
Reading in the Content Area
Title: The
Game of Go
Subject(s): Mathematics, Social Studies
Intended Grade Level: Fifth grade
Description:
In this unit, students practice locating coordinates, considering
combinations, estimating area by learning and playing the game of Go. They will study the history and culture
of the game as it is played in Asia. They will read informational text about
the game, and entertaining text in graphic novels. (mangas)
This unit is meant to be
used in half hour segments during
"A day" team meetings when the
regular classroom teacher is out of the room.
MSDE
Core Learning Goals:
Standard 1.0 Knowledge of Algebra, Patterns, and
Functions
C. Numeric and Graphic Representations of Relationships
1. Locate points on
a number line and in a coordinate grid
Standard 3.0
Knowledge of Measurement
B. Measurement Tools
1. Measure in customary and
metric units
1. Select and use appropriate tools
and units
C. Applications in Measurement
1. Estimate and apply
measurement formulas
1. Determine perimeter
2. Determine
area
Standard 7.0
Processes of Mathematics
A. Problem Solving
1.
Apply a variety of concepts, processes, and skills to solve problems
6. Identify alternative ways to solve a problem
7. Show that a problem might have multiple solutions or no solution
8. Extend the solution of a problem to a new problem situation
B. Reasoning
1.
Justify ideas or solutions with mathematical concepts or proofs
1. Use inductive or deductive
reasoning
2. Make or
test generalizations
C. Communication
1. Present mathematical ideas using
words, symbols, visual displays, or technology
D. Connections
1. Relate or apply mathematics
within the discipline, to other disciplines, and to life
Materials/Hardware/Software:
Besides those listed with activities, television, DVD player, overhead
projector or document camera
Concept Statement:
Mathematics and Social Studies can be part of interesting recreation. We can use the disciplines that we have
studied in formal classroom environments to enjoy our free time and understand
cultures different from our own.
Procedures:
Session 1. Students will watch the first episode of the
anime "Hikaru No Go" in which a boy releases an ancient ghost by rubbing a
wooden game board.
This
will give them background for the characters origins and motivations.
Point
out that certain class members are already reading magazines that contain
episodes with these characters.
(Between
activity periods). Teach select students the very basic rules of the game.
Session 2. Show students the rules in three ways.
1.Hand out directions for How to Play Go (published
in second manga in the Hikaru No Go series.) Read and discuss.
Making Connections
Students
connect their background knowledge to the text they are reading. Relate the
game of Go to Tic Tac Toe. Both are two-person games of "no chance" played on
grids.
Focus
Questions:
Compare Go to Tic Tac Toe. How is Go like Tic Tac Toe? How is it different?
Each point on a Go board can be described with coordinates. What
have you studied this year that can also be described with coordinates? Compare
these things to Go coordinates.
2.
Have select students demonstrate using the overhead projector (or document
camera (if available) Clear glass stones can be used to represent white stones.
Visualizing
Focus Questions:
Where does black need to move a
stone in order to capture one or more white stones? Who do you think is winning at this point?
3.
Show real-life Go professional (woman) teaching grade school-age children (
These short Go lessons are available on the Hikaru No Go DVD.)
Session 3. Students will play the Capture Game (a
simplified Go game with a smaller board, each game takes less time than a
regular Go game)
Introduce
vocabulary words.
Goban – the board,
"Atari" – "your stones are in danger of
being captured" ,
Extend – create a line of stones,
"dead" stones – stones about to be
captured,
"Onegaishi masu" – a greeting before the
beginning of the game
Comment
on good examples of etiquette. (Reward with a clear stone)
Leave
flashcards in the room for recess activities.
Session 4. Explore the history of the game of Go.
Parts of this
lesson are adapted from the suggestions of Susan Weir at her http://www.usgo.org/resources/Michigan/indgo.html website.
1. Pre-reading
strategy - Flash media program
(see reference below) This program duplicates one of the readings.
If
possible I would have students run the computer. Students should also write any
difficult vocabulary words in their notebooks.
2. timeline activity -The class participates
physically in setting up a number line extending from present day to 2000 BC. Students will mark dates on the
timeline with art images from Western culture at that time.
Distribute calculators to two students. Distribute pictures of
artworks (see table) to several students.
Have a volunteer hold the tape measure.
Have the volunteerıs age represent one inch.
Sample script
" One inch equals 10 years. Think of
yourselves as one inch old
"... we'll walk backwards in time a little...
To 1948, when I was born. How many inches? [Give two students calculators to
work the algorithm which is written on the overhead projector by another
student.]
2007-1948 = X
10 years = 1 inch
X/10 is how many inches to Mrs. Bradyıs
birth?
