|
|
|
The AGF Lesson Plan Archive
We want you to use the game of Go not only as an enjoyable, healthy, positive classroom enrichment activity, but as a means to present core curriculum content effectively to students with a variety of learning styles. Students who are attracted to go may become more interested in related topic areas, and may find them easier to understand. This page is a compendium of lesson plans used by classroom teachers in our programs.
Send Us Your Lesson Plans!
Are you a classroom teacher? Do you have a lesson plan you have used effectively to teach one of the content areas listed below? Send it in! We'll add good plans to the list; check back often to see other new plans that may have been added recently.
Please submit your plan as a Word document or pdf in the following format:
Objective: State the goal, what exactly will students learn in this lesson.
Materials: Describe the materials needed for the lesson, if handouts are part of the lesson, please attach them to the plan.
Procedures: Describe the activities that will take place during the lesson.
Measurement: Explain how to measure students' learning. Quizzes would be one example.
Don't see the plan you're looking for? Create it! We also offer links to related materials and resources so that you can develop your own original plans -- and when you do, please send them in!
Content Areas
Cross Discipline
Go In the Classroom by Roy Laird, Ph.D. The ancient Asian game of Go offers students a high interest activity with a low learning curve that can be linked to standards based curricula in ways that enhance learning.
Language Arts
The Master Of Go by Nobel prizewinning Japanese author Yasunari Kawabata tells the story of the end of an era, as the torch is passed to a new generation. It is considered his finest work.
Hikaru no Go is a Japanese manga(also available in anime format) that follows the classic "hero's journey" format. An irresponsible youth releases the the spirit of an nancient Go player, Aladdin-style, from a haunted Go board. now available in English in Shonen Jump magazine.
Download lesson plans
Social Studies
- Many famous pieces of Asian art depict Go, often depicting characters of legend in dramatic ways.
- Go illustrates the Asian concept of yin/yang in physical space. Consider a row of stones that surrounds territory. The closer togeter, the more solid and immune to attack; the farther apart, the more area they can capture or influence. The wise player always seeks balance between aggression and defense, territory and influence; a famous Go proverbs says, "Rich men shouldn't fight." Verhaar (1967) describes it this way: "Something and Nothing give brith to each other, Long and Short offset each other, High and Low determine each other, Front and Back give a sequence to each other. . . . We turn clay to make a vessel; just where the clay is absent is he use of the vessel. We erect walls, chisel out doors and windows to make a hgouse; just where they are absent is in their use." Go players use stones to surround territory; just where the stones are absent is their use. The players whose stone influence, while not occupying, the most space will win the game.
- In The Protracted Game, Harvard scholar Scott Boorman shows how Mao Tse-tung applied Go-based strategic principles to prevail in the Chinese civil war.
Download lesson plans
Mathematics
Go contains many elements that fascinate the mathematical mind.
- Some historians believe that the Go board, with ten intersections outward from the center in every direction, may have served as an ancient abacus
- There are more possible games of Go than subatomic particles in the known universe
- The handicap system offers statisticians unusually robust data with which to calculate players' relative strengths
Some mathematicians have focused significant scholarly energy on mathematical aspects of go, especially the endgame. David Wolfe's doctoral thesis examined this issue. Other areas are examined in Games of No Chance and More Games of No Chance, two sets of essays available for free download..
Of special note is trhe work of Elwyn Berlekamp, a brilliant mathematician who is the only member of the UC Berkeley math faculty who does not hold a math degree. Dr. Berlekamp is especially interested in measuring the exact value of moves, and to this end he has devised "Coupon Go" in which each player has access to a stack of coupons of gradually declining value. Each turn, players decide whether to play a move on the board, or take a coupon and thereby add the value of the coupon to the final score. Dr. Berlekamp described this variant and offered other fascinating insights into the game in a taped lecture that is available on YouTube. To learn more about Dr. Berlekamp and Coupon Go, click here.
- Multiplication: At the end of a game, players reorganize the board in rectangular shapes, to simplify counting. Students use their times tables at the end of every game, to determine who won.
- Plotting: Using a kifu (game record paper), students can practive their graph plotting skills. Download a printable kifu paper here. Ask students to record a game, then transfer their game to standard chess notation, e,g, "1: D4" etc.
- How many games are possible? Ask students to figure out how to estimate the total number of possible games of Go. (Estimated to be 171 to the 19th power, compared to 50 to the 10th power for chess.)
- Download lesson plans
Science, Technology, Engineering and Mathematics
- STE@M is a curriculum incorporating material relating Go to the four STEM branches, as well as the arts
- Download lesson plans
|