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HOW TO PLAY - TOUR DE TIME
- GAME RULES
Clock and Chart Usage:
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At anytime throughout the game, a
student may use the clock and/or the Telling Time Chart.
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To find ending time:
a) A student puts the beginning time on the clock. He/she
moves the hour hand and then the minute hand the amount of time
listed on the game board space rolled.
b) This new time on the clock is the ending time.
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To find beginning time:
a) A student puts the ending time on the clock. He/she
moves the hour hand and then the minute hand backwards the amount of
time listed on the game board space rolled.
b) This new time on the clock is the beginning time.
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To use the chart, a student finds the
type of time that he/she needs to determine. To the right of
the time is written the way that a student solves the time problem.
Thus, the student discovers if he/she should add to the time on
his/her Flip-Card Board or subtract from the time on his/her
Flip-Card Board.
Pre-game Practice:
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The students put times on their
Flip-Card Boards, and the other students tell the times.
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The students put a time on their
Flip-Card Boards. They show each other their times. A
die is thrown on the game board. The space on the board where
the die lands is the elapsed time that the students add to their
Flip-Card numbers. The students check each other's answers.
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The students perform the same activity
as in number two except that they subtract the elapsed time.
Game Setup:
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The correct side of TOUR DE TIME
is placed upwards. Therefore, either the side with the
game, LEAVING FOR VACATION or BIKE CHALLENGE, is
displayed.
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The students choose which game they
want to play - "Finding Ending Time" or "Finding the Beginning
Time."
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The students each take a marker for
moving along the board. They share the clock, which helps them
determine the time.
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The Time Chart is displayed for all
students to see.
LEAVING FOR VACATION
(Game 1 - Finding Ending Time)
Game Objective:
A student's family is planning a vacation. The vacation may
last as long as the family decides. The object of the game is to
take, when finding ending time, the longest vacation. This
is achieved by obtaining as many 12-hour periods as possible before
reaching the end of the game board.
Game Rules:
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All students in the group put the time
of 8:00 on their Flip-Card Boards. This is the time each
morning that the students start the day.
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One member is chosen to be the
scorekeeper.
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One student rolls the die and moves
his/her marker that number of spaces on the board. The student
takes the hours and the minutes listed on the space on which he/she
lands and adds this time to the 8:00 on his/her Flip-Card Board.
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Next, the other students in the group
take their turns.
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When all members have had a turn, the
first pupil rolls again. The same procedures are repeated.
After each roll, however, the time on the space is added to the
last time on a student's Flip-Card Board.
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For every instance that the new time
on the Flip-Card Board either lands on 8:00 or passes 8:00, the
scorekeeper gives that student a point. This is considered one
day of traveling activities.
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The students continue to roll until
they reach the end of the game board.
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The game is completed when all
students in the group are at the end of the board. (Some
students may reach the end of the board before others.) At
that time, the student who has the most points wins the game, since
this student had the longest vacation.
LEAVING FOR VACATION
(Game 2 - Finding Beginning Time)
Game objective:
A student's family has no more than 7 days to travel.
The object of the game is to take, when doing beginning time, the
longest vacation without going over the 7-day time period. This is
achieved by having as many 12-hour periods as possible before reaching
the end of the game board without going over the 7-day time limit.
Game Rules:
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All students in the group put the time
of 8:00 on the Flip-Card Boards. This is the time each evening
that the students end the day.
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One member is chosen to be the
scorekeeper.
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A student rolls the die and moves
his/her marker the number of spaces on the board. This student
takes the hours and minutes listed on the space on which
he/she lands and subtracts this time from the 8:00 on his/her
Flip-Card Board.
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Next, the other students in the group
take their turn.
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When all members have had a turn, the
first pupil rolls again. The same procedures are repeated.
After each roll, however, the time on the space is subtracted
from the last time on a student's Flip-Card Board.
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For every instance that the new time
on the Flip-Card Board either lands on 8:00 or is earlier than 8:00,
the scorekeeper gives that student a point. This is considered
one day of traveling activities.
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The students continue to roll until
they reach the end of the game board.
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At some point if a student scores more
than 7 days (seven 12-hour periods), that student is out of the game
because he/she goes over the 7-day limit.
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The game is completed when all
students in the group are at the end of the board or are eliminated.
(Some students may reach the end of the game board before others.)
At that time, the student who has the most points, and who does not
go over the 7-day limit wins. This student has the longest
vacation.
BIKE CHALLENGE
(Game 1 - Finding Ending Time)
Game Objective:
The students are traveling on a bike challenge course. The
object of the game is to obtain, when doing ending time, as few
12-hour time periods as possible before reaching the end of the game
board. By having the least number of 12-hour time periods, the
student who completes the bike challenge in the shortest time wins the
game.
Game Rules:
This game is played with the same rules as the LEAVING FOR
VACATION (Game 1) with 8:00 being the day's beginning time.
BIKE CHALLENGE
(Game 2 - Finding Beginning Time)
Game objective:
The students are traveling on a bike challenge course. The
students cannot take more than 5 days to complete their bike ride.
If any student takes longer than 5 days, he/she is eliminated from the
course. The object of the game is to obtain, when doing beginning
time, as few 12-hour time periods as possible before reaching the end of
the game board. By having the least number of 12-hour time
periods, a student completes the bike challenge in the shortest time and
therefore, wins the game.
Game Rules:
This game is played with the same rules as the LEAVING FOR
VACATION (Game 2) with 8:00 being the day finishing time.
Addition Activities:
MOST TIME
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Instead of putting an actual time on
their Flip-Card Boards, the students add up the total number of
hours and minutes that the vacation or bike ride takes.
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After landing on a space, a student
adds the new time to the accumulative time on his/her Flip-Card
Board.
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Thus, if halfway through the game
board, a student has a total of 34 hours and 25 minutes; this is put
on his/her Flip-Card Board.
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For LEAVING FOR VACATION, the
student with the most amount of time wins the game. For
BIKE CHALLENGE, the student with the least amount of time wins
the game.
LEAST TIME
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The students are given a certain
amount of time. This amount of time is put on their Flip-Card
Boards.
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For LEAVING FOR VACATION, the
amount of time is 84 hours. This is put on their Flip-Card
Boards as 84:00. For BIKE CHALLENGE, the students are
given the amount of time of 60 hours. This is put on their
Flip-Card Boards as 60:00.
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The students move throughout the board
subtracting the time on the spaces on which they land.
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For LEAVING FOR VACATION, the
student with the least remaining time wins the game, since this
students has the longest vacation.
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For BIKE CHALLENGE, the student
with the most amount of time left wins the game, since this student
takes the least amount of time to ride his/her bike in the race.
ADD/SUBTRACT TIME GAME
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the students put 50:00 on their
Flip-Card Boards. This is equal to 50 hours of time.
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The students decide which game board
that they want to use. Taking turns, the students roll the die
and move that many spaces on the board.
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When a student lands on a space,
he/she rolls the die again. If the die number is odd, the
student adds the amount of time on the space to the amount of time
on his/her Flip-Card Board. If the die number is even, the
student subtracts the amount of time on the space from the amount of
time on his/her Flip-Card Board.
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The students check each other after a
new amount of time is put on a Flip-Card Boards. If a student
is incorrect, the student must go back on the game board 6 spaces.
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With equal turns; the student who
reaches the end of the game board first wins the game.
Telling Time Chart
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The time you are trying to find
How to solve the problem
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Elapsed Time
Count up. First do hours then minutes
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Ending Time
Starting Time + Hours it takes = Ending Time
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Starting Time
Ending Time - Hours it took = Starting Time
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