Problem Solving Mathematical Investigation and Modelling
Problem Solving Mathematical Investigation and Modelling
Mathematics
0 0
ii Unit 1: Problem Solving and Investigations
Acknowledgements
Many of the activities found within this material have been developed from the work of Wally
Green in ‘Problems and Investigations’, (1998) Department of Education PNG.
PASTEP
Primary and Secondary Teacher Education Project
Australian Agency for International Development (AusAID)
GRM International
0 0
Unit 1: Problem Solving and Investigations iii
Unit outline
Unit # Modules
Problem
1.3 Real World Problems
Solving
(core)
and
Investigations
1.4 Application of Chance Processes and
Probability
(core)
Icons
@ Write or summarise
F Activity or discussion
0 0
iv Unit 1: Problem Solving and Investigations
Table of contents
0 0
Unit 1: Problem Solving and Investigations v
0 0
vi Unit 1: Problem Solving and Investigations
[Notes]
0 0
Unit 1: Problem Solving and Investigations 1
Rationale
Problem solving involves the application of mathematical skills and reasoning to problems
encountered in everyday life. Real world problems are not presented in a neat and orderly
manner like a page of ‘sums’ so it is important for us to understand the mathematical
operations and procedures so that in a problem-solving situation we know which operations
and procedures will solve the problem. It is essential that we develop our mathematical
reasoning so we will have confidence in our ability to use different approaches to solve
unfamiliar problems in everyday situations. Problem solving activities provide the bridge
between the mathematics class and the real world, allowing us to develop an understanding of
the value and importance of mathematics in our lives. The ability to solve problems is crucial
for the development of productive citizenship.
When children start school, they love problems and puzzles and this can be nurtured through
developing a problem solving approach to the teaching of mathematics. Problem solving
provides an opportunity for presenting challenging, creative and enjoyable mathematical
experiences.
Aims
This unit aims to produce beginning teachers who are:
• confident in their ability to solve a range of problems using a variety of strategies
• reflective and critical
• able to articulate their mathematical thinking
• confident and competent to teach problem solving in the Primary School (Grades
3-8).
Objectives
As a result of studying this unit you will:
• understand what is meant by a problem in mathematics
• appreciate the importance of developing your own problem solving skills and also
those of children in the primary school
• have developed strategies to help understand a problem, distinguishing between
what is given and what is to be found, determining an approach and then apply it
• have solved problems in a group situation and realised the importance of a
cooperative learning and student centred approach to problem solving
• understand the value of making an hypothesis and learning from the results so that
the hypothesis can be improved and therefore a solution found
• be able to include problem solving in your teaching of the mathematical concepts in
the primary school curriculum.
0 0
2 Unit 1: Problem Solving and Investigations
Unit outline
‘Problem Solving and Investigations’ is a 3-credit point unit. To successfully complete this unit
you should complete the following core modules:
Module 1.1 Non- Routine Problems
Module 1.2 Investigations
Module 1.3 Real World Problems
Module 1.4 Application of Chance Processes and Probability
Depending on time available, you may also complete the following recommended modules:
Module 1.5 Strategy Games
Module 1.6 Problem Posing
Each of these modules should take between 6 to 9 hours of lectures to complete. It is also
expected that you will spend an equivalent number of non-contact time studying the ideas and
concepts raised in this unit.
Assessment
Your lecturer will provide assessment details. A range of different assessment tasks will be
given which require you to show your understanding of the concepts and skills covered by this
unit.
Inclusive Curriculum
In the delivery of this unit it is expected that every person will be provided with an opportunity
to participate in and contribute to activities without fear or favour. Activities will be presented
to cater for a range of abilities and will be gender inclusive. Assessment tasks will cater for a
range of different learning styles.
You will be encouraged to plan activities for use in the primary school mathematics classroom
which are gender inclusive and present positive and non-stereotypical representations of
people.
0 0
Unit 1: Problem Solving and Investigations 3
Non-Routine Problems is a core module within the ‘Problem Solving and Investigation’
unit. During this module you will be introduced to problem solving and in particular to non-
routine problems. A range of strategies that can be applied in solving non-routine problems will
be explored and you will be asked to consider how you could adopt a problem solving
approach in the teaching of mathematics in the primary schools. A range of problems will be
presented for you to solve, varying in difficulty. Co-operative learning skills will also be
developed, as you work together to solve problems.
Objectives
On the completion of this module you will be able to:
• differentiate between routine and non-routine problems
• identify a range of strategies to solve non-routine problems and apply these
• articulate the processes used to solve non-routine problems
• identify how non-routine problems could be used in the primary classroom.
0 0
4 Unit 1: Problem Solving and Investigations
Such real-life problems never appear as a neatly ordered and graded page of straightforward
'sums'. To solve real-life problems we need to be able to draw upon our mathematical skills
and use them to reach a solution which is reasonable and appropriate for the particular
situation.
However, many basic maths students lack confidence with anything more complex than a
worksheet full of sums which reinforce a single skill or concept, and are afraid to take risks
and experiment with different approaches to solving an unfamiliar problem.
Many students have difficulty in deciding for themselves which operation or procedure is
needed to solve a problem. For example a problem such as ‘How many 43t stamps can I
buy with K5.00?’ is difficult if students are unable to decide for themselves how to go about
it.
Fear of making a mistake, low self-confidence and little knowledge of the problem solving
process all contribute to students' difficulties in applying their mathematical skills and
knowledge to non-standard or real-life problems.
The dangers of teaching mathematical procedures at the expense of mathematical reasoning
are now well documented. For example, a national U.S. survey (Burns, 1990) found that
0 0
Unit 1: Problem Solving and Investigations 5
about 80% of 17 year olds could calculate the answer to 3.04 x 5.3 = ? (answer 16.112).
However, less that half 40% of students could select the correct alternative to the same
question when asked to select the most appropriate approximation from the following
alternatives:
a) 1.6
b) 16
c) 160
d) 1600
e) I don't know
This question examined students' abilities to reason that if you multiplied a bit more than 3 by a
bit more that 5 the answer would be about 16. That is the only answer from the choices that
makes sense, yet only one in three students successfully solved the problem.
