Proposal Math Week 2024
Proposal Math Week 2024
Proposal Math Week 2024
Department of Education
REGION IV-A CALABARZON
SCHOOLS DIVISION OF CALAMBA CITY
CAMP VICENTE LIM INTEGRATED SCHOOL
Brgy. Mayapa, Calamba City, Laguna
PROGRAM PROPOSAL
The theme for the 2024 celebration of the International Day of Mathematics is “Playing
with Math”. In line with DepEd Memorandum No. 028, s.2020 with the theme “Mathematics is
Everywhere” which highlights the essential role of mathematics and its application in all
aspects of human activity. This activity aims to promote an enjoyable environment towards
Mathematics. Students nowadays feel uncomfortable about their Mathematics subjects.
IV. Objectives
The following are the goals of the said program.
1. To promote a sense of camaraderie among students, teachers, and community leaders.
2. To showcase and document the mathematical ability of the students through games.
3. To provide opportunities for the students to embrace mathematics wholeheartedly
without fear.
V. List of Activities
Date (March 11 Activity Grade Level Venue Chairman
– 14, 2024)
March 11 Rubik’s Cube Grade 7 - 12 Classroom Evelyn A. Lazo
AM Session Annabeth
Tangrams Grade 7 - 12 Classroom
12:30-2:30 Catibog
School’s
Math Henyo Grade 7 Merle N. Bulaon
PM Session Covered Court
10:00 – 12:00 Algebraic Tiles
Grade 8 Intramuros Area Serafin Eduarte
Relay
SHS Digital Math
4:00 – 6:00 Club Logo Grade 7 - 12 CLEM Alden Encio
Making
March 12 Keith Jesell C.
Damath Grade 7 - 12 Classroom
AM Session Mendez
12:30-2:30 Sudoku Grade 7 - 12 Classroom Angelo S.
March 13 School’s
Grade 7 and 8
AM Session Covered Court
12:30-2:30 Grade 9 and 10 Intramuros Area
Math Jingle-
PM Session Jocelyn B.
Dance
10:00 – 12:00 In front of SHS Amoyo
Challenge Grade 11 and
Tech Voc
12
SHS Building
4:00 – 6:00
Grand Finals
School’s Jocelyn B.
Math Jingle- Grade 7 - 12
Covered Court Amoyo
Dance Activities
Rubik’s Grade 7 - 12 Math Lab Evelyn A. Lazo
Annabeth
Tangrams Grade 7 - 12 PPP Classroom
March 14 Catibog
CULMINATING Keith Jesell C.
Damath Grade 7 - 12 PPP Classroom
ACTIVITY Mendez
1:00 – 4:00 Angelo S.
Sudoku Grade 7 - 12 PPP Classroom
Mercado
School’s
Awarding Grade 7 - 12
Covered Court Precidad A.
Closing School’s Molina
Grade 7 - 12
Program Covered Court
Tangrams
Grade 7 Edwin Villanueva
Grade 8 Annabeth Catibog
Grade 9 Precidad A. Molina
Grade 10 July Ann Layola
Grade 11 John Carlo Reyes
Grade 12 Earl Beruela
Damath
Grade 7 Cristina Maligaya
Grade 8 Racquel de Villa
Grade 9 Alden Encio
Grade 10 Keith Mendez
Grade 11 Lourize Alcoran
Grade 12 Patrick Nahial
Sudoku
Grade 7 Edwin Villanueva
Grade 8 Annabeth Catibog
Grade 9 Angelo Mercado
Grade 10 Jessa Maratas
Grade 11 John Carlo Reyes
Grade 12 Earl Beruela
E-Games
SHS Edition Patrick Nahial, Ariel Motas, Kennette
Alcantara, Mariel Gomez, Lourize Alcoran
Prepared By:
Precidad A. Molina
Over-all Chairman
Approved By:
MILDRED M. DE LEON
Principal III
C. Venue
Indicators Strongly Agree Disagree Strongly
Agree Disagree
The program venue was spacious
appropriate, and safe for the
activities.
The venue was accessible and
strategic.
The venue was clean and with the
needed amenities
_________________
PARENTAL CONSENT
We have considered the benefits my son or daughter will derive from his/her
participation in this activity if due care, diligence, and necessary precautions
are observed to ensure his/her health and safety.
_____________________________________
Parent’s signature over printed name
Verified by:
____________________________________
Class Adviser
Signature over printed name
TANGRAM PUZZLE
A. Eligibility
Open to all grade 7 to grade 12 students and participation is on an individual basis.
B. Registration:
Interested participants must register by filling out a registration form given by the
organizers.
C. Game Mechanics
Contestant will be provided with 7 geometric pieces.
Each will be tasked to arrange the tangrams based on the given figure.
There are 5 rounds to complete the activity.
