Illuminating Minds Through Chess
A New Digital Learning Chapter for Children with Autism
用西洋棋點亮心智世界
支持自閉症兒童的數位學習新篇章
In Taiwan, we are witnessing a groundbreaking fusion of compassion and innovation—six influential chess masters have come together to digitize a professional chess curriculum, creating an online course tailored specifically for children on the autism spectrum. This initiative is more than just an educational project; it is a mission of love, inclusion, and empowerment.
在台灣,我們正見證一場關懷與創新的結合——**六位在台灣具有影響力的西洋棋國手攜手,將專業西洋棋教案數位化,打造專為自閉症譜系兒童設計的線上課程。**這不僅是一場知識的傳遞,更是一場愛與包容的行動
Following the principles outlined in the Infinite Chess Handbook and integrating insights from special education experts, our curriculum is carefully designed to provide an engaging and effective learning experience for children with autism.
📌 Parental and Teacher Involvement: We offer learning guides to help parents and educators better support children's learning and development.
我們的這套線上課程 依據《Infinite Chess Handbook》指導原則,結合特教專家建議,量身打造適合自閉症兒童的學習體驗。
📌 家長與老師參與:提供學習指導手冊,幫助家長與教師更有效地支持孩子的學習與成長。
1.西洋棋。棋盤
1.1.你知道什麼遊戲?你喜歡玩什麼遊戲?
什麼是西洋棋?西洋棋是一種遊戲。
1.2.我們需要什麼來下西洋棋?棋盤和棋子。
1.3.棋盤。「方格」、「格子」的概念。
方格是白色和黑色的。
1.4.棋盤上的線條。
橫線(列)。直線(行)。對角線。
1.5.棋盤方向:棋盤中心、棋盤邊緣、棋盤角落。
1.6.遊戲和任務。
1. Chess. Chessboard
1.1. What games do you know? What games do you like to play? What is chess? Chess is a game.
1.2. What do we need to play chess?
A chessboard and pieces.
1.3. Chessboard. The concepts of "square", "cell". The squares are white and black.
1.4. Lines on a chessboard. Horizontal line (row). Vertical line (column). Diagonal line.
1.5. Chessboard orientation: board center,
board edge, board corner.
1.6. Games and tasks.
2.棋子。開局位置
2.1.棋子有白色和黑色。
2.2.棋子的名稱。
2.3.棋子的開局位置。皇后規則。
「開局位置」的概念。
2.4.遊戲和任務。
2. Chess pieces. Starting position
2.1. Chess pieces are white and black.
2.2. Names of chess pieces.
2.3. Starting position of chess pieces. Queen rule. The concept of "starting position".
2.4. Games and tasks.
3.棋盤符號
3.1.棋盤上的每個格子都有自己的名稱。
如何找出它?
3.2.從1到8的八條橫線。從a到h的八條直線。
3.3.格子名稱。
3.4.棋子名稱。
3.5.介紹「棋盤符號」的概念。
3.6.遊戲和任務。
3. Chess notation
3.1. Each square on the board has its name.
How to find it out?
3.2. Eight horizontal lines from 1 to 8.
Eight vertical lines from a to h.
