Mathematics as a Creative Art Scott Kim Iolani School February 4, 2008.

Slides:



Advertisements
Similar presentations
Brain Challengers!!!.
Advertisements

Shiloh Point Elementary School. A Day in the life of a Kindergartener,,,
L OST IN T RANSLATION The perils and opportunities of adapting ideas to new media Scott Kim Jun 9, 2005 scottkim.com.
Karla Goldhahn Mathematics Instructional Lead teacher Patrick Henry Academies Math Games at Home.
“Some Really Cool Things Happening in Pascal’s Triangle”
Thinking Skills. Children should be led to make their own investigations, and to draw upon their own inferences. They should be told as little as possible.
Rich Mathematical Tasks PMA 7 th June 2008 Jim Hogan Waikato SSS Based on Chapter 11, Math Education Vol 1 By Jim Neyland,
The Puzzlemaker’s Survival Kit Scott Kim -- scottkim.com March 6, Game Developers Conference.
A Day in the life of a Kindergartener Arrival Children arrive, unpack, make lunch choices and work on morning work. RTI This is a designated time of.
Playing board for the game Crooked Rules
Decompose Two-Dimensional Shapes
Standards of Mathematical Practice How They Apply to School and Home.
Using Technology to Differentiate Instruction By Jeanetta K. Martin, B.S, M.Ed, NBPTS, Reading K-12.
Learning Objectives Participants will discuss ways to integrate themes throughout their classroom. Participants will come up with their own ideas to increase.
Julian Davenport Education Transformation Office Cisely Scott Jesse J. McCrary.
Robertson National School Welcome to our Open Afternoon.
Expository Writing For Primary Grades Prepared and Presented by Janet Allen July 16, 2003.
Vacaville USD August 25, AGENDA Problem Solving and Patterns Math Practice Standards/Questioning Review Word Problems Review Fact Strategies Sharing.
Primary Grade Math and Technology Integration Jennifer Sinisi Website:
Maths Mastery. What other (total) numbers of spots are possible with these two ladybirds? How about different spotted ladybirds? Investigate…
Mrs. Jeffery & Ms. Benveniste. A Day in the life of a Kindergartener.
© Copyright, Kent Consultancy Group, 2012, All rights reserved Kent Consultancy Group Oral English Course: Studying Lesson Five [Session 1]
Session 1-4. Objectives for the session To highlight general themes and considerations when delivering the intervention. To consider each session in turn.
Creating Mathematical Conversations using Open Questions Marian Small Sydney August, 2015 #LLCAus
Middle Maths Focus Group
How should manipulatives be used? groups individually problem solving How do hands-on manipulatives help children learn better? challenge touch encourage.
D AY FOUR A CES T EACHERS G OOD M ORNING. So You Have To Teach Math: Sound Advice for K-6 Teachers Chapter 5 Using Manipulative Materials.
Problem Solving Session 1 Introduction. In this session we will be Reviewing the topics that will be covered in this module Discussing expectations Filling.
Instructional Guide Design: Toying with Technology
Day 2 Differentiated Instruction. Active participation Put cell phones away Take care of your own needs Be open-minded Share your experiences and ideas.
Teaching Students to Invent Puzzles Scott Kim shufflebrain.com Math Fair Workshop April 21, 2007.
Math Circles: A Structured Approach to Problem Solving Paul Carreiro and Kelly Zinck MTA 2010.
2009/11/14GPW20091 Analysis of the Behavior of People Solving Sudoku Puzzles Reijer Grimbergen School of Computer Science, Tokyo University of Technology.
Performance-Based Assessment Authentic Assessment
Intellectual Development of Toddlers (1-3)
Math Content PD-Session #2 Developing Number Sense Presenter: Simi Minhas Math Achievement Coach, Network 204.
Shiloh Point Elementary School. A Day in the life of a Kindergartener,,,
Whiteboardmaths.com © 2008 All rights reserved
Chapter 10 Math Research has demonstrated that virtually all young children have the capability to learn and become competent in mathematics. ©2015 Cengage.
Curriculum Presentation. SPECIALS Computer Lab M 8:50-9:35 Music T 8:50-9:35 PE W 10:40-11:30 Art Th 8:50-9:35 Library F 8:50-9:35 Recess/Lunch.
Provides curriculum and planning solutions for you!
Welcome to Foundation Stage Curriculum evening 15 th September 2015.
Helping Your Child Learn Math Fayetteville Elementary School November 17, 2011.
Reception Reading Meeting. We aim to cover:  Reading  Parental involvement  Phonics.
Math gives children a way to talk about objects and ideas, which develops vocabulary and general knowledge about the world. This is important as children.
Activities to use with the 100s Board. Number Sense Children with well-developed number sense use numbers to solve problems. They make sense of numerical.
Alternative Algorithms for Addition and Subtraction If we don’t teach them the standard way, how will they learn to compute?
Academic Choices Moore Public Schools. What is Academic Choice in public school and why should we try it?  Academic Choice is a way to structure lessons.
Differentiating Your Instruction Through Guided Reading.
Methods for Multiplication Tutorial By: Melinda Hallock.
Bathwick St. Mary Primary School AIMS To inform you about the Maths and reading in Reception To tell you about Maths and reading learning and progression.
The Creative Curriculum for Preschool
Changing Perspectives in Mathematics Grades Primary to 3.
1. To provide brief information about maths taught in the school. 2. To give you an idea of how children learn calculation in school. 3. Ideas for how.
25 minutes long Must write in pencil Off topic or illegible score will receive a 0 Essay must reflect your original and individual work.
Mathematics as a Creative Art
The first element of the Traits
Participants already can count from 1 to 9.
Properties of Operations
Teacher Notes Supplies Needed: Class set of sudoku puzzles.
ADDITION & SUBTRACTION
Fundaments of Game Design
Lotsofpeoplethinkofproblemsbutonly afewcansolvethemcreatively. The title is………..
Bakuro: Binary Logical Thinking Puzzles
Parent workshop 2014.
Escape Room Ben Leung American International School Hong Kong
Building Early Literacy Skills
Morning at Mother Teresa
The first element of the Traits
Constructing a Test We now know what makes a good question:
Presentation transcript:

Mathematics as a Creative Art Scott Kim Iolani School February 4, 2008

What’s missing ¥ English mechanics = grammar ¥ English creative = writing original work ¥ Math mechanics = algorithms ¥ Math creative = ?

Mathematics as a creative art ¥ Creating original, expressive work ¥ Like art or writing ¥ Like math research

But how can students create math? ¥ Original creative work ¥ Engaging, meaningful ¥ Every student succeeds

Answer: Puzzles ¥ Puzzles are math made fun ¥ Something for every ability ¥ Many opportunities for creativity

Math Fairs (mathfair.com) ¥ Students build puzzles ¥ Add themes of their own ¥ Present in fair-like setting

Game Clubs (thinkfun.com) ¥ Pack of 6 puzzles, 4 copies each ¥ Students work at stations ¥ Reflect on strategies ¥ Teacher manuals

How do you create puzzles? ¥ Where do you get started? ¥ How do you get new ideas? ¥ What makes a good puzzle?

I design puzzles

Railroad Rush Hour ¥ Published by ThinkFun ¥ Sequel to Rush Hour I designed ¥ Rush Hour Extravaganza is a Game Club pack

1. Compose challenges ¥ Work backwards ¥ Add pieces to board ¥ Compose sequence easy to hard

2. Change presentation ¥ Change size ¥ Change appearance ¥ Change story

3. Vary rules ¥ Vary board size ¥ Vary pieces ¥ Vary goal

Summary ¥ Creative math = puzzles ¥ Math Fairs, Game Clubs ¥ 1. Compose challenges ¥ 2. Change presentation ¥ 3. Vary rules

Thank You

¥ Exploring Math Through Puzzles (keypress.com) ¥ Brainteasers Page-a-day Calendar (pageaday.com) ¥ Discover Magazine (discovermagazine.com) ¥ Railroad Rush Hour, Sudoku 5x5 (thinkfun.com) ¥ ThinkFun teacher guides (puzzles.com) ¥ Math dance (mathdance.org) ¥ scottkim.com shufflebrain.com

Outline What makes a good puzzle? Inventing new puzzles Adapting old puzzles

W HAT M AKES A G OOD P UZZLE ? A bit of theory from game design

1. Definition of “Puzzle” A puzzle is fun and has a right answer.

1. Definition of “Puzzle” A puzzle is fun and has a right answer. As opposed to everyday “problems”

1. Definition of “Puzzle” A puzzle is fun and has a right answer. As opposed to everyday “problems” As opposed to a game (no answer) or a toy (no goal)

2. Medium ¥ Spoken ¥ Paper and pencil ¥ Manipulative ¥ Computer

3. Goal ¥ Put together ¥ Take apart ¥ Fill in the blanks ¥ Matching ¥ Get from here to there ¥ Unscramble order ¥ Satisfy conditions

4. Parts

5. Rubric ¥ Attractive (familiar, intriguing) ¥ Simple rules (harmonious, few pieces) ¥ Fun to play (manipulative, unfamiliar) ¥ Good feedback (sense of progress) ¥ Clear goal (pleasing, checkable) ¥ Solvable (deducible, maybe unique)

A DAPTING O LD P UZZLES You too can invent puzzles

5 levels of originality 1. Present 2. Adapt 3. Compose 4. Vary 5. Invent

1. PRESENT …an old puzzle

Presenting a puzzle ¥ Play lots of puzzles ¥ Choose a puzzle ¥ Present it to someone else ¥ Offer hints as needed

2. REVAMP …an old puzzle in a new way

Revamp appearance

Revamp theme

Revamp context

3. COMPOSE …within an existing form

Sudoku ¥ Fill the grid so every row, column and outlined region contains the numbers 1 to 5.

