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WEEK
6 - thank yous and some Go lore
This is recommended
to be the last week you work with the full class. By this time,
it will be obvious which kids want to continue and like the game
and which don't. It is better to leave it as a positive experience
for those who don't want to continue than to make them keep on.
Also, you may start having some discipline problems with kids
who aren't into the game.
Also, as making
it a pull-out enrichment class, it becomes a privilege, and you
can always send a child who is making a nuisance of themselves
back to the classroom so that everyone else can concentrate on
playing.
MATERIALS YOU'LL NEED: Paper for thank
you notes. (TALK TO TEACHER ABOUT WHO WILL BE CONTINUING TO PLAY,
FIGURE OUT NEW SCHEDULE AND WHERE YOU WILL BE IN THE SCHOOL BUILDING.)
9x9 demo board, class Go sets. Bring the book "Go Problems
for Beginners, Vol. One" or another book with suitable
problems.
1. THANK YOUS - have the kids write thank
you's to the AGA or the AGF, whichever is appropriate. Explain
they should add a few lines about what they particularly enjoyed
about the game. While they are writing their notes, talk to the
teacher: explain that this is the sixth week, have her poll the
class after you leave about who wants to continue. Explain that
after this week, it will be a pull out enrichment class for interested
students. See how many want to continue playing, decide what
to do from here depending on the numbers.)
2.Do a few Go problems: 23, 25, 29, 42,
43, 44 from "GO PROBLEMS FOR BEGINNERS" are
good . Make sure you give them problems they can get easily,
don't try too many hard ones.
3. Entertain them with a bit of Go lore.
Any interesting stories you may know about the game, it's history,
famous matches, etc. Kids love to hear stories. I like to tell
them about the Atomic Bomb game, or about Jujo winning the four
games in a row during the first China - Japan supermatch after
the Cultural revolution. Here's the basics on the atomic bomb
game story:
THE ATOMIC BOMB GAME
HONINBO TITLE (explain what the Honinbo title is)
IWAMOTO CHALLENGES HASHIMOTO
TOKYO was bombed out out just before the first Honinbo match.
- (Actually, there's a great story about
the pilot who dropped the actual bomb on the Tokyo Go Center,
he became a Go player after the War. When he learned the date
the club had been bombed, he realized he had been bombing in
the area and went and pulled out his old bombing maps, and realized
he was very likely the actual person who dropped the bomb that
destroyed the go center. Since the war, he discovered Go, and
loves all things Japanese, and shakes his head about the craziness
of war.)
So, the players went to Hiroshima.
The police chief had warned them not to play in the city. There
was a big ammunitions deposit in Hiroshima, they knew the city
was a military target. To lose Japan's top Go players would be
a tragedy, and the police chief did not want to risk their lives.
However, he had to go away for a few days, and they took advantage
of his absence to play the first game. Each game took three days.
Game 1 was won by Iwamoto.The players ignored
the rain of bullets on the roof as the city is strafed while
they play.
The chief was furious upon his return and, threatened to arrest
them if they played in the city again. This saved their lives.
The second game (played Aug. 4-6) was played in a friend's home
who lived in an outer suburb of Hiroshima. On the third day of
the second game, the bomb fell. The windows shattered, the stones
were blown off the board. They thought the munitions deposit
had been blown up. They replaced the stones and finished the
game. Hashimoto won by 5 points. Later, when the survivors came
streaming out of the city, they realized what had happened. The
next year, first two moves of the Honinbo were played in Hiroshima
as a memorial service for the dead before the title matches returned
to Tokyo.
4. Play games. Have them play individually
if they think they can understand when the games are over, how
to count, and so forth.
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