----------------------------------------------------------------- I've concluded that chess pedagogy, as commonly practiced for over 100 years, is almost entirely ineffective. Articles, books, and lectures usually involve a teacher going over games, explaining the moves, etc. This sort of presentation is pleasant for students but I doubt it improves anyone's play! Instead, here are ten practices I think might work: 1. Play lots of games Sounds obvious, but most students will have a hard time finding more than one rated game a week, at least in the US. So it takes ten years to play 500 games! A student needs 500 games his first year. Most stories about Western chess talents involve frequent games with family members at a young age. There's a trope about the "Soviet school" of instruction and its "secret methods". I propose the key to Soviet success was largely high availability of opponents. Last two days, Adric attended the Berkeley Chess School's winter camp. I asked the teacher how class time is spent and he said, "Mostly lecture, going over Fischer games." I don't think Adric got in more than one complete game each day. Computer opponents are readily available but they don't engage the senses to the same degree as human opponents. They also have trouble playing at an amateur level convincingly. Recent work on "intrinsic ratings" (Bratko, Regan etc.) could be used to improve their ability to play below their true strength. 2. Move count In this exercise, you look at a position diagram and just count the number of legal moves for one side as quickly as possible. You can do it on a timer and try to beat previous times (for positions with the same number of pieces on the board). A variant is to count captures only. Custom software could track your average error while gradually decreasing the time for each trial and increasing the number of pieces on the board. 3. Learn the correct values of the pieces The commonly-taught values are inaccurate. I suppose it had to wait for computer analysis (by Larry Kaufman) to reveal that if a pawn is worth 1 point, a knight or bishop is worth 3.5, a rook 5.25, a queen 10, and the bishop pair 0.5! To practice these, look at positions and calculate the material balance as quickly as possible. Again, custom software could help. An advanced variant is to score a suite of positions with an engine and have the student quickly evaluate them on 3- or 4-point scale (positions can be chosen to fall into bins matching this scale). 4. Mate in X Here's an existing pedagogical exercise that's effective: Books show position diagrams, each with a caption like "White to move and mate in 3." You have to find a sequence that forces mate in three moves, visualizing forward from the diagram in your head. Definitely recommended. 5. Chess Mazes This is an interesting kind of puzzle invented in 2004 by chess teacher Bruce Alberston. It's like Mate in X except one side can't move. All the moves are for the same side in a row. http://www.amazon.com/Chess-Mazes-Bruce-Alberston/dp/1888690232/ 6. Solitaire chess This interesting chess variant is like peg solitaire but with chess pieces. It came out in 2010 or so. Very cool. There's a physical version and an iOS app, both very well done. http://www.thinkfun.com/solitairechess 7. Board-reversed games I invented this in 2008. You play normal chess with the board turned around. You dictate your move to your opponent, and he moves the pieces. I tried to recruit opponents at my local club but was not successful. Many computer chess programs support arbitrary board reversal, so this can be done without a human opponent. 8. Semi-blindfold games One side plays without pieces. Easier than total blindfold because the opponent's pieces help mark the position. I came up with this recently but it's probably been used before. A variant is for both players to play blindfolded at a real chess set. Feeling the pieces engages motor and tactile memory. 9. Push-ups Due to Ivo Donev. Already implemented in software! http://www.creativechess.com/Products/Push-Up/push-up.htm 10. Speed learning Suggested a few years ago by Mike Leahy. Software flashes positions in rapid succession. During each presentation, the best move in the position is animated on the board. Leahy suggests it for memorizing openings, but based on the idea that human masters essentially memorize millions of motifs, I wonder if it couldn't be used for all phases of the game... https://www.youtube.com/watch?v=BuVux1uQVjY -Carl