Problem solving activities are one way of bridging the gap between the numeracy class and the
real world, so that students develop skills and strategies for solving a wide range of different
types of problem.
0 0
6 Unit 1: Problem Solving and Investigations
Second, problem-solving activities can be used to introduce new concepts or reinforce existing
ones. Take for example the following problem: If A = 1, B=2, C=3 etc. how many points is
your name worth? This problem involves matching letters with numbers and gives students
practice in addition. To solve a challenging extension of this problem: can you find a word
worth 50 or 100 points? Students need to try out different words until they are successful.
Thus students are learning the age-old strategy of 'guess and check’ and of course,
persistence. Meanwhile students also get lots of practice in addition!
All these involve mathematical skills such as addition, subtraction and estimation, and problem
solving strategies such as planning and carrying out the plan in a systematic way. Activities
done at home such as fixing the bike or making a cake need to be done in steps or stages (and
in the right order!). A step-by-step approach is also a vital skill for solving more complex
mathematical problems.
To encourage students with problem solving the teacher needs to model the problem solving
process, by exploring and discussing different approaches, including ones that may not lead to
a solution. This is important because many students are afraid of making a mistake, and
believing that maths problems have instant solutions, give up very quickly. If, however, they
see the teacher trying different approaches and finally reaching a solution they will be more
likely to 'have a go' themselves.
Many students are still firm believers in the myth that there is only one 'proper' way to solve a
problem. For example, even an apparently simple and straightforward problem such as ‘Can
you make 30 toea using exactly 3 coins?’ can be done using the coins themselves, diagrams
of coins or written numbers. Each approach is valid. This problem also has more than one
correct solution which helps break down the myth that maths problems only ever have one
answer.
Finally, and most importantly, problem
solving is best done in pairs or small
groups. Working together on problems
encourages students to verbalise what
they are thinking and doing; to discuss,
explain and perhaps defend their
method of solution. This verbal
interaction of course enhances learning.
0 0
Unit 1: Problem Solving and Investigations 7
What a particular person considers to be a non-routine problem will depend on their level of
understanding and whether or not they have solved similar problems before.
Problems
1. Adult tickets cost K6.00 and student tickets cost K4.00. Judy sold 13 tickets for
K66.00. How many adult tickets did she sell?
2. Moses got into an elevator. He went down 5 floors, up 6 floors, and down 7 floors.
He was then on the second floor. On what floor did Moses get into the elevator?
3. The head of fish is 1/3 as long as its body. The tail of the fish is as long as its head and
its body combined. The total length of the fish is 48cm. How long is each part of the
fish.
4. A road is built to connect each pair of cities. How many roads for 12 cities if each
road can connect only two cities?
5. Freda is starting a youth group. She is the only member now, but her plans are to have
every member find 2 new members each week. If her plan works, how many
members will the group have had the end of 1 month.
0 0
8 Unit 1: Problem Solving and Investigations
6. Every white car in the Ela Motors car yard was a Toyota Twin Cab. Half of all the red
cars were Toyota Twin Cab. Half of all Toyota Twin Cabs were white. There are 40
red cars and 30 white cars. How many Toyota Twin Cabs are not white or red?
7. Joseph and 8 friends spent a day at the Morobe show. At the end of the day, they
decided to pair up for Ferris Wheel rides so that each friend would ride with each of
the other friends exactly once. How many rides must be taken?
8. A piece of string art is made by connecting nails that are evenly
spaced on the vertical axis to nails evenly spaced on the
horizontal axis with straight lines made of coloured strings. The
same number of nails is used on each axis. Connect the nail
farthest from the origin on one axis to the nail nearest the origin
on the other axis. Continue in this manner until all nails are
connected. How many segments of string are used and how
many intersections do they make if you connect 8 nails on each
axis?
An example of a guitar
constructed through string
art
9. Sara averaged 12 kilometres an hour riding her bike to the market against the wind.
She averaged 18 kilometres an hour riding home with the wind to her back. If it took
her 4 hours to return, how long did it take for the total trip?
10. Cathy and Albert live 126km apart. They want to leave their homes at the same time,
ride their bikes towards each other, meet for lunch at 12 o’clock, and then go climb a
hill. Albert rides 18 kilometres an hour. Cathy rides 24 kilometres and hour. What is
the latest time they can leave home?
11. Stephen is writing numbers from 1 to 1000. He stops to rest after writing a total of
630 digits. What is the last number he wrote.
12. A motorboat travels at 25km an hour in still water. The Sepik River has a current of 5
km an hour. What is the average speed for a trip of 60km downstream and then back
to the starting point?
0 0
Unit 1: Problem Solving and Investigations 9
Once students have a clear idea of what they know and what they need to find out they are
ready to begin solving the problem.
2. Draw a diagram
A diagram or sketch can help students visualise and organise the information in the problem
and also provide a record of their solution process. For example, to solve the money problems
students may find it helpful to draw the coins themselves and label them.
0 0
10 Unit 1: Problem Solving and Investigations
7. Make it simpler
For students, making it simpler usually means replacing the hard numbers in the problem with
easier ones to make sure they are on the right track. For example, to solve a problem such as:
School fees for one semester are K635.50 if you pay at the beginning
of the semester or K37 per fortnight if you pay it each fortnight.
Which is the cheapest way of paying the school fees?
This problem involves deciding which operation to use to work out a solution. Rounding off
the numbers first can help students get a rough answer which will reassure them that they have
0 0
Unit 1: Problem Solving and Investigations 11
used an appropriate method. For example, rounding the K635.50 to K640 and either dividing
or multiplying by 20 (the approximate number of fortnights in a semester) enables students to
see that dividing by 20 gives a more likely answer (K32.00) than multiplying by 20
(K12800.00). Once students are confident with their method they can go back and complete
the problem using the exact figures and probably a calculator. Working the other way,
rounding the K37 to K40.00 and multiplying by 20 (rather than dividing) gives an approximate
answer of K800.00. Estimation is a fundamental numeracy skill and an invaluable aid to
problem solving. Estimation prior to solving the problem gives an indication of the size of the
answer and helps the student decide whether their final answer is reasonable. This is essential
when using a calculator when wrong keys are often pressed by mistake.
