Macve
Maths
In order to run these
games you will need to place a very small file onto your computer.
The file is called vbrun300.dll
You need to right click
your mouse over the name of the file and select "Save Target As"
You need to select My Computer / C drive (or C:)/ Windows / System and then
press Save.
The games should then
run properly
Detailed instructions
for each game follow…..
A Quiz
- Enter team names - use TAB to move from one team name to the
next - maximum 10 teams
- Set "Difficulty Factor" from 1 (Easy) to 10
(Hard) (recommend 5)
- Set "Thinking Time" from 1 second to 600
seconds (recommend 180)
- Set topic to either
- Arithmetic,
- Special numbers (e.g. squares, cubes,, roots, prime numbers,
triangle numbers, HCF, LCM
- Algebra (substitution or equations)
- Press Start. All the answers appear, but jumbled up
- The "Thinking Time" is just a guide. You can
finish when you want.
- Collect answers from each team. If the first team think
the answer to question 1 is B, the answer to question 2 is A, the answer
to question 3 is F, 4 is C, 5 is G, 6 is H, 7 is D, 8 is J, 9 is K and
they don't know 10, enter BAFCGHDJKX in the first box
- When you have entered all the team's answers, press Mark
- The answers then rearrange themselves in the correct
order and each team's score appears
- You can carry on if you want to. Go back to step 2
Bingo
Arithmetic
- Print your own Bingo cards using the EXCEL link. A
different set will appear every time you load EXCEL.
- Select "Type Of Question." "Random"
generates a mixture of add, subtract, multiply, divide. "None"
may be the favourite because you don't have to do any working out!
- Select "When." (Recommend 9). This determines
how frequently the numbers are chosen.
- Select "Wait" (Recommend 10). This determines
how long you have to check your bingo card after a number appears.
- Select "Speed" (Recommend 1). This determines
how quickly the numbers are chosen.
- Select "Difficulty." This is not available if
your "Type of Question" is "None"
- Press Start
- When a winning card is claimed, press Pause. The game
will stop before the next number is chosen although it may not stop
immediately.
- If your "Type Of
Question" is NOT "None" you can press Show and the
Questions are replaced by Answers which will allow all the cards to be
checked.
- When ready press Hide and Play
Boast Or Challenge
- Enter team names - use TAB to move from one team name to
the next - maximum 8 teams
- Press Teams
- Team 1 can now choose a subject. Click on either Number,
Algebra, Shape or Data
- Press Question to reveal a question on the chosen topic
- Team 1 now selects A, B, C or D by clicking on the letter
- If Team 1 are confident of their
answer they may "Boast" by clicking on the word Boast. They
don't have to do this.
- Any other team who thinks that Team 1 has got it wrong
may "Challenge" by clicking on the word Challenge. Any number of
teams can do this.
- When all teams are ready, click on Check.
- The scoring is as follows:
- Correct answer = 1
- Correct Boast = 2 extra points
- Incorrect Boast = 2 to every other team
- Correct challenge = 2
- Incorrect challenge = 2 to the challenged team
- For example, if a team gets the correct answer and boasts
about it and is challenged by 3 teams they score 1 for a correct answer, 2
for a correct boast and 6 by incorrectly challenged by 3 teams, making a
total of 9
- If the answer was correct, that topic is not available to
the next team (unless all four topics have been used up)
- If the answer was wrong, that topic is available to the
next team although it will (probably) be a different question.
- It is now the turn of the next team.
- Repeat for as many turns as you wish
Drag and Drop
- Press Start
- Questions and answers appear but not in the correct
order.
- When ready, drag the answers to a box
- If it is the correct box, the answer will stay in the
box.
- If it is not the correct box, the answer will revert back
to the answer column
- If the questions or answers do not fit in the boxes you
can reduce the Font size
- You can also place the questions on the Right or in the
Centre
- You may design your own questions in a WORD document.
- Three sample files are included. This program may have
uses in the teaching of Languages or English as shown in sample files 2
and 3.
- If you write your own questions, you must include 15
questions and answers separated on different lines.
- You need to Select All, Copy and return to the program
where you press Paste instead of Start.