"... that's around 6 inches on the time
scale [pull out the tape to 6"]. Now our country, the U.S., is a little
over 200 years old. Whoıs got a picture of George Washington? Let's pull out
the tape measure to 20", or almost two feet. Now that's a ways of time,
but Go is much older than our country.
...
Now let's go back even further. How about
to when Chistopher Columbus landed his ships on the new world? That was in
1492, or about 500 years ago. Whoıs got a picture of a conquistador on
horseback? Let's pull out the tape measure to 50 inches, or about 4 feet. Go is
still way older than even the discovery of the new world.
...
Let's go back further, can you imagine
about a thousand years? This was before a lot of what we think of as European
culture had even developed. 1066 was the Battle of Hastings when William the
Conqueror took over England.
How many ten year inches go back to 1066?
2007 – 1066 = 941/10 = 94.1
How many feet is 94.1 inches?
94.1/12 = about 8 feet
Whoıs got a picture of a sword of battle,
for the battle of Hastings?
Go is still way way older. Let's go back
to the Roman Empire, the beginning of the Common Era, that's two thousand years
ago - now we can pull the tape measure out 17 feet. And weıll mark it with a
picture of a boy in a toga.
Go is still MUCH older. Let's go back
another 400 years, during the height of Greek culture, and Plato. Letıs mark that with a Greek bas relief
from the first days of democracy. This brings our measure out to 20 feet - wow.
Go is still way older. Another 600 years to the very beginning of Greek
culture. Letıs mark it with a vase with a Mediterranean sea creature on it.
Continue is in this way till you get to around 2000 BCE, the days of the
Mesopotamian culture in what is now Iraq.
That is how old the game may be. the tape will end out being out around
33 feet. "
I would not (could not!) memorize the
above speech, but here is a table for reference.
|
Student born |
1997 |
Ten years |
|
One inch |
|
Mrs. Brady born |
1948 |
59 years |
|
About six inches |
|
USA born |
1776 |
231 |
George W. |
About 2 feet |
|
Columbus |
1492 |
515 |
Armor on horse |
About 4 feet |
|
Battle of Hastings |
1066 |
941 |
Battle sword |
About 8 feet |
|
Roman empire |
33 AD |
1974 |
Boy in toga |
About 16 ft. |
|
Greek democracy |
400 BC |
2407 |
Marble bas relief |
About 20 ft. |
|
Pre-Greek culture |
1000 BC |
3007 |
Mediterranean vase |
About 25 ft. |
|
Mesopotamia |
2000 BC |
4007 |
Babylonian clay head |
About 33 ft. |
Point out that
the dates and images reflect Western recorded history. Suggest that today the students will be
looking at Asian (oriental) historical dates to understand the oriental origins
of the game of Go.
Reading
Activity
Students will be working in small
groups to bring together a variety of information about the history of the game
of Go. They will discuss similarities and differences in historical accounts
and make suggestions as to why they differ.
Determining Importance
When students are reading nonfiction they have
to decide and remember what is important from the material they read.
Students will be building a timeline for the
history of the game of Go. Thatıs about 4000 years! So they will have to pick
out dates to put on the timeline. They will also have to choose between legend
and verifiable information.
Focus Questions:
How do we know this is fact? Could
this be true? (Is it realistic or fanstastic) Why are there more details at the
end of the timeline closer to today? Why donıt we know more about how the game
was played 2000 years ago?
Several text
sources will be used. Less able readers will have the opportunity to select
sources
Paperback book
Go: More Than a Game [Paperback] by
Shotwell, Peter; Yang, Huiren; Chatterjee [Paperback]
By: Peter Shotwell, et al
2003 Tuttle publishing, Boston
PDF booklets
The Way To Go
How to play the ancient/modern Oriental Game of Go
by Karl Baker
Published by
The American Go Association
Box 397 Old
Chelsea Station
New York, NY 10113
http://www.usgo.org 2006
http://www.britgo.org/intro/intro.html
Go -The most challenging board game in
the world An introduction to this ancient and fascinating game
The British Go Association İ 1999
Websites (printed out)
http://www.tradgames.org.uk/games/Wei-Chi.htm
jm at tradgames.org.uk
Copyright
İ 1997-2005 by James Masters.
This is for less able readers because the material will be seen
as part of a flash media presentation before they read
http://www.well.com/user/mmcadams/gointro.html
All images on this page are original and
copyright İ 1995, 1996 by
Mindy McAdams. All Rights Reserved.
Updated November 27, 1996.
Links revised January 16, 2006.
The Go BoardGame Wikipedia pagehttp://en.wikipedia.org/w/index.php?title=Go_%28board_game%29&printable=yes
Flash media
A
flash media presentation by Mindy McAdams (still
under construction, but usable) looks good for an introduction and as a preread
to http://www.well.com/user/mmcadams/gointro.html .
http://www.macloo.com/gogame/gointro.htm
Session 5. Students will watch the second episode of the
anime.
