Mastermind

Description

Can you create a code your opponent can't crack? In this classic two-player strategy game, the rules are simple; one player acts as code-maker and arranges four colored pegs behind a shield on his/her end of the board. Then it's up to the code-breaker to crack the code, guessing at the sequence of pegs the code-maker placed, and trying to duplicate it on the board. After the code-breaker places a row of four pegs, the code-maker uses small white and red pegs to give the code-breaker feedback. A white peg means that the code-breaker has chosen a peg of the right color, but it's in the wrong position. A red peg means that one of the four pegs is the correct color and in the right position. The catch is that the code-breaker has no way to know which one of his pegs is right without some trial and error! Play continues until either all ten rows have been filled unsuccessfully or the code-breaker breaks the code. The code-maker gets points for each row of pegs filled by the code-breaker, or 11 points if the code is not cracked. Then it's time to switch roles and play again. Simple to learn but challenging every time, everyone can enjoy this brain-twisting challenge.

Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Religious Content
Christian/Religious
Faith-based or including instructional religious content.
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.