- The program asks if you would like the questions jumbled
up. (The answers will be jumbled up automatically). This means you don't
have to have the questions in the order that they appear in the WORD
document.
Fill The
Gap
- Select Difficulty (Mild, Difficult, Hard, Fiendish or
Impossible)
- Select the number of questions (between 2 and 12)
- Select Delay. This determines how quickly the answers
appear at the end. (Recommend 5)
- Press Start
- The idea is to fill in the gaps so that the Arithmetical
operations are correct.
- This is not an interactive application. Work out the
answers on paper.
- When ready, press Answers to see one correct solution.
Other solutions may be possible.
How Many ... In A ......
- Press Start.
- 10 questions appear. Each missing word initially shows
the first letter.
- To give more clues, increase the number of clues shown.
- This is not an interactive application. Work out the
answers on paper.
- When ready, press Answers
Kriss Kross Maths
- Select the number of teams (between 2 and 9). There is no
facility for Team Names.
- Press Start.
- The numbers that appear refer to National Curriculum
levels. So a "3" question is easier than an "8"
question.
- Team 1 clicks on the yellow
square that they have chosen.
- Click on the yellow box to select an answer (A, B, C or
D)
- If correct the number "1" appears in the box.
The "1" refers to their team number. If Team 2 get a question correct, a "2" will appear.
- If wrong, the square is not filled.
- Once the team has selected their answer, the levels of
each box change. A box may have had a level 5 question but now has a level
10 question!
- It is now the turn of the next team.
- Decide in advance what constitutes victory...3 in a line,
4 in a line,... etc. Teams may be attacking (try
for victory) or defensive (stop other teams winning). The program will not
indicate victory automatically.
Who Wants To Be A Maths Millionaire
- Select a level
- Press Start
- Choose an answer
- Press Final Answer
- Try to become a millionairre
- If successful, a code word will appear:
- level 3=JUMBLE
- level 4=CARPET
- level 5=SISTER
- level 6=MERMAID
- level 7=FEARLESS
- level 8=SPIDER
- level9=PARIS
- level 10=HARMONY
- You can walk away at any time
- You can go 50/50, Ask a Teacher
or Phone A Friend. Teachers know more than Friends but are not always
correct!
Which
Team Wants To be A Millionaire
- Enter team names - use TAB to move from one team name to
the next - maximum 10 teams
- Choose a level
- Select "Thinking Time"
- Press Start
- The "Thinking Time" is only a guide. Nothing
happens when it counts down to 0
- Each team enters their answer by either using the
keyboard or pressing the letter in the yellow square
- Press Check to mark the answers
- Press Next for the next question
- After 15 questions the winning team is shown.
Maze
- You are stuck in a large house consisting of 63 rooms in
9 rows of 7 rooms on a grid.
- A map shows where you are and where the exit is.
- The aim is to leave the house via the exit.
- There is only one exit shown on the map just above the middle
on the Eastern wall.
- When you successfully leave the house a code word is
shown (IRIS)
- Each room has a name (the name of a female mathematician)
- Each room has either 1, 2, 3 or
4 doors to the rooms next to it.
- Some doors require keys to open them.
- The keys have been left lying around in other rooms.
- Correctly answer an arithmetic question to be given a
key. Click on the red key number to see the question. Type in your answer
and Press Answer
- If you get an answer wrong, you cannot have another try
at getting that key.
- It is highly recommended that you draw a map as you work
your way around the maze.
Pelmanism
- Select "Topic"
- Select "Level Of Difficulty"
- Press Assign
- 12 Questions and 12 Answers are shown
- Press Cover. This changes the position of each question
and answer. They will now remain fixed in the new positions
- Press two squares. If they match, they will turn yellow.
If they do not match they will be recovered (and stay in the same
position)
- Keep going until all 12 questions and answers have been
found
- Press Reset at any time to start again
- You can enter your own questions and answers
- You can use DIY (Do It Yourself) by selecting either
"File" or "Enter"
- "Enter" allows you to directly enter the
questions and answers but you will not have a permanent record of these.