References
Burns, K. (1990). The Maths Solution: Using Groups of Four. In Davidson, N. (Ed.1990)
‘Co-operative Learning in Mathematics: A Handbook for Teachers.’ Menlo Park.
California. Addison Wesley.
Thiering, S. (1989). Problem Solving and Mathematical Literacy, Good Practice in Adult
Literacy, Vol. 1, No 5, September 1990. p. 10- 12.
0 0
12 Unit 1: Problem Solving and Investigations
0 0
Unit 1: Problem Solving and Investigations 13
Problems to be solved
1. How many cars are needed to transport 82 children if each car can take 6 children?
2. Here are three piles of number blocks. Make the number sum the same for each pile,
by moving one block from one pile to another.
3. Seven loaded trucks contain 63 tonnes. How many tonnes would there be in 3 loaded
trucks?
4. I have just thought of a number. I multiply by 3. Then I add 4. Then I divide by 7. The
result is 4. What is the number I started with?
5. For carrying goods between two towns, a truck driver charges K 4.00 for the first
10 kg and K 1.00 for each additional 5 kg or part thereof. How much does it cost to
send 112 kg of cargo between the two towns?
0 0
14 Unit 1: Problem Solving and Investigations
6. A taxi driver charges a fixed amount when the meter is turned on and 60 toea per
kilometre travelled. If a 9-km ride costs K 6.35, then what is the fixed charge?
7. What is the least number of coins needed to be able to pay the exact price of any
article costing from 1 toea to 1 kina.
8. Mr. Nou kept a record of the odometer readings and the amount of petrol added,
each time he filled the tank. Find the rate of petrol consumption
10. Using only the numbers 1 to 9, fill in the remaining numbers in the figure, so that the
totals along the joining lines in any direction are the same.
0 0
Unit 1: Problem Solving and Investigations 15
How many cars are needed to transport 82 children if each car can take 6
children?
In some examples, like this one, the calculation is quite simple. The hard thing is to read the
information and the question to see what is required.
Only simple division is required, dividing 82 by 6 to give 13 and remainder 4.
You then have to think what the remainder 4 means in this problem. In this case it means you
need an extra vehicle, so that 14 vehicles are required. (You can’t leave the 4 kids behind!)
(Reference: Department of Education PNG, Secondary School Mathematics 7A p.35 problem )
Here are three piles of number blocks. Make the number sum the same for
each pile, by moving one block from one pile to another.
• Check: What is the sum of the numbers on each pile? The totals are 6, 12, 18
(first diagram)
• Think: Since we can only move one block, we will have to move a block off the
pile with the biggest total, and put it onto the pile with the smallest total.
• Guess: try moving the 5 from pile 3 to pile 1 (second diagram).
• Check: What is the sum of the numbers on each pile? 11, 12, 13 (better, but still
not correct).
• Think: Whatever you move, the totals have to add up to 12. So, we have to move
a block off the original pile 3 to make its total go from 18 to 12. This is a reduction
by 6. We have to make pile 1 total go from 6 to 12. This is an increase of 6.
• Guess: try moving the 6 block from pile 3 to pile 1. (third diagram)
• Check: What is the sum of the numbers on each pile? 12, 12, 12.
This is the required result.
(Reference: Department of Education PNG, Secondary School Mathematics 7A Unit 3 page 34)
0 0
16 Unit 1: Problem Solving and Investigations
3. Unit method
Method: Find how many tonnes in ONE loaded truck (by division)
Find how many tonnes in THREE loaded trucks (by multiplication)
In this case: 7 trucks contain 63 tonnes
1 truck contains 63 ÷ 7 = 9 tonnes
3 trucks contain 9 × 3 = 27 tonnes
Other examples of problems involving the unit method can be found in Department of
Education PNG, Secondary School Mathematics 7A: p37 Q2, p39 Q13.
4. Backwards method
0 0
Unit 1: Problem Solving and Investigations 17
For carrying goods between two towns, a truck driver charges K 4.00 for the
first 10 kg and K 1.00 for each additional 5 kg or part thereof. How much does
it cost to send 112 kg of cargo between the two towns?
Step 1: Work out the first 10 kg. Cost = K 4.00 and remaining
weight = 102 kg.
Step 2: How many 5 kg lots (or part thereof) in the remaining weight?
102 ÷ 5 = 20 lots and 2kg remaining. This is counted as 21 lots of 5kg.
A taxi driver charges a fixed amount when the meter is turned on and 60 toea
per kilometre travelled. If a 9-km ride costs K 6.35, then what is the fixed
charge?
0 0
18 Unit 1: Problem Solving and Investigations
What is the least number of coins needed to be able to pay the exact price of
any article costing from 1 toea to 1 kina.
So you could make up any amount from 1 toea to 1 kina, if you had:
One 1 toea coin
Two 2 toea coins
One 5 toea coin
One 10 toea coin
Two 20 toea coins
One 50 toea coin
One 1 kina coin
For example, you could make up 74 toea using 50t + 20t + 2t + 2t
Application to real life: If you run a business where you need to pay out a lot of coins, then
make sure you have twice as many 2t and 20t coins compared to the others.
(Reference: Department of Education PNG, Secondary School Mathematics 7A pp. 40 q21.)
Mr. Nou kept a record of the odometer readings and the amount of petrol
added, each time he filled the tank. Find the rate of petrol consumption.
0 0
Unit 1: Problem Solving and Investigations 19
The 17 litres is useless information. The real information is 26 litres used to travel
41,969 − 41, 648 = 285 km and
19 litres used to travel 42,134 − 41, 969 = 165 km
This gives average rate of consumption = 285 ÷ 26 = 10.96 km per litre for the first part
And 165 ÷ 19 = 8.68 km per litre for the second part.
Or, overall, (42,134 − 41683) ÷ (19 + 26) = 450 ÷ 45 = 10 km per litre.
(Reference: Department of Education PNG, Secondary School Mathematics 7B pp. 59 q17.)
For a start, write the ones from 10 to 100 (the 2 digit ones)
17, 26, 35 …
Notice a pattern (the first digit increases by 1, and the second digit decreases by 1).
