How to motivate new players?

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Biondy
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How to motivate new players?

Post by Biondy »

So, recently there are around 3 new players in the club. They are new and one of them just learning the rules.

I usually do the teaching in the club, but I'm really inexperienced with new players since all the other members are around SDK (I mean...they already know the rules and have playing experiences)

What I want to ask is how to motivate these players? I usually ask them to playing each other. I really appreciate any suggestions. Thank you :)
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Re: How to motivate new players?

Post by CarlJung »

Show a genuine interest in these people.
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Re: How to motivate new players?

Post by Solomon »

CarlJung wrote:Show a genuine interest in these people.

This. Also, keep the atmosphere fun and friendly, don't make meetings be like lectures in school where a stronger player does a bunch of explaining on Go strategies and tactics while the beginners watch and nod. Engage with them and not only make sure they're having a good time, but you yourself as well :).
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Re: How to motivate new players?

Post by Harleqin »

I recently took a trial lesson with a kung fu teacher. He talked most of the time, about styles, about how a fight realistically goes, about attitude, about how armed combat is not much different from unarmed, etc. etc.. I do not intend to go back there.

I have made the same mistake.

Do not talk too much about high level things. There is no value in explaining extensions from a shimari when the player has not yet understood the hat:

Click Here To Show Diagram Code
[go]$$
$$ . . . . .
$$ . . X . .
$$ . X O 1 .
$$ . . . . .
$$ - - - - -[/go]


Start small. Explain the rules, let them play one game (on a small board!!!), stop them when the game is finished (they will not know at first). Explain one or two basic capturing patterns that occurred in the game, let them play more. Don't explain longer than 5 minutes, then let them play again.

A small board is absolutely necessary. 9x9 is common, but it feels already big for a beginner, as he has no idea how stones on one side of the board affect those on the other. Anything bigger is just a bore. I myself would start on 3x3 nowadays (after explaining 1x1 and 2x2...).
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Re: How to motivate new players?

Post by Phelan »

3x3? Really? :shock:

The smallest I've tried is 5x5, and I think it's fast enough for them to fisnish games, and good enough for them to learn every game.

As for advice, what CarlJung and Araban said.
That might mean watch Hikaru no Go, it might mean having games on small boards, it might mean trying out go variants, etc. Just find out what they like to do around Go, and do that.
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Re: How to motivate new players?

Post by Harleqin »

Phelan wrote:3x3? Really? :shock:


Yes! Have you understood 3x3?

3x3 can be solved by beginners. This should be achievable in a few games. Then, I would move on to 3x4 and 4x4. You can demonstrate quite convincingly that you should not separate your own stones here, ataris can be spotted quickly, and liberty counting will rarely go above 4. Best of all, the games are quickly over, and there will be one or two points to discuss.

I have not tried this approach yet, though.
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Re: How to motivate new players?

Post by Phelan »

Harleqin wrote:
Phelan wrote:3x3? Really? :shock:


Yes! Have you understood 3x3?

3x3 can be solved by beginners. This should be achievable in a few games. Then, I would move on to 3x4 and 4x4. You can demonstrate quite convincingly that you should not separate your own stones here, ataris can be spotted quickly, and liberty counting will rarely go above 4. Best of all, the games are quickly over, and there will be one or two points to discuss.

I have not tried this approach yet, though.

Interesting. I can't say I've understood 3x3. I've seen a few lines of the solution, but never could make much out of it.
I wonder if it would be easy to finish a game, with all the kos that seem to appear in those lines. :S

It might work, though. Let me know if you are successfull with it. :)
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Re: How to motivate new players?

Post by Bill Spight »

For teaching, I have started with the 3x3 for a long time. It teaches eye vs. no eye. :) It can also teach ko. It can also teach seki.

It is good for motivation if they can play games that they can win around half the time. That can mean having them play each other, but there are problems with that. For one thing, they can develop bad habits. For another, they are segregated.

Nowadays I like the capture game, played on small boards with no passes. The idea of territory emerges naturally when each player makes live groups without losing a stone. Then the player with more territory wins (except for group tax). They can move on to capture-2, capture-3, etc. I hear that up to capture-5 is OK before moving on to regular go. You can handicap the capture game by number of captures, as well as by handicap stones. :)

I have a DDK friend, for whom a sufficiently large handicap on a 19x19 board would be tedious for yours truly. However, the capture game on a 7x7 with him taking Black, works fine. :) He doesn't win 50% of the time, but he wins often enough to keep his interest. And it is not tedious for me. :)
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Re: How to motivate new players?

Post by redponey »

Whenever I play very new players, I try to make sure to give them a handicap that will ensure that they win. I find the stress of worrying about losing makes them reluctant to play, and actually losing can sometimes turn them off.

I think its easier to make it a "fun" game for them with an outrageous hadnicap. I know I've given at least 25 stones at times (and at that, somestimes still had to try to lose).
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Re: How to motivate new players?

Post by BaghwanB »

I'd say one big mistake to avoid is overload. Keep things (lessons) simple and to the point. Pick out only 1-2 things you want to demonstrate and stick to that. It gets way too easy to drift off into 3 reasons why this move is better and that is worse, but the eyes will start to glaze over and they'll just get lost as you continue into what you consider the 'basics'.

It's tempting to declare how deep go is and how much there is to it, but that can be pretty daunting to a beginner who can then feel that there is just too much to learn and just stop instead of getting tempted down the dark road we are all traveling (he, he).

So keep it simple and light and keep giving them big handicaps on small boards (like 9s and 13s). One win will help give them confidence and feel they are progressing a lot more than pointing out that they got 1 group out of 3 to live and that was better than past performance.

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Re: How to motivate new players?

Post by Rafa »

I think it's just like Carljung said, if you show them the way and always be helpfull they gain the motivation themselves to keep climbing the ladder. The other day i was playing vs a guy and his friend was watching us after we finished i asked for review to give him some pointers and i think it motivated him to play more.
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Re: How to motivate new players?

Post by Harleqin »

redponey wrote:I know I've given at least 25 stones at times.


How do you fit 25 stones on a 9x9 board?
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Re: How to motivate new players?

Post by DrStraw »

Harleqin wrote:How do you fit 25 stones on a 9x9 board?


Leave 56 open spaces! :D

As far as teaching beginners is concerned I have usually found it best to do nothing except explain capture and suicide. I don't explain eyes or life and death and certainly don't mention ko. I don't even mention how to figure out who wins. Everything except for capture and suicide can be explained as they come up.
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Re: How to motivate new players?

Post by redponey »

Harleqin wrote:
redponey wrote:I know I've given at least 25 stones at times.


How do you fit 25 stones on a 9x9 board?


The most I've given on 9x9 is 9 stones, with a little instruction about keeping their stones connected and keeping my stones separated. Usually enough to have even a raw beginner crush me.
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Re: How to motivate new players?

Post by Jonas »

I like the atari-go teaching method, but I think the most important while teaching is:
Show them how much you like the game.
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