It is recommended that you use a WORD file
- A "Sample File" is given. Notice that each
question and answer must be surrounded by square brackets [ ]
- Select All and Copy in WORD and return to the program
- Press DIY (file) and then Paste
Crack The
Code
- Try the program out first by pressing Start
- A series of numbers will appear which represent a well
known phrase. The code is very simple, a=1, b=2, c=3 etc up to z=26
- You can change the code by changing the addition factor.
e.g. if you make the addition factor equal to 10 then a=11, b=12, c=13 up
to z =36
- You can also change the multiplication factor. e.g. if
the addition factor = 0 and the multiplication factor = 3 then a=3, b=6,
c=9 etc up to z=78
- You can also combine the addition and multiplication
factors
- It is easier to crack the code if you know the addition
and/or multiplication factors so you can choose to hide them
- You can choose to display the answer whenever you want
- All the numbers used in the code are shown on the top
right hand corner of the screen. Clicking over a number will show what
letter it represents. It is a useful clue to click on one number.
Quick Flash
- Although this game looks like Pelmanism,
it has a fundamental difference: THERE IS ONLY ONE CORRECT PAIR
- Press Start
- Select "Level Of Difficulty." This determines
how much time you have to look.
- A "Quick Flash" of 12 questions and answers is
shown. Only one question and answer match up.
- Every time you press "Start" the 12 questions
and answers are shown but the time taken to view them is longer.
- At any time you can interrupt the display and press two
squares to see if you have got them right.
- Lose points for wrong guesses. Gain points for correct
guesses. The sooner you match the pair, the more points you get.
A Question Of
Maths
- Choose your topic (Arithmetic or Fractions, Decimals
& Percentages (FDP)
- Choose your level of difficulty
- Press Start
- Select a square. Behind each number is a question. These
questions do not change position during one game.
- Enter your answer using the keypad on the screen and
press Answer.
- You may enter your own questions and answers by using a
WORD document to write 15 questions and answers separated by square
brackets [ ]. Select All, Copy and return to the program. Press DIY.
Quiz
- Select type of question. There are 23 questions
("Original") written by a Maths teacher which inspired a Year 7
class ("7S") to write another 29 questions. You may select a
sample of all 52 questions ("All")
- Select how many questions you want to appear.
- Select "Time." This is how many seconds you get
for each question. If you choose 10 questions with 30 seconds for each,
the whole quiz will take 5 minutes.
- Select "Level of Difficulty"
- Press Start.
- You now have no further control of the timings. Questions
will automatically disappear after the specified time.
- When the last question has disappeared, you need to press
Answers for the answers to appear.
Write Your Own Quiz
- As an alternative to "Quiz" you can write your
own quiz with 10 questions.
- Write 10 questions in a WORD document. Separate questions
and answers with square brackets [ ]. See the sample file for an example
- Select all and Copy
- Run the program and press Paste
- Select the number of questions (it would normally be 10
but it doesn't have to be)
- Select "Time." This is how many seconds you get
for each question. If you choose 10 questions with 30 seconds for each,
the whole quiz will take 5 minutes.
- Press Start
- You now have no further control of the timings. Questions
will automatically disappear after the specified time.
- When the last question has disappeared, you need to press
Answers for the answers to appear.
Rule
- Enter team names - use TAB to move from one team name to
the next - maximum 10 teams
- Press "Teams"
- Select "Level Of Difficulty"
(1=Easy.....10=Hard)
- Press Start
- Eight "x" numbers appear along the top and the
first three corresponding "y" numbers appear underneath
- The first team has to guess the first missing y number.
Enter the number and press "Mark"
- If the answer is correct, score 1 point
- If the answer is wrong, the next team has a guess.
- Steps 7 and 8 are repeated. If every team has a guess at
an answer and they all get it wrong, nobody scores a point and the correct
answer appears.
- It is a good idea to change the level of difficulty with
subsequent games. the format of the levels is
shown here (m,c are random numbers). (In
particular, don't keep playing at level 7)
- level 1: y = x + c
- levels 2 and 3: y = mx + c
- level 4: y is the greatest integer less than the square
root of x
- level 5: y is the remainder when x is divided by m
- level 6: y is the sum of the digits of mx
- level 7: y is the next prime number after x
- level 8: y is the integer part of m/x
- level 9: y = c - mx
- level 10: y is the sum of the squares of the digits of x
Sequences
- Select "Game Time" (minimum = 60 seconds,
maximum = 180 seconds)
- Press Start
- A sequence of three numbers appears at the top of the
screen. The equation describing the sequence also appears.
