The computer game is self-correcting and so can be used for individuals,
small groups or in a teacher-led discussion. Without the software,
feedback needs to be given by the teacher and other class members
and a trustworthy person needs to uncover the digits as requested.
1. The teacher writes a pair of numbers behind the cards,
with the decimal points visible and one above the other. Make
the whole number parts equal in most cases.
2. Students "pay" (e.g. with points) to reveal
the digits they select. A team can only have one digit revealed
in each turn.
3. At any stage, the team can guess that the two numbers
are equal or nominate which one is the larger.
4. A correct guess wins points. An incorrect guess loses points.
5. Continue until interest wanes. Select pairs of numbers which
draw out likely misconceptions (e.g. that only the length of the
decimals matter, that 0.32 = 0.3200 etc).