This makes it easier to finish the pattern up to 100:
17, 26, 35, 44, 53, 62, 71, 80 and
that’s all in the range 10 to 100 (8 examples)
Next, write the ones from 100 to 200, using the pattern found in the 10 to 100
107, 116, 125, 134, 143, 152, 161, 170,
and that’s all (8 examples)
Next, write the ones from 200 to 500, using the pattern found in the 100 to 200
206, 215, 224, 233, 242, 251, 260, and that’s all (7 examples)
306, 316, 324, 333, 342, 350, and that’s all (6 examples)
404, 413, 422, 431, 440, and that’s all (5 examples)
0 0
20 Unit 1: Problem Solving and Investigations
Using the numbers 1 to 9 fill in the remaining numbers in the figure, so that the
totals along the joining lines in any direction are the same.
0 0
Unit 1: Problem Solving and Investigations 21
0 0
22 Unit 1: Problem Solving and Investigations
16⇐⇐⇐⇐15⇐⇐⇐⇐9⇐⇐⇐
⇐4⇐⇐⇐⇐3⇐⇐⇐⇐1
1,2,4,8 1,3,5 1,3 1,2 1
Objectives
On the completion of this module you will be able to:
• work co-operatively to complete a range of investigations
• articulate the processes you have worked through to complete the investigations
• identify how mathematical investigations develop mathematical thinking
• consider how investigations can be used in the primary school.
0 0
Unit 1: Problem Solving and Investigations 23
Topic 1: An Investigation
An investigation is an open-ended problem in which students can choose to go in different
directions. Investigations give the students the opportunity to make important mathematical
discoveries that they will remember much longer than if they were told them by the teacher.
They encourage students to use high order intellectual skills which are far more important than
the mathematical concepts involved.
An important aspect in carrying out investigations is the need to make guesses and to test
them. It doesn’t matter if the guess is right or wrong, what is important is to be willing to
deduce information from the data gathered, to predict what will happen in other cases, and
then to learn from any extra information obtained. The fear of being wrong needs to be
overcome as it hampers exploration and understanding.
Situations to be investigated are generally open-ended but can be more restricted when
introducing the concept, particularly in the primary school classroom, or if the teacher has a
particular concept in mind that s/he wants the students to explore.
Investigations are an excellent way to establish cooperative learning strategies in the
classroom. Most investigation require you to:
1. Explore the investigation
2. Gather and record data
3. Look for patterns
4. Make conjectures (guesses)
5. Test the conjecture and then refine it and test it again
6. Explain or prove results
7. Make generalisations
8. Extend the problem
9. Communicate findings
When planning investigation activities for primary school children it is not expected that young
children would complete all these steps. Children could be encouraged to complete the first
five steps outlined above and then shared their findings with others.
(Adapted from Green, Wally, 1998, Problems and Investigations, Department of Education PNG pp. 14)
0 0
24 Unit 1: Problem Solving and Investigations
F 1.2 Activity 1
Complete one of the following investigations, working through the steps
outlined above. Prepare to discuss your findings.
--------------------------------------------------------------------------------------------------
a = shortest side
a b b = next side
c = hypotenuse (side opposite right angle)
c
0 0
Unit 1: Problem Solving and Investigations 25
An example of how you may approach each of these investigations is set out below.
Exploration
Read the investigation, discuss what the investigation is saying and asking you to do.
Making conjectures
Based on the data collected and the patterns seen, make a conjecture.
• The final result is always 1089
• After the subtraction step the middle digit is always 9 and the result is divisible by
9
Revise conjecture
If two adjacent integers are the same, the difference will be 99 and the sum 198.
0 0
26 Unit 1: Problem Solving and Investigations
Verify Conjecture
554 887 922 661 574
- 455 - 788 - 229 -166 -475
99 99 693 495 99
+99 + 99 + 396 + 594 + 99
198 198 1089 1089 198
Organise data
Numbers that have resulted in a difference of 99 and a sum of 198 are
766, 211, 554, 887, 574
Look carefully at these numbers and see if there is anything about them which is the same.
Look at the digits. Make a conjecture.
Organise the data by grouping numbers with the same difference between the first and the third
digits.
0 0
Unit 1: Problem Solving and Investigations 27
Verify
The important conjecture to verify at this stage is the second one and this is done by choosing
numbers that have a digit difference of 4, 6 or 9 as there were none of these in the data
gathered.
Conjecture verifies.
Conjectures
• The results of the subtraction is the product of the difference of the digits and 9
• The sum is always 99
0 0
28 Unit 1: Problem Solving and Investigations
c2 = 2
There is no counting number whose square is 2. So there is no Pythagorean Triad
starting with a = 1 and b =2
Conjecture
You can make Pythagorean triads by taking 3, 4, and 5 and multiplying them by a constant
number, e.g. multiply by 2, gives 6, 8 and 10. However, the 6, 8, 10 triangle is the same shape
at the 3, 4, 5 triangle, just twice the size.
To get a different shape, the number ‘a’ should be a PRIME NUMBER. The next prime
number after 3 is 5.
Using the ‘guess and check’ strategy find the values of ‘a’ and ‘b’ which give a counting
number value for ‘c’.
a b a2 b2 c2 c
5 6 25 36 61 7.8102…
5 7 25 49 74 8.6023
5 8 25 64 89 9.4340…
5 9 25 81 106 10.2956
5 10 25 100 125 11.1803
5 11 25 121 146 12.0830
5 12 25 144 169 13
In this case the value of ‘b’ has to be greater than ‘a’ so start with b = 6 and continue until we
recognise c2 as a square of a counting number e.g. 169.
In this case, the Pythagorean Triad is 6, 12, 13. Can we find a Pythagorean Triad
starting with 7?
a b a2 b2 c2 c
7 8 49 64 113 10.6301
7 9 49 81 130 11.4081
7 10 49 100 149 12.2066
7 11 49 121 170 13.0834
7 12 49 144 193 13.8924
7 13 49 169 218 14.7648
7 14 49 195 244 15.6205
7 15 49 225 274 16.5529
0 0
Unit 1: Problem Solving and Investigations 29
Conjecture
Can we use this pattern to find the Pythagorean triad for the next prime number which is 11
Testing conjecture
If a = 11, then b + c = 112 = 121 and c = b+1 we need to find two consecutive numbers
which add up to 121
The Pythagorean triad is 11. 60, 61
112 + 602 = 121 + 3600 = 3721 = 612
Test again
Can we use this pattern to find the Pythagorean Triad beginning with the next prime number
which is 13?
