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Math Activity Guidelines 2024-2024

The document outlines various competitions including NUMBO BINGO, Tessellation Art-Making, Tangrams Art-Making, Rubik's Cube Competition, Math Dance Challenge, Math Jingle Competition, and a Runway Fashion Show, each with specific guidelines and judging criteria. Participants are required to use certain materials, adhere to deadlines, and follow rules for each competition. Winners will receive prizes, certificates, and points in their math subject, emphasizing creativity and mathematical concepts throughout the events.

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John Padillo
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0% found this document useful (0 votes)
18 views8 pages

Math Activity Guidelines 2024-2024

The document outlines various competitions including NUMBO BINGO, Tessellation Art-Making, Tangrams Art-Making, Rubik's Cube Competition, Math Dance Challenge, Math Jingle Competition, and a Runway Fashion Show, each with specific guidelines and judging criteria. Participants are required to use certain materials, adhere to deadlines, and follow rules for each competition. Winners will receive prizes, certificates, and points in their math subject, emphasizing creativity and mathematical concepts throughout the events.

Uploaded by

John Padillo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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NUMBO BINGO

GUIDELINES:

1. Each player will make a card that contains numbers 1 – 50.

2. Each player can hold a minimum of 1 card and a maximum of 3 cards every game.

3. The caller reads off one question at a time and allows the players to put a mark on one of the
squares on their card if the answer matches.

4. If a player does not have a number/answer on their card, they do not put a mark for that turn.

5. There will be four sets of games. Participants must form a specific pattern to win in each set.
The first participant to form the specific pattern will win the game.

• First Set – Lucky 7


• Second Set – Big X (Must cover all boxes in a double diagonal)
• Third Set – Four Corners
• Fourth Set – Blackout (Must cover all squares)

6. Once a player completes the specific pattern in that set and claims NUMBO, the facilitator will
check it to make sure his/her card completed the pattern. If so, he/she will be declared the
winner in that set.

7. The game will continue up to the last set of the game.

8. There will be 4 official winners of the NUMBO BINGO (one in each set). All winners will earn
additional points in their math subject and still receive a certificate of participation and also a
prize.
TESSELLATION ART-MAKING CONTEST

GUIDELINES:

1. This contest is open to all Grade Levels.

2. Each contestant will bring the following materials: 1/8 illustration board, pencil, art materials
such as glue, scissors, colored paper, marker, and coloring materials.

3. The deadline for submission will be on January 10, 2025.

4. Each tessellation output will be graded with the following rubric:

COMPLEXITY OF THE PATTERN (Does it create an interesting, involved design?) 30%

CREATIVITY (Is it creative?) 20%

PRECISION (Do tightly interlocking shapes fill the plane?) 20%

ATTRACTIVENESS (Is it pleasing to the eye? Does it involve great color and additional details?) 30%

TOTAL 100%
TANGRAMS ART-MAKING CONTEST

GUIDELINES:

1. This contest is open for all Grade Levels.

2. Each contestant will use the following materials: 1/8 illustration board, pencil, art materials
such as glue, scissors, colored paper, marker, and coloring materials.

3. The deadline for submission will be on January 10, 2025.

4. Each tangram output will be graded with the following rubric:

COMPLEXITY OF THE PATTERN (Does it create an interesting, involved design?) 30%

CREATIVITY (Is it creative?) 20%

PRECISION (Do tightly interlocking shapes fill the plane?) 20%

ATTRACTIVENESS (Is it pleasing to the eye? Does it involve great color and additional details?) 30%

TOTAL 100%
RUBIK’S CUBE COMPETITION

GUIDELINES:

1. This contest is open for all Grade Levels.

2. A 3×3 Rubik’s cube will be provided to the competitors. Thus, cubes should not be damaged,
marked, or otherwise altered. However, if for any reason the cube does not function correctly,
falls apart, or moves out of the solved state accidentally once the timer has stopped, the cube
is considered unsolved and will justify grounds for a “do-over”.

3. A scrambler mixes the cubes so they are completely scrambled. The number of moves to
scramble a cube from the solved state to the scrambled state must be at least 25 moves.

4. Competitors will be competing against each other for the fastest time with a maximum time of
10 minutes.

5. Competitors may talk among themselves during the competition but should not distract other
competitors.

6. No items whatsoever are allowed on the competition table(s) including cellphones, tablets, or
other electronic devices.

7. Use of notes or any form of reference materials is not permitted in the competition.

8. Competitors may sit or stand during the competition round(s).

9. The competition will be composed of three (3) rounds, the competitor with the smallest
average time will be declared as winner.

