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Alpha Stage
Sudoku
March 21, 2007







The New York Times is running an article entitled, "Inside Japan's
Puzzle Palace."

The article asks, "Will there be another puzzle craze after sudoku?"

"Few Americans had ever thought of Japan as a source for puzzles
until a little more than two years ago, when sudoku suddenly took the
nation by storm, flooding airport gift shops, and even rivaling
crosswords in popularity. Now Nikoli, (the Japanese puzzle company
that first introduced Sudoku) which publishes puzzle magazines and
books, is widely regarded as the world’s most prolific wellspring of
logic games and brainteasers," according to the article.

Read It!!


Discussion-Starters for Younger Children

  • Ask your students if they think that games are fun if they don't
    win every time they play. Why/why not? Would your students
    prefer to play a game that they won every time they played or a
    game that they sometimes lost?
  • Help students understand the importance of challenges.
    Consider asking your students to set learning challenges
    for themselves. What would they like to learn before the
    end of the week? Before the end of the month? Before
    the end of the school year? Do students think it's OK
    not to succeed at first, as they try to fulfill their
    objectives?

  • Do your students prefer to learn math or reading? Why do they
    like one over the other? If they don't like one over the other,
    what do they like about each?
  • Consider asking students to write a few sentences about
    one thing that they've learned recently of which they are
    proud.

  • Challenge your students to make up games that uses numbers.
    They might work in small groups. Provide time for students to
    play these games. After they've played the game, ask if they
    can think of any ways to make the games better.

  • Do your students think that they can learn anything from
    games? Why/why not? What can they learn from their favorite
    game?
  • In small groups students could teach one another a skill
    that they have learned from playing a game.


Discussion-Starters for Older Students

  • Vocabulary terms to discuss: "Self-Proclaimed"; Prolific;
    Insatiable; and, Trademark.

  • Ask your students what characteristics they think somebody
    would need to be a great game maker. Encourage them to
    explain the importance of each characteristic.
  • Consider asking students to develop character sketches
    of "ideal game makers."

  • According to the article, Mr. Kaji, the owner of Nikoli did not
    get a trademark for Sudoku. Therefore, the company does not
    get royalties when the game is sold by other publishers. But,
    according to Mr. Kaji, "The fact that no one controlled sudoku’
    s intellectual property rights let the game’s popularity grow
    unfettered.." Ask your students to consider how trademarks
    effect innovation and creativity. What role do innovation and
    creativity play in the development of a society? Should the
    United States government abolish trademark laws? Why/why
    not?
  • These questions could prompt an interesting class
    discussion. Alternatively, they could serve as a prompt
    for persuasive essays.

  • Using Sudoku as a starting point, challenge your students to
    adapt the game into something even better. (Certainly, it's fine
    to begin with a different game, as well.)
  • Consider asking students to work on this task in groups
    of three or four. After students have completed it, ask
    students to explain what they had to do to succeed in
    the activity.
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(C) 2007, Andrew Pass Educational Services, LLC.