If a = 13, then b + c = 132 = 169 and if c = b + 1 we need to find two consecutive numbers
which add up to 169 (e.g. b + b + 1 = 169 so 2b = 168 therefore b = 84 and c = 85.
The Pythorean triad is 13, 84, 85
0 0
30 Unit 1: Problem Solving and Investigations
A probability investigation
Grade 4
Objective
Perform simple trials and record results
The investigation
Six is the hardest number to get when you throw a die. Investigate
Prior Learning
Children would have had experience playing games involving the use of die.
0 0
Unit 1: Problem Solving and Investigations 31
Exploration
Discuss the investigation with the children.
Talk about situations where we use dice.
Ask children what they have found the hardest number to throw when using a die.
Ask children how they might find out which number is the hardest to throw.
Number Tally
1 11
2
3 11
4 1
5 111
6 11
For example based on the table of results shown above children might say:
‘ 2 is the hardest number to throw’
‘ Odd numbers are the easiest to throw’
0 0
32 Unit 1: Problem Solving and Investigations
Number Tally
1 1111 1111 1111 11
2 1111 1111 1111 1111
3 1111 1111 111
4 1111 1111 1111 111
5 1111 1111 1111 1
6 1111 1111 1111 1
Based on the table above children might make the following conjecture:
‘3 is the hardest number to throw’ or
‘ all numbers have about the same chance of coming up’
Share findings
Allow an opportunity for children to share their findings.
0 0
Unit 1: Problem Solving and Investigations 33
Children can talk about how they gathered information, the guesses they made, further tests
they carried out and the conclusions they came to.
Children can display their work.
Class discussion
Conduct a class discussion about what conclusions can be made about which number is the
hardest number to throw with a die.
F 1.2 Activity 3
Use the curriculum documents to identify a topic which you could teach
through an investigation. Plan an investigation suitable to use with
primary school children. Identify
• the grade level
• the investigations
• the stages you would encourage children to work through and the type of
information you would expect at each stage.
Consider if your investigation
• is gender inclusive
• could be adapted to cater for children with special needs
Honsberger, Ross (1997), In Polya’s Footsteps: Miscellaneous Problems and Essays. The
Mathematics Association of America.
0 0
34 Unit 1: Problem Solving and Investigations
Module 1.3: Real World Problems is a core module within the ‘Problem Solving and
Investigations’ unit. During this module you will develop an understanding of how
mathematics is applied in real life situations. The module allows mathematical content to be
presented in an integrated way and provides you with an opportunity to articulate your
mathematical thinking.
Objectives
On the completion of this module you will be able to:
• solve a range of real world problems
• consider how real world problems can be used to develop mathematical
understandings.
• articulate processes used to solve problems.
0 0
Unit 1: Problem Solving and Investigations 35
F 1.3 Activity 1
Read the following written report which discusses an investigation carried
out into a real world problem. Note down the information contained in the
report.
Discuss with your peers the mathematical understandings which were
used to conduct this investigation.
Introduction
This report investigates the problems experienced at the Teachers College between Lecturers
and Staff. The report has been written with the hope that it may solve some of these problems
and improve the way in which staff and students work together.
What motivated our group to investigate this topic is that everyday after classes students tend
to complain about lecturers. Sometimes lecturers behave in a way which upsets student and
the lecturers don’t even realise this. The report hopes to increase staff awareness of the areas
which students complain about so that people can change their practices and build stronger
working relationships between staff and students. This would reduce the number of problems
experienced at the college.
The investigation did not ask students to identify specific lecturers. People were asked to
identify general problems. Our aim was not to hurt or create grudges between lectures and
students, but to establish better understandings between people.
To carry out our investigation a survey was conducted. Results were collected and the data
gathered analysised. The results were then used to make recommendations about how the
relationships between students and lecturers could be improved.
Data collection
A table was drawn up listing 10 different ways that lecturers behave which cause a negative
response from students. Data was collected by randomly selecting students and asking them to
identify which of the behaviours listed on the table they had see evidence of in their classes.
Students were asked to put a tick (ü) if they had seen evidence of the behaviour listed, and to
place a cross (x) if they had not seen a lecturer behave in this way. Overall, 285 students
0 0
36 Unit 1: Problem Solving and Investigations
provided us with information about their experiences with lecturers at the college. An example
of one group of data collected can be seen below in Table 1.
Data representation
After we had collected all our data, we developed a frequency table to help us analysis our
information. The frequency table showed us the number of students who had seen evidence of
a lecturer behaving in a particular way which caused them to have a negative response
towards lecturers. Table 2 shows the results.
The information from our frequency table was used to construct a bar graph. This can be seen
in Figure 1. We used a scale of 1mm = 2 students. On the horizontal axis we have the number
of students who saw evidence of a lecturer behaving in a particular way which caused them to
have a negative response towards lecturers. On the vertical axis we have listed the behaviours
which cause students to have a negative response towards lecturers.
0 0
Unit 1: Problem Solving and Investigations 37
Figure 1: Bar graph showing lecturers behaviour which has caused students to have
negative responses to lecturers
Recommendations
This investigation aimed to find out why students have a negative attitude towards lecturers.
The results from this investigation provide useful information for lecturers on the types of
behaviours which cause students to develop negative feelings.
As a result of carrying out this investigation the following recommendations are made:
0 0
38 Unit 1: Problem Solving and Investigations
1. The finding from this investigation be made available to all lecturers so they are made
aware of students feelings.
2. Professional development activities are carried out with lecturers to assist them in
clearly writing and explaining marking criteria for assignments
3. The college administration reminds lecturers of the time allocated for lectures and
monitors this to ensure classes do not go overtime.
4. All staff be asked to reflect on their own behaviour and consider how they can
improve on their own practice to ensure students and staff have a positive working
relationship
5. Students be encouraged to speak with lecturers or wardens when they are confused
about assignments or feel that a lecturer has behaved in an inappropriate way.