- Select the next numbers in the sequence.
- When one sequence is completed, press Next to see the
next sequence.
- Every correct answer scores points, every wrong answer
loses points.
- The difficulty comes from three areas
- the equations become more complex
- there is a time limit
- the possible answers to choose from
change position every time.
- Aim to get the highest score!
Simon
- This game is designed to be played without a calculator
and, especially, without a piece of paper. It is a memory game.
- Choose "Time". This is how long you have to
memorise each question
- Press Start
- A question appears. Click the correct number pad to enter
your answer. The only answers possible are between 1 and 29. You enter 29
by clicking the 29 button (NOT the 2 button followed by the 9 button).
- If you get the correct answer the same question appears
followed by one more. This time you have to enter two answers, in order.
- Every time you get a correct answer, the same questions
appear with one more added to the end.
- If you get an answer wrong, you start again with a
different set of questions.
- What is the most you can get without a calculator or a
piece of paper.
Six
- Press Start and three questions appear
- For each question there is a connection between the
numbers in every row
- There are 10 types of rule, for example, one rule is that
the first four numbers add up to the number formed by the fifth and sixth
number (e.g. 1 5 8 3 1 7 because 1+5+8+3 = 17)
- To find out the rule, select YES for SHOW TYPE
- To find out the answers, select YES for SHOW ANSWER
- To see if you are correct, use the keypad
Special
- This game allows you to set some conditions and find all
numbers that satisfy the conditions
- For example, you can choose to see all the multiples of
12 by moving the first multiple slider to 12 and then press Find
- At the top of the screen you can see that there are 12
possible numbers. This is because you are searching for all multiples of
12 between 1 and 100. You can change the range of numbers by either
- moving the MAXIMUM and/or MINIMUM
slider bars or
- changing the SIZE slider bar in the
middle on the right hand side of the screen
- You can also check for prime numbers, square numbers,
triangle numbers or pyramid numbers
- Pyramid Numbers are 1, 5, 14, 30, 55, 91
- At the top of the screen the number of possible numbers
is shown
- After you have pressed FIND you can either SHOW the
results or CHANGE the criteria
- You can take a challenge by pressing the challenge
button. There are 50 different challenges - each challenge only has one
answer. You can guess the answer by using the keyboard at the bottom of
the screen and pressing SHOW. A score is kept at the top of the screen.
- You can RESET at any time
Route
·
Select
any combination of +, -, x and /
·
Press
Start
·
Try to
work out the phrase. The first letter of the phrase is in the top left hand
box. To find subsequent letters, work out the answer to the question and look
for the answer in another box. This box contains the next letter of the phrase.
·
Press
solutions to see the phrase appear one letter at a time
Starter
- Select level of "Difficulty" (between 1 and 10)
- Select "Time". This is intended to be a guide
only. The questions continue to be displayed after the counter reaches 0.
- Press Start. 10 Questions appear.
- When you are ready, press Answers.
SuDoKu
- Choose "Difficulty"
- Press Start
- A SuDoKu puzzle appears.
- To enter a number, click on the square first and then
press the number pad.
- If your guess is wrong, nothing happens. If it is correct
the square is filled in.
- If stuck, press "Show One More" and one blank
square will be fiilled.
Yes No Interlude
- Enter team names - use TAB to move from one team name to
the next - maximum 10 teams
- Set "Difficulty"
- Set "Thinking Time" from 1 second to 60 seconds
(recommend 10). This is the time delay between each question.
- Press Start. 10 questions appear. Some of them are correct
and some are false.
- Once all ten questions have been displayed, press Answers
- Use the Yes/No keypad to enter the answers for Team 1. If
they think all questions are True apart from
number 3, you would enter YYNYYYYYYY.
- Enter the answers for every team.
- Press Mark and the score for each team appears.
- Go to step 2 as often as you like.
