Mastermind
This is a great game for those logical mathematical thinkers.
Procedure
- Think of a word (start with a four-letter word until your learners understand it, then you can do it with longer words) and mark four lines, like you would in a game of hangman.
___ ___ ___ ___ - Ask the students to guess four-letter words and write them up on the board under the four lines.
- The key for telling students how close they are to the target word is:
two ticks = right letter in the right place
one tick = right letter but in the wrong place - As students make each guess, you give them the results in key form.
- To give an example, you are thinking of the word HOME and a student guesses the word HELP.
- They would get two ticks for the H as it is the right letter in the right place and one tick for the E which is in the word but in the wrong place. They keep on guessing until they find the pattern and guess the whole word. You can set a limit of 20 guesses.
Thanks to Ray Smith for demonstrating this one so well in a recent training session.
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