Chess 4 Kids
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INTRO
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ACTIVITY 1
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ACTIVITY 2
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ACTIVITY 3
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CLOSING
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1
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Chess Introduction + Vocabulary
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Set the pieces on the board
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The Pawn Game
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2
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Review of day 1 contents.
Talk about the Queen’s Role and movements.
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The Lady Has Power Game
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The Bishop
Movements explanation and quick practice.
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The Bishop's Challenge Game
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3
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Review + The Rook movements and quick practice
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The Rook's Turn Game
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The Knight
L - movements explanation and quick practice
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The Knight Rules of the Road Game
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The Knight Game II
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4
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The King Role and importance explanation
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King and Pawn Game
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Detailed Explanation
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5
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Know what the Chess Pieces are worth.
P=1 N=3 B=3 (Plus bit more) R= 5 Q= 9
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Equivalence
Calculate the equivalence between some pieces.
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Let's Play Chess!
With half of the pieces
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6
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The Fork, explanation
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Let's Play Chess!
All the pieces on the board
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Chess Lessons plan for Teachers (Activities on this unit are based on this project) http://cis.fide.com/en/reports/91-teaching-materials - From Turkish School CHESS LESSONS PLAN FOR TEACHERS Chess kids Curriculum, by chesskids.com Chess Vocabulary Extension
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ACTIVITIES
DAY 1
Chess Introduction & Vocabulary
Vocabulary: Chessmen - King - Queen - Bishops - Knights - Rooks - Pawns
Terms: Capture, Kingside, Queenside, White's side, and Black's side
Find the spot.
Teacher points out a square on the board and Ss must recognise its algebraic placement and just the opposite. Chesskid game option available. Extra activity 5/6 levels tell the Ss the name of the chessmen and the correct square to right the initial letter on, i.e: Knight e2, Rook b5....
Set the pieces on the board
Before giving the chessmen and chessboard out, number the pieces for each pair of Ss in order to let them use always the same set, explain clearly the Ss that they have to be careful with the pieces, always check that all the chessmen are in the box when the game finished and leave them in the same place.
T tells where the chessmen are placed one by one and Ss follow the instructions. I.e: Rook A1 and A8, Knight A2 and A7...
Remember that right side corner must be a white square.
Extra
Students practice placing the pieces on the correct spaces on the board while naming the corresponding space in algebraic notation. Here are some examples of how algebraic notation is used: Ke2 (king moves from e1 to e2); Nc3 (Knight moves from b1 to c3, and we use “N” for Knight); g5 (we don't use the letter “P” when a Pawn moves forward, but instead only write the square it moves to); etc.
The Pawn Game
Give instructions of Pawn movement and play a game. Set up pawns only up on each side of the board in their starting positions. White begins. The object is to break through the opponent's rank and get to the other side of the board. When a player's pawn reaches the other side of the board, the player removes the pawn and replaces it with a queen, rook, knight, or bishop.
DAY 2
Queen movements
Each side gets only one Queen in which she moves along the diagonals, and the ranks, and the files.
The Lady Has Power
The queen always starts on the square of her own on either d8 or d1. Line up the opposing pawns on the opposite side of the board. White
moves first. The students will soon discover how powerful the queen is against the poorly protected pawns. Give 5 mins. The Student having fewer pawns or losing its Queen will be the loser.
The Bishop
Bishops move straight along diagonals and do not jump.
The Bishop Challenge
Place the bishop on his home square of a1 or a8. Place a total of ten opposing pieces anywhere on the board. The Bishop has ten moves to take the pieces off the board. Encourage the students to plan their strategy before they begin.
DAY 3
The Rook
The Rook is next in power to the Queen. The Rook moves in straight lines, never on diagonals. Most often the power of the Rooks is evident in the Endgame.
The Rook's Turn
Place the Rook on his home square of c2 or c7. Choose eight opposing pieces to be placed in a fixed position anywhere on the board. The Rook has eight moves to take an enemy piece with each move. Encourage the students to plan their strategy before they begin.
The Knight
The Knight is the only piece that can jump over other pieces. The Knight moves in an L-shape but he can capture only on the square where he finishes his jump. Always the Knight moves first two squares forward or backwards or sideways and then finishes the L-shape by moving right or left one more square.