Code
- Press Start
- 26 questions appear. Each question has a unique answer
between 1 and 26. The questions are labelled with letters so each number
has a 0ne-to-one correspondence with a letter of the alphabet.
- At the bottom of the code is a series of numbers. Each
number can be translated into a letter by answering the questions at the top.
- Pressing the button named "Clues" will change
the numbers of the code phrase into letters. This can be speeded up by
moving the slider: 1=quick, 10=slow. Pressing the button again will turn
this process off.
- Pressing the button marked answers will work out the
answers to the questions. Again this can be done quickly or slowly.
Pressing the button again will turn the process off.
- The numbers 1-26 appear in the middle right hand part of
the screen. Clicking on a number will reveal the question (and letter)
with this answer.
- Clicking over a letter will reveal the answer.
- Clicking on the button marked Solution will reveal the
solution (and Hide will hide it)
X Word
- type in any word of less than 11 letters in the box at
the top right hand part of the screen
- press start
- a series of horizontal words appear with every letter
hidden by a square. Click on any individual square to reveal the hidden
letter. Each word is a Statistical word.
- The aim of the game is to guess the vertical word hidden
by red squares.
- Clicking on Answer will reveal the vertical word
- You can also choose to show the second letter of each
word ….
- …and/or all the letters apart from the first one
X Word
Statistics
- type in any word of less than 15 letters in the box at
the top right hand part of the screen
- press start
- a series of horizontal words appear with every letter hidden
by a square. Click on any individual square to reveal the hidden letter.
Each word is a Statistical word.
- Click Autoshow On to automate
the process of random letters appearing. The speed of this process can be
fast (1) up to slow (60)
- The aim of the game is to guess the vertical word hidden
by red squares.
- Clicking on Answer will reveal the vertical word
M8910 Quiz
- This quiz covers most of the topics for the M8, M9 and M10
module of the old OCR GCSE Graduated Assessment. Broadly speaking M10 are
grade A* questions, M9 are grade A questions and M8 are grade B questions.
- Choose 1,2,3,4 or 5 topics
- Press Start and some questions appear
- 10 numbers appear. Amongst them will be the correct
answers to the questions.
- Each contestant types in two initials and then the
correct sequence of letters corresponding to the answers.
- e.g. The contestants initials are MS and
there are three questions. The contestant thinks the answers are shown by
letters A, E and D, they should press MSAED using the letter pad on the
right.
- "Correct" or "Wrong" appears. If
wrong, another person can have a try.
- Press Answers to show the answers!
Algebra Bingo
- Each player needs a Bingo card with
numbers between 1 and 18. I suggest 9 numbers are on each card.
- Choose Equations,
Substitution or Percentages
- Each category has 10
types of question – shown on the bottom right of the screen
- Click Question to display
a question. Players need to work out the answer and cross it off their
bingo card where applicable
- Questions can appear
manually (by clicking Question) or Automatically
by clicking Auto. The timer shows the frequency of the questions.
- When a player has all
nine numbers on their card, press Show Answers to check if they are
correct.
Frame
- A 4 x 3 grid will appear.
The aim is to complete both rows of four numbers and both columns of three
numbers so that the totals are equal. You are not allowed to repeat any
numbers.
- There are 16 different
puzzles to solve. These are identified by the game number in the “Actions”
box
- Games 1 and 2 are the
same with a few numbers transposed
- Games 3 and 4 are also
the same but with a few numbers transposed
- Etc with
games 5 and 6, 7 and 8 etc
- The numbers that you are
allowed to use are shown on the right hand side. E.g. for game 1 you are
only allowed numbers 0,1,2,3,4,5,6,7,8 and 9
- You can click on squares
to hide numbers or show more numbers before presenting to a class
- I recommend that 4
numbers are missing, preferably one from each row and one from each column
- I nicked this puzzle from
“The Number Detective” by Jon Millington a Tarquin
book 1-899618-33-3 which is full of excellent puzzles. Game 1 is directly
taken from the book.