Session 6 and 7. Discussion of character development.
Show
later episode of anime to see if/how characters have changed.
Inferring
Students make inferences about text they are
reading to interpret meaning and develop deeper understanding.
There are many places in the manga Hikaru No
Go where the a characterıs motives and feelings will need to be discussed.
Different characters have different approaches to the game of Go.
Making Connections
Students may wish to compare their own
approaches to games they play in PE and outside of school.
Focus Questions:
How does Hikaru feel about the game
of Go? What in the text tells you he feels this way? What in the drawing tells
you he feels this way? Do his feelings change as the story progresses? Why do you think Hikaru is playing
without Saiıs help? If you have
been playing Go during these past few weeks, how has your playing changed?
Session
8: Introduce the larger game and
discuss proverbs
Synthesizing
Students weave together what they read and
their own ideas into new complete thoughts.
There are many proverbs based on the game of Go.
After reading and interpreting given proverbs, students may create their own
proverbs from their Go playing experience. Have students draw a proverb from
the collection below. Allow them a few minutes to think about it. Then allow
volunteers to share the proverbs they understand. Many will not be understood!
Have students draw a second time to see if they can find an easier proverb. Let
students create a small poster with proverbs they understand, or create one of
their own.
Focus Questions:
As you play Go do you find the
etiquette useful?
Do you try to hold your stones a
certain way? Does it make any difference in the outcome of the game? (no) Then
why do you do it?
When you play a game, what besides
winning is also important?
Do you find that you sometimes have
to sacrifice your stones to gain an advantage over all?
Have you ever lost a game but
enjoyed it anyway? Why is that?
Could these proverbs be useful in a
game of baseball, soccer, basketball, football, matball, doctor/doctor? (games
played in PE)
Proverbs:
Those who are good at winning,
don't usually fight.
zhang, 1078 AD
Never be too sure about your
plan, and always doubt your ability to kill your opponent's stones.
zhong-pu liu, 1078 AD
Fighting must not be the key to
go, it should be reserved as your last resource.
zhong-pu liu, 1078 AD
In opponents' sphere of
influence, avoid sharp conflict, don't move too deep
Otake Hideo, 9p
Everything happens on a
grid-engraved board with black and white pieces, but if that's all you see then
you don't know Go.
Audouard, Pierre
The game plays itself, the
players don't control it.
Audouard, Pierre
There are possible things,
impossible things, and things that happen.
Sometimes things happen that
were impossible.
Audouard, Pierre
Territory really exists only in
the end.
Audouard, Pierre
There are players who clack down
ridiculous moves. Certain others place their moves with crisp, dry contact,
like bones cracking. Still others drop their stones with a soft sound.
In the sound of the stone your
can hear its purpose.
Audouard, Pierre
You have to like to win, and to
learn to recognize the errors that gave you the victory.
Audouard, Pierre
The ax's handle rots while the
mind lives to the rhythm of the stones.
Audouard, Pierre
Beginner's games are surprising,
often incoherent and incomprehensible. When
you improve, your game gains in
consistency but flirts with stupidity: you become satisfied with truisms and
mechanical movements, you try to obtain a feeling for clearness and style the
easy way.
Audouard, Pierre
Every move brings change.
Audouard, Pierre
There is a time for doing
things.
Audouard, Pierre
It is difficult to know exactly
what you are doing.
Audouard, Pierre
Turn, turn, turn!
Taylor, Bill
Don't reduce your own liberties.
Taylor, Bill
Don't defend - extend!
Taylor, Bill
Keep your own stones connected,
and your opponent's apart.
Taylor, Bill
A basic: Don't push too hard.
jansteen
Play slow, win slow; play fast,
lose fast -- anonymous
Do not make moves that
strengthen your opponent! -- anonymous
Only amateurs try to come up
with fancy moves -- anonymous
Defend weak groups, not strong
groups -- anonymous
Don't get surrounded! Ever! -- anonymous
The simplest move is the best
move -- anonymous
Five liberties for tactical
stability -- anonymous
Be a little patient. -- anonymous
Conservative and slow will win.
