Python Classroom
  • Introduction
  • About Python Classroom
  • Python Cloud Options
    • CS50 IDE
      • CS50 IDE Overview
      • CS50 IDE and Python
      • CS50 IDE Debugging
      • CS50 IDE Shortcuts
      • Linux Bash Shell
      • Vim Mode
        • Vim Tutorial
    • CS50 Sandbox
    • PythonAnywhere
    • Repl.it
  • Python Curriculum Map
    • Pedagogy
      • Python Professional Development
      • Teaching Tips
      • Assessment Tips
      • Rubrics
      • Activities
        • Picture Activity
        • Map Activity
        • Crossing the Bridge
        • NIM
        • Mastermind
        • Cards
          • Card Deck Algorithms
          • Sorting Cards
        • River Crossing
          • Jealous Boyfriends
          • Cannibals and Priests
          • Family
          • Police and the Thief
          • Humans and Monkeys
          • Moving Money
        • Crossing the River
        • Traveling Salesperson
        • Logic Problems
        • CIA Crack the Code
        • IQ Test
        • Puzzles
    • AP Computer Science Principles Framework
  • Python Philosphy
    • How to Practice Python
  • microbit
  • Turtle Graphics
    • Turtle Examples
    • Turtle Activities
    • Turtle Maze Problems
    • Turtle Graphics with loops
    • Turtle Snake
    • Turtle Graphics with Conditionals
  • Output
    • Output Examples
    • Output Mistakes
  • Variables
    • Variable Data Type Examples
    • Variable Role Examples
    • Variables Mistakes
    • Variables Problems
  • Math
    • Math Examples
    • Math Mistakes
    • Math Problems
    • Math Self Check
  • Input
    • Input Examples
    • Input Mistakes
    • Input Problems
  • Decisions
    • if
      • if Examples
      • if Mistakes
      • if Problems
    • if else
      • if else Examples
      • if else Problems
      • if / if else Problems
    • if elif else
      • if elif else Examples
      • if elif else Problems
    • nested if
      • nested if Examples
      • nested if Problems
    • Logical Operators
      • Logical Operators Examples
    • Adventure Game Project
  • Loops
    • while loop - count up
      • Examples
      • Problems
    • while loop - countdown
      • Examples
      • Problems
    • while loop - sentinel value
      • Problems
    • while loop - sentinel menu
      • Problems
    • for loop - range (one argument)
      • Examples
      • Problems
    • for loop - range (two arguments)
      • Problems
    • for loop - range (three arguments)
      • Problems
  • Lists
    • Lists - Numbers
      • Problems
    • Lists - Strings
      • Problems
      • Shopping Project
  • Dictionaries
  • String Methods
  • Functions
    • Variable Scope
    • Functions - no parameters
    • Functions - one parameter
    • Functions - return
    • Functions - lists
  • Files
  • Classes
    • Inheritance
  • Python Projects
    • Adventure Game
    • Restaurant Project
    • Trivia Game
    • Family Tree Project
  • Raspberry Pi
    • Raspberry Pi Models
    • Raspberry Pi Setup
  • Roblox
  • Glossary
Powered by GitBook
On this page
  • Introduction
  • Version 1
  • Version 2

Was this helpful?

  1. Python Curriculum Map
  2. Pedagogy
  3. Activities

NIM

Introduction

NIM is a solvable game! The goal is for students to play and develop a strategy that will allow them to win the game every time.

Suggested Method of teaching 1. Place students into groups of 3. 2. Allow each group to practice with their partners for 10 minutes to see if they can create a strategy to play 3. Then have groups play each other for 10 minutes. (rotate the groups so everyone can play each other) 4. When finished, discuss strategies that the groups came up with. There should be one that guarantees a win every time

Here is the board set up. You can use chips or cards for each circle

Version 1

O O O O O

O O O O

O O O

Version 2

O O O O O O O O O O O O O O O O O

Game Rules 1. Players will alternate turns. (Best to flip a coin to see who goes first) 2. On each turn you must take at least one piece from the board. You may take more than one. 3. You can only remove pieces from one row on your turn. For example, I may choose to take all five from the top row. (With this move I have fulfilled rule 2 and 3) 4. The winner is the player who takes the last piece off of the board

PreviousCrossing the BridgeNextMastermind

Last updated 5 years ago

Was this helpful?