Stop the Clock
Why play this
game?
Stop the Clock is a motivating context in which children can
develop their fluency with telling the time and calculating time
intervals. However, the real challenge here is to find a winning
strategy and, at the highest level, to be able to beat an opponent
whatever the start time and whatever the time intervals.
Possible approach
Introduce the game to the class by playing as a whole group,
perhaps one half against the other, several times. Then suggest
that children play in pairs, either at computers, or by using
sheets of blank clocks (
Word document or
pdf ) to record their game.
Challenge them to find a strategy for beating their partner.
As they play, circulate around the classroom and ask them what
they think is important so far. Some might suggest that in order to
win, they must make the clock show 10.30. Others may have thought
further back and have ideas about how they can make sure they get
to 10.30, and therefore 12.00. After a suitable length of time
bring the whole class together and invite one pair to demonstrate
their strategy, explaining their decisions as they go along. Use
other ideas from the group to refine the strategy.
You could then choose some extension ideas (see below) for
pairs to work on - perhaps different pairs working on a different
set-up. Investigating this game fully could become a long-term
challenge for the class which you come back to at various stages
throughout a term, for example.
Key questions
What happens if your opponent gets to 10.30? Why?
How can you make sure you get exactly on $12$ o'clock? What
time would you leave on the clock so that you can get to 12.00 on
your next go, after your opponent has been?
So, what time would you want the clock to say on the go before
that?
How can you work out these "key times" that you must "land on"
on your way to the target?
Possible extension
Invite children to investigate how their strategy would change
if they could choose a different starting time.
What about if they were only allowed to choose quarter of an
hour, half an hour or three quarters of an hour?
How would their strategy change if the could choose quarter of
an hour or half an hour only?
Possible support
The length of the game can be reduced by choosing $9$ o'clock
as the start time. A game starting at 9.00 involves the same
thinking, which is the important point, but might be more
manageable for some children. If pupils are encouraged to record
the times that are made and the intervals chosen, then it will help
them to notice patterns.