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Mathematicomix games and quizzes
1. MATHEMATICOMIX GAMES AND PUZZLES
Student: Annie Xenodohidis Teacher: Thalia
Hadzigiannoglou 7th Primary School of Agii Anargiri (Greece)
Student: Marko Klečina, Teacher: Ksenija Vidmar-Nincevic
Osnovna škola Bartula Kašića, Zadar (Croatia)
Student: Rares Grozavescu Teacher : Cristina Nicolaita
Scoala Gh. Magheru Caracal (Romania)
2. The eTwinning Project 'Mathematicomix' corresponds with
the most innovative, creative and educational cross-
curricula approach to maths and logical thinking in EL
teaching . Our students needed to solve all the problems
given from the partnering schools and to create our ones
based on the most famous Greek mathematicians. To
accomplish their tasks, students needed to involve their
creative resources, logical thinking, EFL competences and
to spread their Maths knowledge by drawing, measuring,
counting…in a funny way! Yes, Maths can be a very joyful
and creative school subject, as the students could learn
creatively by being involved into the process of solving
Maths problems. Also, they had a great time playing many
innovative quizzes, games that also aimed as the
additional recap of what they were learning for some
months.
KSENIJA VIDMAR-NINCEVIC
10. The MATHEMATICOMIX GAME
familiarises students with the famous mathematician
we investigate and their contributions
• The mathematicomix game consists of 20 cards, depicting the
pictures of mathematicians and their contributions. The aim of the
game is to collect the four cards of a particular mathematician into a
set. Two students (the dealer and the player) may play.
• The dealer shuffles the cards and gives 4 to the other player,
placing the remainder face down on the table, within easy reach to
both players.
• The player asks the dealer for any particular trait of the
mathematician s(h)e wants to collect. For example, “do you have
the father of geometry”? If the dealer has the card with this trait
printed on top, s(h)e must give it to the other player who may ask
for another card from the dealer. The player continues, until s(h)e
fails to get the card requested. Then, the player draws the top card
from the pile of cards on the table. If the card drawn is the one
requested, s(h)e shows it to the dealer and keeps his/her turn. If not,
th edealer takes the turn.
• When the player or the dealer gets a complete set, the set is placed
face down in front of the player/dealer.When all the cards are in
sets, the game is over. The player with the most sets wins.