Mathematics used
To complete this research into a problem an understanding of a number of mathematical
concepts was required. We first needed to be able to organise our information into a table and
to tally our results. We then had to add the results to find out the frequency of each of the
behaviours observed by students. We needed to be able to understand percentages and to
draw a bar graph to scale.
Conclusion
This investigation developed out of a real problem which was being experienced by students at
the college. Students have been complaining about lecturers and are developing negative
feelings towards the staff. This research has attempted to identify the main behaviours which
are causing students to complain about lecturers, so that lecturers can be made more aware of
how their behaviour affects students. The recommendations made as a result of this
investigation suggest ways in which lecturers and students can work together to establish a
good working relationship.
Clement, Ken and Ellerton Nerida. (1991), Polya, Kruletskii and the restaurant problem.
Deakin University, Geelong, Victoria, Australia
Department of Education PNG, (1993), Secondary Mathematics 7A, 7B
Department of Education PNG, (1993), Secondary Mathematics 8A, 8B
Green, Wally. (1998), Problems and Investigations, Department of Education. PNG
Marr, Beth, and Helme, Sue (1990), ‘Problem Solving’ in Breaking the Maths Barrier,
Department of Employment and Training, Canberra, Australia
0 0
Unit 1: Problem Solving and Investigations 39
Module 1.4: Applications of Chance Processes and Probability is a core module within
the ‘Problem Solving and Investigations’ unit. During this module you will collect your
own data and investigate concepts of chance, experimental and theoretical probability.
Objectives
On the completion of this module you will be able to:
• identify the probability of an event occurring
• discuss the relationship between experimental and theoretical probability
• differentiate between dependent and independent events
0 0
40 Unit 1: Problem Solving and Investigations
Topic 1: Probability
Probability involves exploring the likelihood of a particular event occurring. For example
deciding on the likelihood of it raining today, or the likelihood of getting a ‘6’ when you throw
a die.
Probability is a strand within the Lower Primary Mathematics Syllabus and the Upper Primary
Mathematics Syllabus and can be taught through an investigative approach. Children can be
provided with an opportunity to explore the investigation, make predictions, develop
experiments to test their ideas, and gather and analysing their results before sharing their
findings.
0 0
Unit 1: Problem Solving and Investigations 41
Crazy animals
Adapted from ‘Myths and Misconceptions’ in Lovitt, Charles and Lowe, Ian (1993) Chance
and Data Investigations Vol. 1. Curriculum Corporation, Carton Victoria, Australia. p 22-
31
Features
0 0
42 Unit 1: Problem Solving and Investigations
Expected timing
Anything from three to ten class sessions
A teacher's story
I got this idea from a crazy animal book one of my Year 1 children brought to school. Firstly I
introduced the idea of mixing parts of the body, by having children cut the heads from photos
from magazines and swap them over. This gave everyone a good laugh! Then I encouraged
the children to make crazy animals from cardboard boxes and write stories about them. As the
topic developed I continued to link language and mathematics.
I saw the chance to explore probability concepts. We made three animals - the giraffe, duck
and horse - and three parts for each - the head, body and legs. Because I had a rather young
class, I decided to use only two animals to begin with. After making and counting lots of
different crazy animals we created a dice game. I rolled the dice for all the class and they
constructed the animal. We talked about the 'chance' of making a giraffe or a horse.
I wanted to get the children talking and exploring with each other the probabilities involved, so
then I had each student create their own animal using dice. They were then very eager to see
what everyone else had made, and it was great to see them all checking and comparing and
finding exact or near matches. I asked questions such as what dice rolls would have been
needed for them to match exactly.
I asked children who had made the same animal to get together. This showed the eight
different combinations; it was like a human graph. We then pasted the animals on a large
poster -and made another graph. This was a great opportunity to focus on each combination
and its chance of being created.
In follow-up lessons I added a third animal and repeated the activities above. It was interesting
to note the transfer of understandings to this new, more complex situation.
Finally, I asked students to write a story about the chances of getting the animal you want.
Reading the stories gave me much insight into their understandings and the language they had
acquired.
Another option I tried was to introduce secondhand data - a worksheet of the results of games
played by someone else. Students were able to see the data as representing a real game and
to be able to analyse it and summarise what happened.
Comments
It was a wonderful opportunity to integrate many aspects of learning. They had a wonderfully
creative time making up animals so that they would have the most ridiculous names. I was
surprised how well my students seemed to understand the mathematics involved.
0 0
Unit 1: Problem Solving and Investigations 43
0 0
44 Unit 1: Problem Solving and Investigations
The students enjoyed colouring in their new creations, and also naming them. In fact the funny
names were a highlight of the activity.
Now I would like each of you to construct your own crazy animal using dice.
'Roll' the head first, then the body, then the legs.
I've rolled a G - that's a giraffe head.
Now I've rolled an H that's a horse body.
Now another H - the horse legs. What shall I call the animal? Gir-or-se?
0 0
Unit 1: Problem Solving and Investigations 45
After everyone had a complete animal in front of them, I put up the names of each of the eight
animals around the room (Gir-a-ffe, Gir-a-se, Gir-or-se, Gir-or-ffe, H-a-ffe, H-a-se,
H-or-ffe, H-or-se). Children then moved to the spot with the name of 'their creation'.
We checked whether we had all eight groups, and how big each was. We talked about the
chance of making a particular animal. We also talked about which group was likely to be the
biggest.
We played the game several times, keeping a tally of how many of each kind were made.
We could expect them to be about equal, but for small numbers of cases chance plays some
tricks, not always doing the expected.
Tallies were close so the children agreed that each had the same chance of being made.
0 0
46 Unit 1: Problem Solving and Investigations
Before we all roll, how many do you think we will make in the class in each
group?
Where are our original eight groups?
This creates four groups and the expected proportions are: complete giraffe (1 in 8), two parts
giraffe (3 in 8), one part giraffe (3 in 8), no parts giraffe (1 in 8).
Some classes could start with three animals at once. All the stages can be repeated:
• recognising all the possibilities (stage 3)
• playing the dice games and finding others who had made the same (stage 4)
• predicting the number of whole or part giraffes (stage 5)
I handed out the duck (see Worksheet) and we began to explore the increased number of
combinations.
