We want to encourage the adoption of new teaching ideas that can be used in the classroom. Each year the conference promotes the development of chess education through a prize competition. The prospect of a reward may tempt you to submit an entry. The first prize is €500 with second and third prizes are €300 and €200 respectively, generously sponsored by the European Chess Union. The objective is to devise an original chess exercise involving collaborative problem solving. The competition is open to everyone.
We want exercises in which children must work together to solve a problem. There is no template or standard problem – it is up to your imagination. We are aware that many chess tutors already use group exercises with children. It may just be a matter of writing down what it is that you do. The answer is that it should be something that you have devised yourself or adapted from another format.
The exercise must involve children working together as a pair, a table or the whole class. It is essential that they interact with each other in solving the problem. It is necessary for the children to exchange information with each other about the problem.
So what type of problems are we looking for? We are completely open and flexible; there is no standard format. However, a standard chess problem (e.g. of the form “White to play and checkmate”) will not succeed if it means children work individually. There must be something about the problem so that the children must work together towards a wider objective.
Exercises will typically involve exploring and solving a structured problem where children organise themselves to conduct a number of tasks. Fruitful areas concern construction and decomposition tasks. In a construction task, the aim is to create an arrangement, for example, a chess position. Can the problem be decomposed into several parts? If so, then can the children work on these separately?
A route-finding example is the traditional knight’s tour which involves moving a knight around the board so that it covers all of the squares without landing on the same square twice. Solving the tour in practice requires placing counters on each square on which the knight lands. Several roles emerge: for example, moving the knight, pointing out the next square, placing the counter, counting the unoccupied squares at the end (the team with the fewest unoccupied squares is the winner). More advanced teams could be given several rules to test e.g. clockwise, edge-hugging etc. which can be worked on separately.
The deadline for submissions is Sunday 4 December 2016 at 5pm London time.
UPDATE: The Competition Jury have extended the deadline for submissions until 5pm London time on Thursday 8 December 2016.