Title: Mathematics as a Creative Art
1Mathematics as a Creative Art
- Scott Kim
- Iolani School February 4, 2008
2Whats missing
- English mechanics grammar
- English creative writing original work
- Math mechanics algorithms
- Math creative ?
3Mathematics as a creative art
- Creating original, expressive work
- Like art or writing
- Like math research
4But how can students create math?
- Original creative work
- Engaging, meaningful
- Every student succeeds
5Answer Puzzles
- Puzzles are math made fun
- Something for every ability
- Many opportunities for creativity
6Math Fairs (mathfair.com)
- Students build puzzles
- Add themes of their own
- Present in fair-like setting
7Game Clubs (thinkfun.com)
- Pack of 6 puzzles, 4 copies each
- Students work at stations
- Reflect on strategies
- Teacher manuals
8How do you create puzzles?
- Where do you get started?
- How do you get new ideas?
- What makes a good puzzle?
9I design puzzles
10Railroad Rush Hour
- Published by ThinkFun
- Sequel to Rush Hour I designed
- Rush Hour Extravaganza is a Game Club pack
111. Compose challenges
- Work backwards
- Add pieces to board
- Compose sequence easy to hard
122. Change presentation
- Change size
- Change appearance
- Change story
133. Vary rules
- Vary board size
- Vary pieces
- Vary goal
14Summary
- Creative math puzzles
- Math Fairs, Game Clubs
- 1. Compose challenges
- 2. Change presentation
- 3. Vary rules
15Thank You
16Thank 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
17Outline
- What makes a good puzzle?
Inventing new puzzles
Adapting old puzzles
18WHAT MAKES A GOOD PUZZLE?
- A bit of theory from game design
191. Definition of Puzzle
- A puzzle is fun and has a right answer.
201. Definition of Puzzle
- A puzzle is fun and has a right answer.
As opposed to everyday problems
211. 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)
222. Medium
- Spoken
- Paper and pencil
- Manipulative
- Computer
233. Goal
- Put together
- Take apart
- Fill in the blanks
- Matching
- Get from here to there
- Unscramble order
- Satisfy conditions
244. Parts
254. Parts
264. Parts
274. Parts
284. Parts
295. 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)
30ADAPTING OLD PUZZLES
- You too can invent puzzles
315 levels of originality
- 1. Present
- 2. Adapt
- 3. Compose
- 4. Vary
- 5. Invent
321. PRESENT
33Presenting a puzzle
- Play lots of puzzles
- Choose a puzzle
- Present it to someone else
- Offer hints as needed
342. REVAMP
- an old puzzle in a new way
35Revamp appearance
36Revamp theme
37Revamp context
383. COMPOSE
39Sudoku
- Fill the grid so every row, column and outlined
region contains the numbers 1 to 5.
40Sudoku
- Fill in solution
- Remove numbers
- Solve it
- Unique answer?
41Sudoku 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
42Make a sequence easy to hard
43Groups of Levels
44Levels
- Go from easy to hard
- Common in computer games
- Help player learn the game
- Levels work in physical games too
45Tangrams
46Logic puzzles
47Rush Hour
48Rush Hour
49Rush Hour
50Rush Hour
51Rush Hour
52Rush Hour
53Rush Hour
54Rush Hour
554. VARY
56Start with an existing game
57Vary difficulty
58Vary scale
59Vary scale
60Vary size
61Vary the rules
62Vary the medium
63INVENTING NEW PUZZLES
64Getting started
- Art doodle
- Writing what have I experienced?
- Machines what is needed?
- Music what do I care about?
65Asking the right question
- 1. What can this do?
- 2. Whats wrong?
- 3. Whats the question?
- 4. How can I generalize?
- 5. What happens if?
- 6. How can I make this fun?
661. What can this do?
671. What can this do?
- Hint Its not the letter L.
681. What can this do?
691. What can this do?
702. Whats wrong?
712. Whats wrong?
- Too abstractmake it physical
722. Whats wrong?
- Too much timemake it smaller
- Too repetitivemake shaped regions
732. Whats wrong?
743. Whats the question?
- The word TEN is made of 9 sticks.
- Thats the answer. Whats question?
753. Whats the question?
- Remove six matches and leave ten.
764. How can I generalize?
- Place 8 queens so none attack each other
774. How can I generalize?
784. How can I generalize?
- What about 9 queens?
- What about other chess pieces?
- What about other size boards?
- What if queen attacks n others?
794. How can I generalize?
- Queens are in pairs
- Each pair uses up 3 ormore rows/columns
- 16 rows/columns
- 16/35.33 pairs
- Therefore, maximum queens10
804. How can I generalize?
815. What happens if?
- Roll the ball to the end of the maze.
825. What happens if?
- What if there were 2 balls instead of 1?
835. What happens if?
846. How can I make it fun?
856. 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)
86Example Mind Games in Discover
- Monthly puzzle for science magazine
- One page, three puzzles
- About a topic in science or math
87Creative Process
- 1. Choose a topic
- 2. Make it work in print
- 3. Make a range of difficulties
- 4. Address a range of thinking styles
88Topic Manipulatives
89Topic Manipulatives
- 1. Choose a topic
- Cuisenaire Rods Pattern Blocks Geoboards
90Hands-On Math (Dec 2002)
- 1. Choose a topic
- 2. Make it work in print
- Build the figure with the ten rods
91Hands-On Math (Dec 2002)
- 1. Choose a topic
- 2. Make it work in print
- Rods 10
92Hands-On Math (Dec 2002)
- 1. Choose a topic
- 2. Make it work in print
- Rods 10, 9
93Hands-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
94Hands-On Math (Dec 2002)
- 1. Choose a topic
- 2. Make it work in print
- 3. Make a range of difficulties
95Hands-On Math (Dec 2002)
- 1. Choose a topic
- 2. Make it work in print
- 3. Make a range of difficulties
96Hands-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
97Hands-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
98Hands-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
99SUMMARY
100Summary
Inventing new puzzles What can this do? Whats
wrong? Whats the question? How can I
generalize? What happens if? How can it be fun?
- What makes a good puzzle?
- Definition
- Medium
- Goal
- Parts
- Rubric
Adapting old puzzles 1. Present 2. Revamp 3.
Compose 4. Vary 5. Invent
101Puzzles 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
102Whats missing
- Goal of math education is literacy
- Literacy grammar writing
- Whats missing creative math
Mechanics
Creative
Grammar
Writing
English
Computing
?
Math