COMPETITION PROCEDURE:

a. A scrambler scrambles the cube according to a scrambling procedure.

b. A judge must call a penalty at the time of the infraction and such penalty should be noted by
the score taker.

c. Competitors must place their hands flat on the table and must not have any physical contact
with the cube before the solving begins. The penalty for infraction is 5 seconds.

d. Competition judge must do a quick general inspection to ensure thorough scrambling. If in


doubt, the scrambler must re-scramble. The judge must give a warning before the start of the
round by calling “Ready” followed by “Go” when the warning time has elapsed.

e. As soon as the competition judge calls “Go” the timer is activated and the competitors begin to
solve.

f. After the 10-minute time limit, the competition judge should call it “Time”. Otherwise, the timer
is stopped (by whoever started the time) when the competitor has solved and released the
cube.

g. Once the time is stopped, competitors must not touch or move the cubes or timer until the
score taker has inspected all the cubes and the time is recorded together with any penalty on
the score sheets.
h. The solved state is when each of the six sides of the cube has one solid color per side. If one
move is required of more than 45 degrees there is a 5-second penalty. If more than one move
is required the cube is considered not solved.

MATH DANCE CHALLENGE

GUIDELINES:

1. This is open for all Grade 7, 8, and 10 students.

2. The song/music must be at least 4 minutes and a maximum of 5 minutes, including entrance
and exit.

3. Background music should be free from profanity and inappropriate language.

4. Actions, steps, or choreography should be related to mathematics and strictly no offensive


movements.

5. The participants should wear decent and appropriate clothing.

6. The participants may use texts and props.

7. All entries shall be judged by a Board of Judges. The entries will be judged according to the
following criteria:

CREATIVITY/ORIGINALITY 30%

CONTENT 25%

MASTERY 25%

EXECUTION/CHOREOGRAPHY 20%

TOTAL 100%
MATH JINGLE COMPETITION

GUIDELINES:

1. The contest is open to all Grade 9 Students who are officially enrolled in this SY 2024-
2025.

2. The lyrics of the jingle must be an original composition, while the melody may be adapted
from existing commercially released songs and must be sung in acapella.

3. The time allotment for each choreographed performance is strictly three (3) minutes to five
(5) minutes maximum inclusive of entrance and exit. The corresponding deduction from the
final score of those who will exceed the time allotment will be given. (1 point per minute)

4. Each section must submit Five (5) copies of the jingle to the board of judges before the
start of the competition.

5. The judges will use weighted rank to determine the winner of the competition.

Criteria for Judging:

1. Musicality (40%)

a. Mastery 20%
b. Blending, Intonation, and Diction 20%

2. Presentation (50%)

a. Choreography 25%
b. Originality, Creativity, and Style 25%

3. Stage Presence and Audience Impact 10%

Total: 100%
RUNWAY FASHION SHOW:
SHOWCASING RECYCLABLE MATERIALS WITH MATH CONCEPTS
Rationale: The more we recycle the less garbage winds up in our landfills and incineration plants.
This activity will challenge the way people think about trash and engage the public in creative
uses of waste. This will help students to learn more about how recycled materials are being used
and how it is very helpful to our environment. Demonstrates understanding of the importance of
the recyclable materials found in our community by showing the concepts of Math.
Venue: SAN JOSE HIGH SCHOOL covered court
When: January 28, 2025

1. The participants that will join the challenge should be LGBTQ+ members. All interested
participants must have the consent of their parents.
2. Fashion items must be made from at least 75% recyclable or reused materials.
3. Fashion items can include cardboard, steel/tin, recycled fabric or clothing, aluminum, plastics,
paper cartoons, Styrofoam, newspaper, mixed paper magazines, and other recyclable
materials.
4. Create a unique description of the outfit such as the materials used, and how the outfit was
made. This description will be read by the Emcees as the model is walking the runway and will
be part of the judging process.
5. Prizes will be awarded within categories:
1st Runner up
2nd Runner up
3rd Runner up
Special awards:
Eco- Friendly award
Best in craftsmanship
Runway model.
Certificate of Participation

CRITERIA for JUDGING

CRITERIA PERCENTAGE
ORIGINALITY
(Innovate the use of recycled materials and originality of 35%
design used)
VISUAL IMPACT
(choice of colors, the overall look of the garment when worn, 25%
and the quality of the garment)
Percentage of recycled/ repurposed/reused
25%
materials in garment
Description of your fashion item 15%

TOTAL 100%

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