- In order to find as many
solutions as possible, I investigated every possible combination of
numbers using the box on the right. I could only find 8 basic solutions;
these are (in order from top left to bottom right) 5-0-9-1-7-8-3-2-4-6,
0-3-5-8-7-6-9-1-4-2, 1-4-5-9-10-7-8-2-6-3, 2-5-7-8-11-10-9-3-6-4,
4-5-8-9-12-11-10-3-7-6, 6-5-9-10-13-12-11-4-7-8, 7-5-10-8-12-13-11-4-6-9
and 8-7-9-10-14-13-12-5-6-11. The numbers used are, in order 0-9, 0-9,
1-10, 2-11, 3-12, 4-13, 4-13, 5-14. The row and column totals are, in
order, 15,16,19,22,26,30,30,34. If you know of
any more solutions, please let me know at mmacve@mistral.co.uk I don’t suggest you use the bottom
right hand part of the program except to explore solutions – this is not
an activity that should be used with a class unless you have a class full
of students who love staring gormlessly at numbers changing. The “Min”
slide bar is used to determine the minimum number in the frame, so for the
first solution, the minimum number is 0. However, this process only gets
you one solution so Game 1 cannot be found (but Game 2 can be and it only
takes a minute or so on my ridiculously slow laptop).
Raffle
Timed
Out
- This is
a team game. Up to 10 teams can take part. They are called teams
0,1,2,3,4,5,6,7,8 and 9
- Select the
topics from the “Settings” box in the middle. You can select as many as
you wish.
- Choose a
level of difficulty (1=easy, 4=hard)
- Choose the
time allowed to answer each question
- Press Start
(you can’t now change the settings that you chose)
- Someone
from Team 0 presses Team, then presses 0 and then presses =
- The team
number appears in the bottom left hand part of the screen
- The player
now selects any of the boxes in the “Questions” box. These are labelled
like co-ordinates only to make it easy for players to refer to
- A question
appears at the bottom of the screen. The player needs to work out the
answer and enter it using the keyboard on the right of the screen. They
must press = when they have finished working out the answer.
- If they run
out of time it’s bad luck. They won’t be able to
use the keyboard.
- If they get
it right, their team number will appear in the box.
- Now it’s
the turn of the next team.
- It’s worth
every player in the room paying attention because if a player gets a
question wrong, the same question will appear in the same box until
someone gets it right.
- You will
need to invent a winning rule. I recommend any three in adjacent boxes is
the winning team.
What Are These Numbers?
- Select level of difficulty
- Select a topic from multiples, factors, prime numbers,
triangle numbers and square numbers
- Click in all five boxes in row 1 and five numbers will
appear. At the bottom you can see what these numbers are e.g. if 42, 66,
30, 6 and 12 appear, it may say “Multiples of 6”
- You can choose a different topic for each line or have
any combination you wish
- If you don’t like the numbers that appear, click over the
yellow number at the left and this will clear the numbers and allow you to
choose again
- Click “Hide Numbers” before displaying the questions to the
class
- For factors, the answer is the smallest possible value –
e.g. 1,2,5,10 and 20 are all factors of 20 but are also factors of 40, 60
etc. The answer will be the smallest possible value
- For multiples, the answer is the biggest possible value –
e.g. 81,90,54,27 and 45 are all multiples of 9 but are also multiples of 3
or 1. The answer will be the biggest possible value.
Connections
- Choose a topic
- Choose a level of difficulty (I recommend 1)
- Press Start
- There will now be 16 questions or expressions which fall
into four sets. In each set there are four identical answers or
expressions
- Click on any four identical expressions in any order.
- If you have the correct answer, the questions will freeze
in a colour. If you are wrong, they will revert to black.
- If you wish to use your own questions, look at the sample
file. You need 16 expressions surrounded by [ ] The
first four must be identical, the next four must be identical and so on.
Copy these from your WORD document. Run the program and press DIY. Now press
Start.
WriteRep
- Enter the forename
of the student in the Name box
- Choose a gender.
- Select the best descriptor for Effort, Homework,
Presentation, Organisation and Understanding
- Choose as many targets as you wish
- Click Write
- Click Copy
- You can now paste onto a report
- Click Clear to write another report
- These reports aren’t great but if you’re in a desperate
hurry, they should be acceptable.
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