MECHANICS OF THE RUBIK’S CUBE COMPETITION
1. Each participating school should have only one contestant per grade level. The coach shall
choose a bona fide pupils/students enrolled in the current school year.
2. It is a “race to three” competition. Each contestant will solve 3 Rubik’s cube continuously.
3. Each contestant will bring 3 Rubik’s cube during the contest proper.
4. The time keeper shall check the stop watch of every contestant. There shall be one time
keeper for every contestant.
5. The time starts immediately after the contest administrator announces the GO signal.
6. The contestant shall only press STOP on the watch after the puzzle has been solved and
places down the Rubik’s cube on top of the table. The contestant is no longer
allowed to continue if he/she happened to press STOP on the watch before the
puzzle was solved.
7. The Rubik’s cube puzzle is said to be SOLVED after putting it back in proper order, each face
will have only one color.
8. Winners will be determined through the consumed time in the Rubik’s cube puzzle. Any
contestant who have consumed least time in the puzzle will be declared winner.
9. The decision of the contest administrator will be official and final.
MECHANICS OF SUDOKU
1. Each participating school should have only one contestant per grade level. The coach
shall choose a bona fide pupils/students enrolled in the current school year.
2. The SUDOKU grid will be provided during the contest proper.
3. The time keeper shall check all the stop watches of the contestants.
4. The time starts immediately after the contest administrator announces the GO signal.
5. The contestant shall only press STOP after the SU DOKU grid is filled up and solved.
6. The contestant is no longer allowed to continue if he/she happened to Press STOP on
his/her watch before the SU DOKU was solved.
7. The SU DOKU puzzle is said to be solved after filling all the sub grids, each with the
numbers 1 to 9 in proper arrangements. Each row and column contains the numbers 1
to 9.
8. Winners will be determined through the consumed time in the SUDOKU puzzle. Any
contestant who have consumed least time in the puzzle will be declared winner.
9. The decision of the contest administrator is official and final.
10. There will be three elimination rounds:
Round 1 – EASY ROUND (15 minutes)
All contestants will solve only one level (easy).
Only the top 20 contestants can proceed to Round 2.
Round 2 – AVERAGE ROUND (30 minutes)
The top 20 contestants will solve only one level (average).
Only the top 10 contestants can proceed to Round 3, the final round.
Round 3 – DIFFICULT ROUND (40 minutes)
The top 10 contestants will solve only one level (difficult).
Each contestant will be ranked according to the time consumed in the puzzle.
MECHANICS OF MATH CARTOONING
1 Each participating school should have only one contestant per group of different grade levels
(Grades 5 or 6, Grades 7 – 10, & Grades 11 or 12). The coach shall choose a bona fide
pupil/student from among the Grades 5 or 6, Grades 7 – 10, and Grades 11 or 12 levels enrolled
in the current school year.
2. Prescribed pencil to be used is Mongol 2.
3. The drawing must be finished within two hours.
Criteria for Math Cartooning
1. CLEAR, SIMPLE, AND LIMITED (25%)
A good math cartoon is always simple and limited. The presentation must be simple, clear and
defined. The message of the work must be easily understood by an average reader.
2. VISUALLY APPEALING (25%)
Effective math cartoons are those which are brilliantly drawn and could astound readers.
3. HUMUROUS AND WITTY (25%)
Readers enjoy math cartoons which do not only give them message but could also amuse them.
Effective cartoons make serious topics light and humorous.
4. STIR UP THINKING AND ELICIT RESPONSE (25%)
4. A math cartoon does must be provocative enough to compel responses from the object and
readers.
5. The members of the board of judges should be experts in Cartooning and have been
experienced as judge in any art competitions.
6. The decision of the board of judges is official and final.
MECHANICS OF MATH JINGLE
1. Each participating school should have only one entry, composed of 15 students except to
those schools having senior high school implementation. The coach shall choose 15 bona fide
pupils/students enrolled in the current school year.
2. The contest piece entry should be performed in not less than 3 minutes and not more than 5
minutes.
3. The contest piece entry should be in ENGLISH.
4. The coach will give one copy of their contest piece entry without the name of school, coach
or other identifications to each member of the board of judges before the contest proper.
5. Any form of accompaniment (i.e. CD/DVD, drums, string, keyboards, etc.) is strictly not
allowed.
6. Any form of prop is not allowed.
7. The timing starts when the group starts performing (moving) on the stage.
8. The contest piece should be sung in one melody only (not medley).
9. The performance of each group will be judged according to the following Criteria:
* STAGE DEPORTMENT (10%)
* CONTENT (30%)
* MASTERY (25%)
* CHOREOGRAPHY (15%)
* VOICE QUALITY (20%)
10. The board of judges shall have been experienced as judge in any musical competition.
11. The decision of the board of judges is official and final.
MECHANICS OF MATH TRAIL
1. Each participating school should have only one composite team composed of one student
per year level.
2. Each team should bring with them the needed measuring devices (pre-announced).
3. Each team will be provided with clean answer sheets and a sketch plan of the site.
4. The competition starts when the facilitator has given the first task and would end at a given
time.
5. Each team is free to use any possible solution in order to solve/perform the task given (no
calculators and cellphones allowed).
6. Each station has a judge who will check the team’s answer and who will give the next task
once the answer is correct. A flaglet will be given to the team which means they got the correct
answer.
7. The judge in the next station will check the flaglet and write the team number and allow the
team to work on the task. Once the team get the correct answer, they will be given another flaglet
and another task to work on.
8. The routine continues until the last station.
9. The team can make attempts as many as they can.
10. The first team to finish all the tasks will be declared as the winner.
11. In case no team has finished the last task, the last station reached by any team will be the
basis of declaring winners.
12. The decision of the judges is official and final.
DAMATH
MECHANICS:
1. Each participating school should have one contestant per grade level. The coach shall choose
one pupil/student per grade level enrolled in the current year.
2. Each participant should bring their own DAMATHS board and chips.
3. Drawing lots determines a player who moves first.
4. The duration of the game is 20 minutes.
5. Time starts immediately after the contest administrator announces the GO signal.
6. The “move “is good only at the most for one minute which includes recording in the score
sheet.
7. In taking a chip, “pass “is not allowed.
8. TOUCH MOVE.
9. Only one score sheet is allowed to be accomplished alternately by the two players whereby
incorrect entries shall be their responsibility.
10. In case of incorrect entries in the score sheet, a player has to immediately call the attention
of the facilitator by raising his/her hand. The appropriate corrections will be done before declaring a
winner. Once the winner is already declared, it is final and unappealable.
11. The game ends when any of the following situations occur:
1. If no show of one player is declared after ten minutes
2. Repetitive moves of any or both players
3. A player resigns
4. A player’s chip is cornered
5. A player has no more chips to move
6. The 20-minute game duration ended
12. The remaining chips have to be added to the respective players’ total Scores.
13. The player with the greater total score will be declared winner.
14. The player will be declared DQ if he/she presents wrong answer twice.