SIMCC Games · Teacher guide
Code Crack
Find a secret number from how many digits are right, and in the right place.
- Trains
- Place value · Deduction from clues · Keeping track of what is ruled out
- Ages
- 8 and up
- In class
- On your own. One device each. Choose First steps: lesson 1 is a code of 2 different digits from 1 to 4, and every clue is explained in words.
A ten-minute starter
- Show about 2 minThink of a code, such as 31, with 2 different digits from 1 to 4. Take guesses from the class. For each guess say how many digits are on target (right digit, right place) and how many more are in the code but in another place.
- Play about 6 minStudents choose First steps and play both lessons (2 digits, then 3). Then Lower Division: 3 different digits from 1 to 6, up to 10 guesses.
- Talk about 2 minAsk: which clue told you the most? Was a guess with nothing right still useful?
Questions to ask the class
- In lesson 1, the guess 12 gets 0 on target and 0 in the code. What can the code be?Listen for: 34 or 43: neither 1 nor 2 is in it.
- What is the difference between on target and in the code?Listen for: On target: right digit, right place. In the code: right digit, wrong place.
- Why make a guess that fits every clue so far?Listen for: It cannot be ruled out already, so it might be the code.
A common mistake
Treating an in-the-code digit as if it were already in the right place.
How to help: Turn on Notes (P) and tap a digit to mark it ruled out, possible or placed. Hint (H) explains one thing the clues prove.
Assign it
On the coach dashboard, choose your class under Cohorts. In Assign practice, pick Code Crack and the drill First steps or Crack the code, add a due date if you want one, then press Assign. Students find it on their Train page.
Set First steps for a new class: it explains every clue. Then Crack the code.
Results show on the dashboard by student and by game once the server has checked them.
