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Match length is determined by either a game clock or the number of questions in a packet. [3] [17] In most formats, a game ends once the moderator has finished reading every question in a packet, usually 20. [3] Tie-breaking procedures may include reading extra toss-ups until the tie is broken or sudden-death toss-ups. [3] [17]
Questions is a game in which players maintain a dialogue of asking questions back and forth for as long as possible without making any declarative statements. Play begins when the first player serves by asking a question (often "Would you like to play questions?"). The second player must respond to the question with another question (e.g.
Twenty questions is a spoken parlor game which encourages deductive reasoning and creativity. It originated in the United States and was played widely in the 19th century. [ 1 ] It escalated in popularity during the late 1940s, when it became the format for a successful weekly radio quiz program.
The use of the term "personalized learning" dates back to at least the early 1960s, [1] but there is no widespread agreement on the definition and components of a personal learning environment. [2] Even enthusiasts for the concept admit that personal learning is an evolving term and doesn't have any widely accepted definition.
The game starts by either player writing out the title MASH at the top of a piece of paper. Both players contribute to writing a list of categories like where they live, how many kids they have, who they marry, and what their job would be.
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The game unit has a LCD screen to display the words and buttons to start the timer, advance play, and assign points to teams. Teams must guess the entire phrase as displayed. A second edition of the electronic game with a changed appearance has a backlit LCD screen and a visual score display rather than the auditory score system.