D. Scoring:
The score of the contestant will be based on the time they finished the task.
E. Venue:
a. Teacher facilitator in each grade level will select a classroom of their choice to
conduct the elimination round.
F. Elimination Round:
An elimination round will be conducted in every grade level.
Contestant will be ranked according to the time they finished the task.
Top three winners will be chosen according to the lowest composite rank.
G. Championship Round:
a. The championship round will feature the top 3 winners in each grade level.
I. OBJECTIVE:
To enhance brain-hand-eye coordination and reflexes of the students.
To increase the students' capacity to grab, operate, or construct very small things by
using carefully coordinated finger movements with one or both hands.
A. Eligibility
Open to all grade 7 to grade 12 students and participation is on individual basis.
B. Registration:
Interested participants must register by filling out a registration form given by the
organizers.
Rubik’s cube is a toy in the shape of a cube with nine squares on each side, each side
with different color. The game is to mix up the colors then put them back in order.
The puzzle is considered solved when each face of the cube shows a solid color.
C.2 General Mechanics
1. Registered contestants are required to bring a 3x3 regular Rubik’s Cube during
the competition.
2. There will be separate set of winners for each grade level.
3. The top 3 contestants from each grade level will be recognized as winners and will
represent their grade level for the final competition.
1. The Rubik’s Cube competition has three (3) elimination rounds for every grade level.
In each round several contestants will be eliminated.
2. In each round, contestants are given 15 seconds inspection time.
3. For Round 1, the contestants will solve one (1) Rubik’s Cube puzzle rearranged by
the facilitators.
4. The time starts immediately after the contest administrator announces the “GO”
signal. The time stops when the contestant had completely solved the puzzle (it is
said to be solved after putting it back in proper order, each face will have only one
color) and had raised their hands. An official timer will be assigned to monitor each
contestant’s speed in solving the Rubik’s Cube puzzle.
5. The time of each contestant will be recorded. All the contestants will be ranked
according to least time consumed. The top eight (8) contestants will advance to the
next round.
6. In Round 2, the qualifiers will solve two (2) Rubik’s Cube. In this round, the
qualifiers will be given the chance to rearrange the cubes of their competitors. (Ex.
The 2nd qualifier will rearrange the Rubik’s Cubes to be solved by the 1st qualifier, the
3rd qualifier will rearrange the Rubik’s cubes to be solved by the 2nd qualifier and so
on…). Again, the time consumed by each qualifier in solving the puzzle will be
recorded. The top five (5) fastest solver will qualify for the FINAL ROUND.
IV. Venue:
a. Teacher facilitator in each grade level will select a classroom of their choice to conduct
the elimination round.
b. The FINAL ROUND competition will be held at the Mathematics Laboratory.
I. OBJECTIVE:
to develop basic Mathematical skills of learners in solving the four fundamental
operations on integers and polynomials (mentally/orally).
A. Eligibility
Open to all grade 7 learners
Individual basis.
B. Registration:
Interested participants must register by filling out a registration form given by the
organizers.
C. Game Mechanics
There are 2 level of categories to be solved by the students
i. Operations on Integers and Operations on Polynomials (Monomials)
The participants will solve the first level category before proceeding to the next level.
The player must answer the question correctly as many as many as possible within
the allotted time.
D. Scoring:
Each correct item is considered as one point.
The participant with the highest cumulative number of correct answers will be
announce as winner.
E. Venue:
a. Teacher facilitator in grade 7 will select a classroom of their choice to conduct the
elimination round.
F. Elimination Round:
Elimination round will be conducted per section.
All qualifiers must achieve at least 75% correct score to qualify to be rank on the
top 3.
Each section will be represented by the top 3 players to the championship round.
G. Championship Round:
a. The championship round will feature the top 3 winners namely second runner -
up, 1st runner up and the grand champion.
b. In case of a tie, clinchers question will be used until the first players who got the
correct answer will be considered as the champion.
A. Eligibility
Open to all grade 7 to grade 12 students and participation is on individual
basis. (As much as possible at least 20 students for every grade level.)
B. Registration
Interested participants must register by filling out a registration form given
by the organizers.
Generally,
The Sudoku grid consists of 9x9 spaces.
You can use only numbers from 1 to 9.
Each 3×3 block can only contain numbers from 1 to 9.
Each vertical column can only contain numbers from 1 to 9.
Each horizontal row can only contain numbers from 1 to 9.
Each number in the 3×3 block, vertical column or horizontal row can be
used only once.
The game is over when the whole Sudoku grid is correctly filled with
numbers.
Sudoku has three levels namely: Easy Level, Average Level and Difficult Level.
Puzzles are rated on a scale of difficulty respectively for each level with a specified
timeframe for each level to avoid ambiguous results. But in general rule, the
fastest time in finding the correct solution will be declared as winner for every
level.
