Cognitive Domain: Libu, Alliza D. Objectives
Cognitive Domain: Libu, Alliza D. Objectives
Cognitive Domain: Libu, Alliza D. Objectives
OBJECTIVES
Cognitive Domain
To know how to play the game.
Affective Domain
To join in the activity.
Psychomotor Domain
To manipulate their skills in hand and intellectual skill.
I.
Chess
II.
Win material: Aim to win material. The player with more material will be able to
add pressure on targets in the opponent's position.
King-safety: Keep your king safe. Try to expose your opponents king because an
exposed king is very vulnerable to threats.
Center-control: Central squares are the most important squares on the board.
Controlling the centre increases the mobility of your pieces. At the same time it restrict
the mobility of your opponent's pieces.
Pawn-structure: Avoid obstructing your pieces with the pawns. Try to weaken your
opponents pawn-structure if possible. Remember the pawn-structure affects the
development of the pieces and determines where the weak squares are.
III.
Chess box
Chess clock
Chess table
Chessboard
IV.
Number of participants
Two player
V.
Time allotment
Chess games may also be played with a time control, mostly by club and
professional players. If a player's time runs out before the game is completed,
the game is automatically lost (provided his opponent has enough pieces
left to deliver checkmate). The duration of a game ranges from long games
played up to seven hours to shorter rapid chess games, usually lasting 30
minutes or one hour per game. In tournament play, time is controlled using
a game clock that has two displays, one for each player's remaining time.
VI.
The player with the white pieces always moves first. After the first move, players alternately move
one piece per turn (except for castling, when two pieces are moved). Pieces are moved to either an
unoccupied square or one occupied by an opponent's piece, which is captured and removed from
play. With the sole exception of en passant, all pieces capture by moving to the square that the
opponent's piece occupies. A player may not make any move that would put or leave his or her king
under attack. A player cannot "pass"; at each turn they have to make a legal move (this is the basis
for the finesse called zugzwang).
If the player to move has no legal move, the game is over; it is either a checkmate (a loss for the
player with no legal moves) if the king is under attack, or a stalemate (a draw) if the king is not.
Each chess piece has its own style of moving. In the diagrams, the dots mark the squares where the
piece can move if no other pieces (including one's own piece) are on the squares between the
piece's initial position and its destination.
The king moves one square in any direction. The king has also a special move which is
called castling and involves also moving a rook.
The rook can move any number of squares along any rank or file, but may not leap over
other pieces. Along with the king, the rook is involved during the king's castling move.
The bishop can move any number of squares diagonally, but may not leap over other pieces.
The queen combines the power of the rook and bishop and can move any number of
squares along rank, file, or diagonal, but it may not leap over other pieces.
The knight moves to any of the closest squares that are not on the same rank, file, or
diagonal, thus the move forms an "L"-shape: two squares vertically and one square horizontally,
or two squares horizontally and one square vertically. The knight is the only piece that can leap
over other pieces.
The pawn may move forward to the unoccupied square immediately in front of it on the same
file, or on its first move it may advance two squares along the same file provided both squares
are unoccupied (black ""s in the diagram); or the pawn may capture an opponent's piece on a
square diagonally in front of it on an adjacent file, by moving to that square (black "x"s). The
pawn has two special moves: the en passant capture and pawn promotion.
Castling
Main article: Castling
Once in every game, each king is allowed to make a special move, known as castling. Castling
consists of moving the king two squares along the first rank toward a rook (which is on the
player's first rank[note 1]) and then placing the rook on the last square the king has just crossed.
Castling is permissible under the following conditions:[6]
Neither the king nor the rook may have been previously moved during the game.
The king may not be in check, nor may the king pass through squares that are under
attack by enemy pieces, nor move to a square where it is in check.
Note that castling is permissible if the rook is attacked, or if the rook crosses a square that is
attacked.
En passant
Main article: En passant
When a pawn advances two squares from its starting position and there is an opponent's pawn
on an adjacent file next to its destination square, then the opponent's pawn can capture it en
passant (in passing), and move to the square the pawn passed over. However, this can only be
done on the very next move, otherwise the right to do so is forfeit. For example, if the black
pawn has just advanced two squares from g7 (initial starting position) to g5, then the white pawn
on f5 may take it via en passant on g6 (but only on white's next move).
Promotion
Main article: Promotion (chess)
When a pawn advances to the eighth rank, as a
the opponent; this occurs when the opponent's king is in check, and there is no legal way to
remove it from attack. It is illegal for a player to make a move that would put or leave his own
king in check.
In casual games it is common to announce "check" when putting the opponent's king in check,
however this is not required by the rules of the game, and is not usually done in tournaments.
VII.
Checkmate
Resignation either player may resign, conceding the game to the other player.
[7]
and for this reason high level games rarely end with a checkmate.
Loss on time in games with a time control, a player may also lose by running
out of time, even with a much superior position.
Forfeit a player who cheats, or violates the laws of the game, or violates the
rules specified for the particular tournament may be forfeited. In high level
tournaments, players have been forfeited for such things as arriving late for the
game (even by a matter of seconds), receiving a call or text on a cell phone,
refusing to undergo a drug test, refusing to undergo a body search for electronic
devices and unsporting behaviour (such as refusing to shake the opponent's
hand).
VIII.
Safety measure
There is no harm in this game because theyre just sitting, thinking and moving their
hands.
IX.
References
https://en.wikipedia.org/wiki/Chess