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Mind-Bind: A Mastermind Twist

Simulation & Gaming , Volume 27 (2): 272 – Jun 1, 1996

Details

Publisher
Sage Publications
Copyright
Copyright © 1996 by SAGE Publications
ISSN
1046-8781
eISSN
1046-8781
D.O.I.
10.1177/1046878196272009
Publisher site
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Mind-Bind: A Mastermind Twist

Abstract

Simulation/Game MIND-BIND: A Mastermind Twist Ginger Brill Pisik Performance Technologist KEYWORDS: feedback; guess; logic; objects; order-breakers; order-makers; strategy; teams. Basic Data: Instructional objective: To apply logic and teamwork to solve a pattern-recognition problem. Game objective: To discover a pattern created by another team. Target audience: Ages 8 and up. Playing tine: 5-20 minutes or more. Debriefing time: 2-5 minutes. Number of players: four or more divided into two teams. Materials required: A writing instrument and something to write on such as paper and pencil, or chalk and chalkboard. Six similar but distinct objects such as six colors of chalk, six cans of Play-Doh, or six different types of soup. Description Popular recreational games can be modified for educational and training purposes and MASTERMIND is a perfect example. As originally designed and packaged, MASTERMIND (available from Pressman Toy Corporation, 200 Fifth Avenue, NY, NY 10010 or at many stores for about $10.00) is a game for two individuals. MIND-BIND is a variation of MASTERMIND and is designed for use by groups. It requires logical thinking and strategic planning. MIND-BIND can be used in classroom and training settings, business team-building sessions, and social settings. SIMULATION & GAMING, Vol. 27 No.
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