Sudoku ¥ Fill in solution ¥ Remove numbers ¥ Solve it ¥ Unique answer?

Sudoku — Lessons Learned ¥ Fewer numbers = harder (usually) ¥ May be more than one solution ¥ May be no solution at all ¥ Better if the puzzle has a theme

Make a sequence: easy to hard

Groups of Levels

Levels ¥ Go from easy to hard ¥ Common in computer games ¥ Help player learn the game ¥ Levels work in physical games too

Tangrams

Logic puzzles

Rush Hour

4. VARY …an existing game

Start with an existing game

Vary difficulty

Vary scale

Vary size

Vary the rules

Vary the medium

I NVENTING N EW P UZZLES Creative mathematics

Getting started ¥ Art — doodle ¥ Writing — what have I experienced? ¥ Machines — what is needed? ¥ Music — what do I care about?

Asking the right question 1. What can this do? 2. What’s wrong? 3. What’s the question? 4. How can I generalize? 5. What happens if? 6. How can I make this fun?

1. What can this do?

Hint: It’s not the letter L.

1. What can this do? Answer: The letter F.

1. What can this do?

2. What’s wrong? …with Sudoku?

2. What’s wrong? Too abstract…make it physical

2. What’s wrong? Too much time…make it smaller Too repetitive…make shaped regions

2. What’s wrong?

3. What’s the question? ¥ The word TEN is made of 9 sticks. ¥ That’s the answer. What’s question?

3. What’s the question? ¥ Remove six matches and leave ten.

4. How can I generalize? Place 8 queens so none attack each other

4. How can I generalize?

¥ What about 9 queens? ¥ What about other chess pieces? ¥ What about other size boards? ¥ What if queen attacks n others?

4. How can I generalize? ¥ Queens are in pairs ¥ Each pair uses up 3 or more rows/columns ¥ 16 rows/columns ¥ 16/3=5.33 pairs ¥ Therefore, maximum queens=10

4. How can I generalize?

5. What happens if? Roll the ball to the end of the maze.

5. What happens if? What if there were 2 balls instead of 1?

5. What happens if?

6. How can I make it fun? Marcy Cook tiles

6. How can I make it fun? ¥ Attractive (tiles) ¥ Simple rules (place all the tiles) ¥ Fun to play (moving tiles) ¥ Good feedback (use every tile) ¥ Clear goal (use all ten digits) ¥ Solvable (unique solution)

Example: Mind Games in Discover ¥ Monthly puzzle for science magazine ¥ One page, three puzzles ¥ About a topic in science or math

Creative Process 1. Choose a topic 2. Make it work in print 3. Make a range of difficulties 4. Address a range of thinking styles

Topic: Manipulatives

1. Choose a topic Cuisenaire Rods Pattern Blocks Geoboards Topic: Manipulatives

Hands-On Math (Dec 2002) 1. Choose a topic 2. Make it work in print Build the figure with the ten rods

Hands-On Math (Dec 2002) 1. Choose a topic 2. Make it work in print Rods: 10

Hands-On Math (Dec 2002) 1. Choose a topic 2. Make it work in print Rods: 10, 9

Hands-On Math (Dec 2002) 1. Choose a topic 2. Make it work in print Rods: 10, 9, 8, 7, 6, 5, 4, 3, 2, 1

Hands-On Math (Dec 2002) 1. Choose a topic 2. Make it work in print 3. Make a range of difficulties

Hands-On Math (Dec 2002) 1. Choose a topic 2. Make it work in print 3. Make a range of difficulties

Hands-On Math (Dec 2002) 1. Choose a topic 2. Make it work in print 3. Make a range of difficulties 4. Address a range of thinking styles Numerical Spatial Logical

Hands-On Math (Dec 2002) 1. Choose a topic 2. Make it work in print 3. Make a range of difficulties 4. Address a range of thinking styles

Hands-On Math (Dec 2002) 1. Choose a topic 2. Make it work in print 3. Make a range of difficulties 4. Address a range of thinking styles

S UMMARY

Summary What makes a good puzzle? Definition Medium Goal Parts Rubric Adapting old puzzles 1. Present 2. Revamp 3. Compose 4. Vary 5. Invent Inventing new puzzles What can this do? What’s wrong? What’s the question? How can I generalize? What happens if? How can it be fun?

Puzzles = art form “A good puzzle can give you all the pleasures of being duped that a mystery story can. It has surface innocence, surprise, the revelation of a concealed meaning, and the catharsis of solution.” — Stephen Sondheim

What’s missing ¥ Goal of math education is literacy ¥ Literacy = grammar + writing ¥ What’s missing: creative math MechanicsCreative Grammar Writing Computing ? English Math