Grades K-5

Lesson Plan 4: Queen, King & Knight

The Strongest, the Most Important, and the Strangest

Duration

45 Minutes

Week

Week 4 of 16

Prerequisites

Lessons 1-3

Learning Objectives

Materials Needed

Key Rules to Teach

  1. Queen: any number of squares in any straight line — a rook and a bishop in one piece
  2. King: exactly one square, in any direction
  3. Knight: two squares one way and one square at a right angle, every time
  4. Only the knight jumps: pieces in between do not stop it
  5. The knight changes colour every move: from a light square it always lands on a dark one

Lesson Timeline

5 min

Review & Hook

Recap rook and bishop in one sentence each. Then: "Today you meet the strongest piece, the most important piece, and the one that does not move in a straight line at all."

8 min

The Queen

7 min

The King

15 min

The Knight

8 min

Knight Journey

Partners play the journey game below.

2 min

Wrap-Up

Ask: "Which piece is the strongest? Which is the most important? Why are those different questions?"

Knight Journey Rules

  1. Place a knight on a1 and a counter on h8
  2. Players take turns suggesting one legal knight move toward the target
  3. Count the moves aloud as a class; the shortest route takes six
  4. Play again with pawns scattered on the board — the knight ignores them completely
  5. Finish with a race: two knights, two targets, fewest moves wins
Teacher Tip: Say the knight's move as "two and one" every time you demonstrate it, and have the class say it with you. Children who learn it as a shape in their head move knights illegally for weeks; children who count "two and one" rarely do.

Assessment

Common Mistakes to Address

Differentiation