0 0
Unit 1: Problem Solving and Investigations 47
My class was surprised by the total of 27 different animals. One child amazed me by
explaining that 27 was all the possible results there could be, since 27 = 3 x 3 x 3. They
arranged them into sets, in which overlaps showed animals having parts of each other.
For the dice game we used 2 and 5 for giraffes, 3 and 6 for horses and 1 and 4 for ducks.
After 18 rolls we had six crazy animals, and children said that there was definitely more chance
of getting a horse! They agreed to roll 99 times and name all 27 crazy animals.
They explored questions such as ‘How many complete animals were there? Was it what they
expected? Which animal part was most common? Why?’
Analysing the worksheet was an excellent link between the activity and its symbolic
representation.
Students liked looking through the games to find how many complete or part giraffes there
were. It taught them to look systematically.
0 0
48 Unit 1: Problem Solving and Investigations
8 Writing a story
The final aspect of the lesson was allowing students to write a story in the form of a letter to a
friend in another school, telling him or her about the game and which animals were most likely
to be created.
I found it illuminating to read their stories; it told me much about their language and
understanding about chance events.
9 Consolidation
I used Worksheet 2 and had students design their own animals. They listed all the 27 possible
crazy animals, and grouped them into sets according to how many parts they had.
Children had great fun designing their own. They found that even simple well-known animals,
like cat, dog, bird make some funny names when mixed up, cog, cird, dat, dad, did, bat, bog
and so on.
Consider just two animals (horse and giraffe) and three parts for each (head, body and legs).
0 0
Unit 1: Problem Solving and Investigations 49
giraffe. If there are 16 students in the class, we would expect two giraffes. If we had 24
students, we would expect three giraffes. If we had 200 people we would expect 25 giraffes.
With three animals and 27 different combinations, the chance of a complete giraffe is one in
27. So if we had 27 children in the group we would expect one complete giraffe (and also one
horse and one duck).
Natural variability
The theoretical probability described above gives a long-term prediction; that is, it tells us the
fraction of a very large number of crazy animals that will be one particular result. For relatively
small numbers of rolls of the dice, this fraction cannot be expected to give the outcome.
Multiplication
Three different rolls of a die are used to decide whether each of 'head', 'body' and 'legs' are
from a giraffe or a horse. To find the probability of getting a complete giraffe we can multiply
the fractions for the probabilities of getting a giraffe head, a giraffe body and giraffe legs.
So the probability of getting a complete giraffe is: ½ x ½ x ½
Addition
To get the probability of all the 'two-part giraffe' animals we can add the probability of getting
each one. Since each crazy animal has the same probability of being created, 1/8 and there are
three crazy animals with two-parts giraffe, the probability of getting a two-part-giraffe animal is
3/8. These laws really are just common sense formalised.
0 0
50 Unit 1: Problem Solving and Investigations
0 0
Unit 1: Problem Solving and Investigations 51
0 0
52 Unit 1: Problem Solving and Investigations
0 0
Unit 1: Problem Solving and Investigations 53
F 1.4 Activity 2
Work collaboratively to complete one of the investigations listed below.
Prepare a presentation of your findings. In your presentation you will need
to include:
• the investigation topic
• peoples initial perceptions of the outcome
• the experiment you designed to test your perceptions
• the data gathered
• an analyses of the data
• a discussion which tries to explain the reasons for any differences
between perceptions and the reality the experiment exposed.
2. Lotto
One player, choosing 6 numbers between 1 and 45, marks their card with six consecutive
numbers. Almost everyone scoffs at the logic of such a choice, believing that the numbers are
much more likely to be spread out in a non-consecutive pattern. Would other combinations
have a better chance?
4. Four marbles
You have four marbles, two of one colour and two of another. They are placed in a small
round-bottomed bowl and given a good stir. When they settle it will be either pattern A, with
0 0
54 Unit 1: Problem Solving and Investigations
the same colour opposite, or pattern B, with the same colour side by side. Out of 30 such
experiments how many do you expect to be A and how many B?
5. Two dice
Throw two dice and record the difference between the two numbers
e.g. if 3 and 5 are thrown, the score is 2
Investigate
Some of the decisions you will have to make include:
• How many times will you carry out the experiment?
• How will you record the outcomes, will you use a table, an organised list?
• Can you work out both the experimental and theoretical probabilities?
• Which statistical concepts will you use to help analyse the data?
• How will you present your findings?
6. Three Dice
Select a number from 1 to 6 and then throw three dice. If your number appears
• once, you win K2
• twice, you win K3
• three times, you win K10
7. Frequent letters
In English which are the most frequently used letters of the alphabet? In your vernacular, which
are the most frequently used letters? Investigate
Investigations 1 to 4 are from Lovitt, Charles and Lowe, Ian (1993) Chance and Data
Investigations Vol. 1. Curriculum Corporation, Carton Victoria, Australia pp. 80
Investigations 5 to 7 are from Green, Wally, 1998, Problems and Investigations,
Department of Education PNG
0 0
Unit 1: Problem Solving and Investigations 55
Module 1.5 Strategy Games is a recommended module within the ‘Problem Solving and
Investigations’ unit. During this module you will become familiar with a range of strategy
games and consider how these games support the development of mathematical thinking. The
application of strategy games into the primary school curriculum will be considered.
Objectives
On the completion of this module you will be able to:
• differentiate between games of chance and games of strategy
• identify the strategies used to play a range of different games
• suggest ways in which strategy games could be used in the teaching of
mathematics in primary schools.
0 0
56 Unit 1: Problem Solving and Investigations
A ‘strategy game’ needs to have two or more players, who take turns, each competing to
achieve a ‘winning’ situation of some kind, with each player able to have some choice about
how to move at any time through the game. Snakes and Ladders is not a ‘strategy game’: even
though the players take ‘turns’, and the first to the end is the ‘winner’, the players have no
choice about what they can do in their turn – they just follow the dice, plus the possible
consequences of ending on a ladder or snake. It is pure luck. They have no choice. There is
no interaction between players, so that that what one player does on their turn effects what the
next player does on their turn.
