[adapted with permission from the FAMILY MATH book (ISBN # 0-912511-06-0) published by EQUALS, Lawrence Hall of Science, Berkeley, CA 94720. ©1986 Regents, University of California at Berkeley.]
Participants use numbers and problem-solving skills to help their Alice character negotiate a path across a game board (the Tub of Tears) with barriers.
Materials needed:
To do:
- Child and parent each choose an animal marker.
- The parent and child place sit on opposite sides of the game board.
- The goal of the game is to reach the side opposite from where the person starts.
- The first player rolls the die and moves the number of squares shown on the dice, or he/she may move fewer squares.
- The marker may be placed on any square on the roller's side on the first move.
- The marker may only move in one direction per role of the die. At the beginning of each turn, each person may change the direction of his/her marker.
- If a marker reaches a hedge, it must stop even if it has not been moved the total number of squares shown on the die.
- The game is over when both animal markers have reached the opposite side of the game board.
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