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 oldŠ

"... 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 TaskAppleMark

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