3.3. Square name.
3.4. Piece name.
3.5. Introducing the concept of "chess notation". 3.6. Games and tasks.
4.棋子的價值
4.1.介紹「價值」、「價格」的概念。
4.2.棋子的價值。
4.3.國王沒有具體的「數值價格」。
4.4.遊戲和任務。
4. Value of chess pieces
4.1. Introducing the concept of "value", "price".
4.2. Value of chess pieces.
4.3. King has no price.
4.4. Games and tasks.
6.主教
6.1.主教的移動。
6.2.主教的攻擊。
6.3.主教的吃子。
6.4.遊戲和任務。
6. Bishop
6.1. Bishop moves.
6.2. Bishop attacks.
6.3. Bishop captures.
6.4. Games and tasks.
7.皇后
7.1.皇后是最強的棋子。
7.2.皇后的移動。
7.2.皇后的攻擊。
7.4.皇后的吃子。
7.5.遊戲和任務。
7. Queen
7.1. Queen is the strongest chess piece.
7.2. Queen moves.
7.2. Queen attacks.
7.4. Queen captures.
7.5. Games and tasks.
8.騎士
8.1.騎士的移動。騎士可以跳過棋子。
8.2.騎士的吃子。
8.3.騎士的攻擊。
8.4.遊戲和任務。
8. Knight
8.1. Knight moves. Knight jumps over pieces.
8.2. Knight captures.
8.3. Knight attacks.
8.4. Games and tasks.
9.士兵
9.1.士兵的起始位置:白士兵在第2橫線,
黑士兵在第7橫線。
9.2.士兵的移動。士兵從起始位置的移動。
9.3.士兵的吃子。
9.4.士兵的攻擊。
9.5.士兵的升變。
9.6.士兵的特殊走法-吃過路兵。
「受攻擊格」的概念。
9.7.遊戲和任務。
9.8.士兵的對戰。
9. Pawn
9.1. Pawns' starting position: white pawns on horizontal line 2, black pawns on horizontal line 7.
9.2. Pawn moves. Pawn's move from the starting position.
9.3. Pawn captures.
9.4. Pawn attacks.
9.5. Pawn promotion.
9.6. Pawn's special move – en passant. Concept of "attacked square".
9.7. Games and tasks.
9.8. Pawn battle.
10.防守 雙重攻擊
10.1.防禦攻擊的方法:
吃掉攻擊的棋子,保護棋子,逃離攻擊。
10.2.棋子移動的限制。
10.3.小型局面。
10.4.遊戲和任務
10. Defense
10.1. Defense against attack: capture the attacking piece, cover the piece, escape from the attack.
10.2. Limitation of piece movement.
10.3. Mini-positions.
10.4. Games and tasks.
12.將軍
12.1.將軍是用棋子攻擊國王。
12.2.用各種棋子將軍。
12.3.國王不能將軍國王。
12.4.國王不能處於被將軍的狀態。
12.5.應對將軍的三種方法:吃掉,遮擋,逃離。應對騎士將軍的兩種方法:吃掉,逃離。
12.6.暴露將軍
12.7.雙將。應對雙將的唯一方法是國王逃離。
12.8.遊戲和任務。
12. Check
12.1. Check is an attack on the king with pieces.
12.2. Check with various pieces.
12.3. King can't check king.
12.4. King can't be left in check.
12.5. Three defenses against the check: capture, cover, escape. Two defenses against knight check: capture, escape.
12.6. Discovered check.
12.7. Double check. One defense against a double check is to escape with the king.
12.8. Games and tasks.
13.易位
13.1.易位是國王的特殊走法。
易位每局只能使用一次。
為什麼在西洋棋中需要易位?
13.2.短易位。長易位。
13.3.什麼時候不能進行易位。
「受攻擊格」的概念。
13.4.遊戲和任務。
13. Castling
13.1. Castling is the king's special move.
Castling can be done once per game.
Why do you need castling in chess?
13.2. Short castling. Long castling.
13.3. When castling is not allowed.
Concept of "attacked square".
13.4. Games and tasks.
14.將殺
14.1.「西洋棋比賽」、「勝利」、「獲勝」的概念。每位棋手都致力於贏得西洋棋比賽。如何贏得西洋棋比賽?
14.2.將殺是無法避免的將軍。將殺就是獲勝。西洋棋的目標是將殺對方的國王。將殺立即結束比賽。
14.3.用各種棋子將殺。國王不能將殺國王。
14.4.遊戲和任務。
14. Checkmate
14.1. Concepts of "chess game", "victory", "win". Each player strives to win a chess game. How to win a chess game?
14.2. Checkmate is a check that can't be avoided. Checkmate is a win. The goal of chess is to checkmate the opponent's king. Checkmate ends the game immediately.
14.3. Checkmate with various pieces. A king can't checkmate a king.
14.4. Games and tasks.
15.逼和。和局
15.1.西洋棋比賽的最終結果是
勝利(贏)、和局、失敗(輸)。
15.2.最終結果的量化評估:
勝利-1分,和局-½(半)分,失敗-0分。
15.3.最簡單的和局類型:國王對國王,
國王和主教對國王,國王和騎士對國王。
15.4.另一種和局是逼和。逼和是指國王沒有被將軍,但國王和棋子都無法移動的情況。逼和就是和局。
15.5.遊戲和任務。
15. Stalemate. Draw
15.1. Final result of a chess game is
victory (win), draw, defeat (loss).
15.2. Quantitative assessment of the final result: victory – 1 point, draw – ½ (half) point,
defeat – 0 points.
15.3. The simplest types of draw: king vs. king, king and bishop vs. king, king and knight vs. king.
15.4. Another type of draw is stalemate. Stalemate is a situation when the king is not in check, the king and pieces can't move. Stalemate is a draw.
15.5. Games and tasks
16.行為規範。棋鐘
16.1.比賽開始前向對手問候,握手。
比賽期間保持安靜。
16.2.「碰子必走」。調整棋子。
16.3.西洋棋比賽中的所有行動都用一隻手完成,
包括吃子、易位、士兵的升變。
16.4.比賽結束後的行為規範。相互尊重。
16.5.棋鐘。棋鐘的用途是什麼?
16. Rules of conduct. Chess clock
16.1. Greeting the opponent before the game starts, shaking hands. Silence during the game.
16.2. "Touch-move". Adjusting pieces.
16.3. All moves in a chess game are made with one hand, including capture, castling, pawn promotion.
16.4. Rules of conduct after the game ends. Mutual respect.
16.5. Chess clock. What is a chess clock for?
16.6. First make a move, then press the clock. "Use the same hand for moving pieces and switching clock".
16.7. Games and tasks.
連續六屆台灣青少年西洋棋國手
連續4屆台灣青少年西洋棋國手
台灣棋王
(世界西洋棋總會 國家級教練)
連續8屆台灣青少年西洋棋國手
FIDE 國際裁判
The Handbook is organized into two Parts: theory and practice.
Part 1: Methodological guide
This part provides a strategic global perspective of the teaching process and peculiarities with ASD kids, in-field advice on technical equipment of the classroom, expected personal and group results of the project as well as lesson guidelines and active chess games.
Part 2: Chess lessons plan
This part provides detailed plan of 16 chess lessons designed specifically for the Infinite Chess Project. Theory, practical exercises and follow-up information about chess equipment and rules of the game.
本手冊分為理論和實務兩部分。
第一部分:方法論指南
本部分提供教學過程在策略上的全面觀點,自閉症類群障礙兒童具有的特質,教室技術設備的實地建議,計畫預期的個人和團體成果,以及課程指南和活躍的西洋棋遊戲。
第二部分:西洋棋課程計畫
本部分提供專為Infinite Chess Project設計的16節西洋棋課程的詳細計畫。理論、實際練習以及關於西洋棋設備和遊戲規則的後續資訊