Believe it! -- anonymous
Make your own groups strong
first, then attack -- anonymous
The book says don't fight (The
pen is mightier than the sword). But what else
can be expected from a book
(written by a pen)? -- anonymous
On the second line six die,
eight live -- anonymous
On the third line, four die, six
live -- anonymous
In the corner, five stones in a
row on the third line are alive
-- anonymous
Six eyes in a rectangle are
alive -- anonymous
If a formation is symmetrical,
play at the center -- anonymous
Against three in a row, play
right in the center -- anonymous
Capture what you cut off -- anonymous
If you have lost four corners,
resign -- anonymous
If you have won four corners,
resign -- anonymous
The strong player plays
straight, the weak diagonally
-- anonymous
Win the stones, lose the
game -- anonymous
Sacrifice small to take large -- anonymous
Corner, side, centre -- anonymous
The second line is the line of
defeat, the third line is the line of territory, and the fourth line is the
line of influence -- anonymous
The rectangular six is normally
alive -- anonymous
Stop on second, extend on
third -- anonymous
Atari, atari is vulgar play -- anonymous
Keep inessential ataris till the
end -- anonymous
Big groups never die -- anonymous
The L-group is dead -- anonymous
Don't overlook the edge of the
board -- anonymous
Don't disturb symmetry -- anonymous
Attack two weak groups
simultaneously -- anonymous
With only one group, you will
win -- anonymous
One big eye kills one small
eye -- anonymous
Seek small gains but incur big
losses -- anonymous
Don't be greedy! -- anonymous
Optional
activity: If there are funds to
buy each student a copy of the first manga in the series
Student teams can research and record the
patterns used in writing the plot. Teams could be assigned individual chapters.
Inferring
Focus Questions:
What is the title of each chapter?
[game 1, game 2, etc.] Why did the author choose those titles? (make a chart)
Why does Hikaru play in chapter 1? Why does Hikaru play in chapter 2? ... etc.
for each chapter.
Summative Assessments
1.Brief
constructed response
Content Standard
Standard 1.0 Knowledge of Algebra, Patterns,
and Functions
C. Numeric and Graphic Representations of
Relationships
1.
Locate points on a number line and in a coordinate grid
Student
Task
You are
white and it is your turn.
What would
be a good move? Use coordinates to describe your move.
Scoring
Answers will
vary.
The location
of the stone is described in coordinates. 1 point
Why did you
choose the move you did?
If the
answer describes what the move accomplishes in position, or in blackıs
situation, 1 point
Where do you
think black will move after your move?
If the
location is described in coordinates, 1 point.
2. Extended
constructed reponse
Content Standard
General Reading Comprehension
Develop and apply
comprehension skills through exposure to a variety of texts, including
traditional print and electronic texts
Listen to
critically, read, and discuss texts representing diversity in content, culture,
authorship, and perspective, including areas, such as race, gender, disability,
religion, and socio-economic background
Discuss reactions to
and ideas/information gained from reading experiences with adults and peers in
both formal and informal situations
Use strategies to
demonstrate understanding of the text (after reading)
Connect the text to
prior knowledge or personal experience (MSA)
Student
Task
Choose one
of these proverbs. Pretend that your friend has never played Go, Write a
paragraph explaining what the proverb means.

Play slow, win slow; play
fast, lose fast
-- anonymous

Five liberties for
tactical stability
-- anonymous

Atari, atari is vulgar
play
-- anonymous

Conservative and slow
will win. Believe it!
-- anonymous
Scoring
The question is restated. 1
point
Complete sentences are
comprehensible. 1 point
The proverb is restated, then
paraphrased. 2 points
An example is given as an
illustration. 1 point
3. Extended
Constructed Response
Content
Standard
General Reading Comprehension
Develop and apply
comprehension skills through exposure to a variety of texts, including
traditional print and electronic texts
Identify and explain what is not directly
stated in the text by drawing inferences
Student
Task
Describe the
transformation of Hikaru Shindu. In your response, describe what Hikaru was
like at the beginning of the manga series. Compare him later in the manga
series. Describe how did he changed. Describe events that made him change.
Scoring
Attributes
of the story character in the beginning of the series should include that he
was a poor student, he depended on the ghost for answers and strategies, and he
had no enthusiasm for playing Go. 3 points
Hikaru
becomes more independent and more enthusiastic about playing Go. He enters a
school to study Go intensively. 3 points
Events that
made him change are having the ghost talking to him, meeting other kids who are
enthused about Go, and his finding out that he has a special talent for the
game. 3 points
4. Brief
Constructed Response
Content Standard
General Reading Comprehension
Develop and apply comprehension
skills through exposure to a variety of texts, including traditional print and
electronic texts
Identify and explain what is directly stated
in the text
How can you
get information and learn from a fiction story? What does the author of Hikaru
No Go teach you about the game of Go? In what ways does she teach you?
Scoring
The
characters and events describe realistic situations such as how the game is
taught, what the etiquette is, how tournaments are run, etc. The character is
learning, so the reader learns as well. Text features include sidebars that
describe the rules of the game. There are illustrations of people playing Go. 4
points
The
assessments above will help students "practice" skills and strategies needed to
succeed on high-stakes assessments by providing opportunities for discussion
and feedback concerning writing responses.
Submitted By:
Cathlene Brady, Administrative Assistant, Wicomico County, Pittsville
Elementary/Middle School
Email: cbrady@wcboe.org

