.
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EXTENDING MOST REASONABLE CARDS
- When answering the most reasonable cards, the students
eliminates the correct statement.
- From the remaining measurement statements, the student changes one
statement to make it correct.
- The students check each other to see if the statement is correct.
- The rules stay the same as the general rules for MAGIC ISLAND
SEARCH.
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EXTENDING CORRECT EQUATION CARDS
- When answering the correct equation cards, the student changes one
of the incorrect statements.
- The students uses the same type of measurements such as changing
inches to feet, however, the student changes the numbers to make the
statement true.
- The students check each other to see if the statement is correct.
- The rules stay the same as in the general rules for MAGIC ISLAND
SEARCH.
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HOMEWORK CARDS
- The students are assigned to each make 6 measurement cards.
The teacher assigns the type of cards that the students are to make.
- The students make two number 1's as answers, two number 2's as
answers, and two number 3's as answers.
- The teacher has the students exchange cards with a partner to
check for mistakes.
- After this, the teacher checks to see if the students' questions
and answers are correct. If they are, the six cards are
rubber-banded together and used as future game cards.
TABLE OF MEASURES:
METRIC UNITS
Length
1 meter = 1000 millimeters
1 meter = 100 centimeters
1 meter = 10 decimeters
1,000 meters = 1 kilometer
1 centimeter = 10 millimeters
1 decimeter = 10 centimeters
Mass/Weight
1 kilogram = 1000 grams
1 gram = 1000 milligrams
Capacity
1 liter = 1,000 milliliters
CUSTOM UNITS
Length
1 foot = 12 inches
1 yard = 36 inches
1 yard = 3 feet
1 mile = 5,280 feet
1 mile = 1,760 yards
Weight
1 pound = 16 ounces
1 ton = 2,000 pounds
Capacity
1 cup = 8 ounces
1 pint = 2 cups
1 quart = 2 pints
1 quart = 4 cups
1 gallon - 4 quarts
Time
1 minute = 60 seconds
1 hour = 60 minutes
1 day = 24 hours
1 week = 7 days
1 year = 12 months
1 year = 52 weeks
1 year = 365 days
1 century = 100 years
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