Skip to main content

Noughts

This problem solving activity has a geometry focus.

colourful number blocks and fraction blocks for kids

Tags

  • AudienceKaiako
  • Curriculum Level4
  • Education SectorPrimary
  • Learning AreaMathematics and Statistics
  • Level of SupportSelf directed
  • Progression rangeYears 7-8
  • Resource LanguageEnglish
  • Resource typeActivity
  • SeriesProblem solving activities

About this resource

Specific learning outcomes:

  • Use symmetry as a game strategy.
  • Apply problem solving strategies to a game context.
  • Devise and use problem solving strategies to explore situations mathematically (guess and check, make a drawing, use equipment).
  • Make conjectures in a mathematical context.
  • Critically follow a chain of reasoning.
Reviews
0
Ngā rawa kei tēnei rauemi:
    Reviews
    0

    Noughts

    Achievement objectives

    GM4-8: Use the invariant properties of figures and objects under transformations (reflection, rotation, translation, or enlargement).

    Description of mathematics

    This problem develops the idea that games have strategies and that, despite playing well, a player may still be unable to win.

    Students will need to use logic and symmetry.

    Required materials

    • counters

    See Materials that come with this resource to download:

    • Student handout English - Noughts (.pdf)
    • Student handout te reo Māori - Ngā kore e toru (.pdf)

    Activity

    In the game of Noughts, each player takes a turn to place a nought on the board (see below). Each new nought goes into a new square. The winner is the first person to place three noughts in a row.

    • Is it possible for either the first player or the second player to always win? (Assume that each player plays to win and plays as well as is possible.)
    • If so, what is the winning strategy?
    • If not, why not?
    An array of 9 squares arranged in a single horizontal row.

    1.

    Play a class game of Noughts. Let the class make the first move, and then you follow.

    2.

    Play another game of Noughts with you starting.

    3.

    Discuss their initial ideas about the game.

    • What ideas do you have about Noughts after 2 games?
    • Can you see any strategies that could be used to win?
    • Do you think the outcome would have been different if I had made the first move?

    4.

    Pose the problem for the students to work on in pairs.

    5.

    As the students play the game, ask questions that focus them on describing their reasoning.

    • What is a good (first) move?
    • Why?
    • How do you check that out?

    6.

    Once the students have found the strategy check, they can identify the symmetries of the game strategy.

    7.

    Give the students the opportunity to test out their strategy with another pair.

    8.

    Share solutions: this may be in the following lesson, giving the students the opportunity to test their strategies with other pairs and family members.

    Extension

    Try playing the game with a board with 11 squares.

    • Will Player A still win?
    • What if there were any odd number of squares on the board — 59, for example?
    • Who will win then?
    • What happens if the board has an even number of squares?

    The first player can always win if they play correctly. Call the first player, Player A, and the second player, Player B. To win, Player A needs to put their first nought in the centre square of the board. Then, wherever Player B goes, Player A should copy that move, but on the opposite side of the board. We show this in the picture below.

    A diagram showing player A and B's moves.

    Player A has put the first nought in the centre (we have shown it as A1 to indicate that it was Player A’s first move). Then Player B has put a nought in the square marked B1. Player A has replied by putting her next nought in square A2, to match Player B’s move.

    Now suppose that Player B has a move that will not mean that Player A can get three noughts in a row. There must be a square on the symmetrically opposite side of the board that is safe for Player A. If Player B doesn’t have a safe move, then Player A wins and doesn’t play symmetrically.

    Solution to the extension

    Exactly the same argument holds for all odd boards as it does for the 9-square board. The situation for even boards is more complicated. Sometimes Player A wins, but sometimes Player B wins. You could explore what happens and when.

    The quality of images on this page may vary depending on the device you are using.