The Knight Rules of the Road
The white knight begins on his home square of g1. To pass the test, the white knight has to take all the black pawns, which are fixed and do not move. It can be done in as few as eighteen moves.
Knight Game II
Play a game with 4 Pawns and 2 Knights
DAY 4
The King
In chess, you have one King that can move one square in any direction. The King is the most important piece in a game of chess, but it is very limited. The King can go in any direction, forward, backwards, to the sides, or diagonally, but only one square at a time. The King can capture any enemy piece or pawn that is undefended and must always stay at least one square away from the opposing King.
King and Pawn Game
Set up king and pawns on each side of the board. The King's home position is e1 or e8. White begins. To win, advance your king quickly and get him to capture the enemy pawns. Be sure to not allow the king to move into check.
CHECK
The King is in check when he is attacked by the opponent's piece or pawn. His capture is not allowed. The Player making check must say "check" when he is attacking the opponent's King. If your King is in check, you must stop this on the next move. There are three ways for you to do this:
*Move the King to a safe square.
*Move one of your pieces in the way of the check by blocking.
*Capture the attacking piece
CHECKMATE
Since the object of the game is to capture the opponent's King, the game is lost if you cannot stop the check by blocking, capturing the attacking piece or
moving the King to a safe square. The "check" then turns into a checkmate. This means the King is dead. When the King is checked and cannot move out of check, then he is checkmate and the game is over. When a King has nowhere to go but is not in check, he is in a stalemate.
DAY 5
Know what the Chess Pieces are worth.
It's important to know how powerful each piece is in relation to the other pieces.
Here is the standard scale that the kids should commit to memory:
Pawn= 1 Knight= 3 Bishop=3(plus a tiny bit more) Rook= 5 Queen= 9
It is common for chess players to talk about capturing the pieces through trades or exchanges. Important for the students' decision making, chess players use this information to their advantage. Strong chess players use their chess pieces as a team.
Equivalence
Calculate the equivalence between some pieces Students set up what pieces the pawn is equal to and keep their discovered answers in an organized chart. Be sure that this activity is done by manipulating the chess pieces as well as in written format. Encourage the children to come up with reasons why this information is so important to a skilled chess player. I.e: How do you get the value of a Queen using other pieces?
Let's Play Chess!
With half of the pieces
DAY 6
Opening, Middlegame, and Endgame goals
Opening game goals:
*Castle early. Castling is the moving of the King two squares to his right or left toward the Rook on the square on the other side of the King. Each player has the privilege of castling once in the game.
*Aim to control the middle of the board by putting pawns on d4/e4or d5/e5.
*Avoid moving the pawns in front of your King too early.
*Keep away from the edge of the board. Move your Knights and Bishops into the middle of the board.
Middlegame goals:
*Try to capture enemy pieces in order to weaken the opponent's position.
*Attack by using the Pin: A pin is an attack on an enemy piece which is covering a more valuable piece.
*Try the Fork: A fork is an attack by one piece on two enemy pieces at the same time. Practice using the Knight employing the Fork.
Endgame goals:
*Try to keep all pieces on open lines in the middle of the board, where they would be most powerful.
*Bring out the King and use it as an attacking piece.
*Concentrate on getting the pawns to the other side of the board, in order to promote the pawn to a Queen.
(Optional) Extension, Learn to Castle / Castling
Castling is the one move in chess where you can move two of your pieces at the same time. Because the centre of the board is often too dangerous for the King, there is a special move to get him out of there in a hurry. By casting, you safeguard your King and bring your Rook into the centre of the fight at the same time. To castle, move your King two steps towards your Rook. Then, put your Rook next to him, on the other side. Now your King (on g1) is hiding in the castle with his own Pawns in front of him, and your Rook (on f1) can join the fierce fighting in the middle of the board. In algebraic notation, castling Kingside is written down as “0-0.”
Let's Play Chess!
Pair the children and have them play as partners against an opposing team. Children will share ideas, tactics, and strategies while learning from each other. Often there is not enough time to play a full game within a classroom situation. Give the students 20-30 minutes to play and have them count the point totals of their captured pieces to determine the winner.
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