1. The Sudoku Puzzle competition has three (3) levels of difficulty: EASY LEVEL,
AVERAGE LEVEL, and DIFFICULT LEVEL. There will be an elimination round
until the first 3 students with the fastest time for each grade level successfully
IV. VENUE
Teacher facilitator in each grade level will select a classroom of their choice to
conduct the elimination and championship round. (Suggested room is Room#1
in Grade 9 Building.)
V. WINNERS AND PRIZES
Medals and Certificate of Recognition will be given to the winners for
INDIVIDUAL AND GRADE LEVEL CATEGORY.
I. OBJECTIVE
A. Eligibility
Open to all grade 8 students and participation is on individual basis.
(Limits of participants are subject to the decision of the facilitators)
B. Registration
Interested participants must register by filling out a registration form given
by the organizers/facilitators.
C. Mechanics
Algebraic tiles are one of the effective tools in teaching algebra, especially in
modeling expression and equation. Algebra Tiles are a set of square and
rectangular-shaped tiles used to represent integers (or constants) and variables.
They are a visual, area-based model in which the shape of each tile is related to
the unit square. The tiles employ this area model of multiplication, which needs to
be explored and emphasized as students begin to work with the tiles. This
combination/connection to geometry makes Algebra Tiles a powerful kinesthetic
and visual tool.
Generally,
The tiles come in different color and sizes.
Tile size model the value of the variables and constants.
Tile colors emphasize on the sign of the variables and constants.
Each expression represented by tiles are arranged in manner of which
expression has the highest degree up to constant of the expression for 2 or
more terms.
Each equation represented by tiles are arranged in manner subdivided by
a vertical line into 2 columns, representing the Left hand and right
solution of the equation.
Proper representation of tiles as to the terms are required.
Modeling expression and equation are scored by fastest time and correct
arrangement.
Algebraic Tiles Challenge has 2 levels namely: Expression Level, and Equation
Level. But in general rule, the fastest time and accurate representation of tiles will
get a higher score and the participants with the highest points will be declared as
winner.
1. The Algebraic Tiles Challenge has two (2) levels of difficulty: EXPRESSION LEVEL,
and EQUATION LEVEL. Each expression worth 3 points each and 5 points each
for equation representation.
2. All participants will be categorized as individual and will be given a complete set of
tiles. They all are competing in the 2 levels. (*The facilitator may adjust depends
on the availability of the algebraic tiles, and may uses format of groupings).
3. In Expression level, participants shall use the tiles to represent each expression
properly, those who will show correct representation on the time limit will get 3
points in each expression. This level allows the students to show their tiles work
for 10 seconds.
4. In Equation level, participants shall use the tiles to represent each equation
properly, those who will show correct representation on the time limit will get 5
points in each equation. This level allows the students to show their tiles work for
15 seconds.
5. The scores of the participants shall be sum up after the 2 levels, the target is to
have the highest points accumulated. The top 3 with the highest scores rank shall
declared winners accordingly.
6. In case of a tie, additional round shall be given to the participants and with the
fastest and correct representation shall be declared ahead and assume the higher
position.
IV. VENUE
Teacher facilitator in grade 8 level will select a classroom of their choice to conduct
the elimination and championship round.
V. WINNERS AND PRIZES
Medals and Certificate of Recognition will be given to the winners for
INDIVIDUAL CATEGORY.
1ST Place – GOLD MEDAL
2nd Place – SILVER MEDAL
3rd Place – BRONZE MEDAL
I. OBJECTIVES
A. Eligibility
Open to all students from grade 7 to grade 12.
B. Registration
Interested participants must register by filling out a registration form given
by the organizers/facilitators.
C. Mechanics
III. VENUE
Teacher facilitator will conduct the damath game at Grade 10 Building (FRIEDRICH
ROOM)
Medals and Certificate of Recognition will be given to the winning groups
I. OBJECTIVES
A. Eligibility
Open to all students from grade 7 to grade 12. Each team must consist of
three members. (Limits of participants are subject to the decision of the
facilitators)
B. Registration
Interested participants must register by filling out a registration form given
by the organizers/facilitators.
C. Mechanics
The logo must meet the below design brief:
1. created in A4 size using any graphics editing tools or software; in digital format
with a file extension of PNG, JPEG, or PDF in at least 600 DPI resolution;
2. against a white or transparent background; there are no restrictions in the
number of colors to be used;
Concept/Relevance – 45 %
Creativity – 30%
Overall Impact – 15%
Originality – 10%
III. VENUE
Teacher facilitator will conduct the digital math logo making in 21 st Century
Classroom.
IV. WINNERS AND PRIZES
Medals and Certificate of Recognition will be given to the winning groups
1ST Place – GOLD MEDAL
2nd Place – SILVER MEDAL
3rd Place – BRONZE MEDAL