0 0
Unit 1: Problem Solving and Investigations 57
where the person with a secret chooses a secret number between 0 – 10 000 is another
example of a logic game.
0 0
58 Unit 1: Problem Solving and Investigations
Hearts
Hearts is a card game for 4 players
Material
To play Hearts
1. The game is played with four players. Deal the cards one at a time to each player until
everyone has 13 cards.
2. Look at your cards and choose three cards to pass to an opponent. For the first hand
pass your cards to the player on your right, for the second hand pass the cards to the
player opposite you and for the third hand pass the card to the player on your left. For
every fourth hand no cards are passed.
3. The player who has the two of clubs starts the play by leading with it, placing it face up
in the middle of the table.
4. Each player, moving clockwise, selects a card to play. You must play a card in the
same suit. If you do not have one, you can play any card, except that you cannot play
a heart or the queen of spades on the first round.
0 0
Unit 1: Problem Solving and Investigations 59
Note
• The person who plays the highest card of the same suit as the first card played
wins the trick. The player who wins then starts the next round by selecting a card
to lead. You cannot lead with a heart until a heart has been played on a previous
trick.
To score Hearts
• At the end of each hand, you get one point for each heart in your hand and 13
points for the queen of spades. The game continues until one player gets 100
points or more.
• If you win all the hearts and the queen of spades in one hand (this is called
Shooting the Moon), then you get zero points and each other player is penalized
26 points.
0 0
60 Unit 1: Problem Solving and Investigations
Rim
This game is taken from the book On Numbers and Games by John Conway (Academic
Press, 1976).
How to play
• To set the game up, draw some dots that are
randomly placed on the paper, like this:
• Here is how a round which starts with the dots above might begin:
1. 2.
3. 4.
0 0
Unit 1: Problem Solving and Investigations 61
How to play
• The game is played like the ordinary game of noughts and crosses, with each player
taking turns to mark a square with a nought or a cross, but the game does not end with
the first string of three noughts or crosses. You keep going until either the grid is full or
both players have had enough!
• The winner is the player who has the most strings-of-three. You might find it helpful to
use different colour pens or to keep score as you play.
Playing on such a large grid means that the game is very unlikely to end in a draw and there is
plenty of time to think about strategies for winning.
Once you have mastered strings-of-three, try a game with strings-of-four, then strings-of-five,
maybe even strings-of-six!
0 0
62 Unit 1: Problem Solving and Investigations
Wari
This is a simple version of an ancient game played all over the world. It is also called Mancala.
This is a game for two players.
How to play
• Each player takes a side of six holes on the board.
• Player 1 picks up the whole pile of counters from one of his/her own holes and puts
them one by one into the next several holes, in a clockwise direction around the board.
(This may take you around into the other player's side of the board).
• Player 2 does the same sort of thing with a pile from his/her side.
• If a player puts the last counter from a pile into one of the other player's holes, and
brings the total there to either 2 or 3, he/she wins those counters and takes them from
the board.
• Play continues in this way until one side of the board is completely empty.
• The winner is the player who has won the most counters.
0 0
Unit 1: Problem Solving and Investigations 63
How to play
• Place a counter on each point of the star.
• Decide which player will go first.
• Players in turn either remove one counter or remove two counters joined by a line.
• The player removing the last counter wins the game.
0 0
64 Unit 1: Problem Solving and Investigations
0 0
Unit 1: Problem Solving and Investigations 65
Crocogator
This game is taken from a book of board games for 2 players by Frank Tapson and Alan Parr
called 'Pick a Pair'.
How to play
• One player has 9 crocodiles on the spots. The crocodiles can move one square at
a time in any direction.
• The other player has 9 alligators on the stars. Alligators can move 1 or 2 squares
at a time but only parallel to the sides of the squares and not horizontally or
vertically through the corners of the squares.
• The 3 coloured squares are islands.
• Players take turns moving their pieces and the object of the game is for a player to
be the first to get one of his/her pieces on each of the three islands.
• Only one piece is allowed in any square. If one piece lands on another, then the
piece landed on is removed. There is no jumping. These rules apply in the
coloured squares as well.
0 0
66 Unit 1: Problem Solving and Investigations
Module 1.6 Problem Posing is a recommended module within the ‘Problem Solving and
Investigations’ unit. During this module you will have an opportunity to pose a range of
different problems and consider what is involved in developing good problems. Also you will
consider how the process of problem posing can support the development of your own
mathematical thinking.
Objectives
On the completion of this module you will be able to:
• write a range of problems suitable for your peers
• write a range of problems suitable for use in the primary school
• solve a range of problems developed by your peers
• identify what makes a good problem and the skills developed when posing
problems.
0 0
Unit 1: Problem Solving and Investigations 67
Pose a problem:
•
(a) that gives a particular answer e.g. 24 m 2
(d) which involves the use of a specific mathematics method e.g. division
(e) based on a specific problem structure e.g. John and Susan have a
total of 15 bananas, Susan and Matthew have a total of 19 bananas.
Matthew and John have a total of 22 bananas. How many bananas
does each person have?
(f) which has more than one solution e.g. draw shapes with a perimeter of
10 cm
0 0
68 Unit 1: Problem Solving and Investigations
Problem posing is an important activity which goes with problem solving and lies at the heart of
mathematical activity. Three types of problem-posing experiences that provide opportunities
for children to engage in mathematical activity have been identified by Silver (1995).
Silver believes that problem posing could occur:
• prior to problem solving when problems are being developed from a particular
situation, e.g. we need to build a chicken house to keep the school’s chickens in.
What might be some of the mathematical problems we need to solve to do this?
• during problem solving when the individual intentionally changes the problem’s
goals or conditions, e.g. we only have 24 metres of chicken wire to go around the
chicken house, not 36 metres as first thought. What problems does this pose?
or
• after solving a problem when experiences from the problem solving context are
modified or applied to a new situation e.g. We have to build a fence around the
school garden to keep the pigs out. What materials will be need? How much will
we need?
One way to encourage children to pose problems is to ask them to write problems for a friend
to solve. Some researchers (Ellerton, 1986; Mamona-Downs 1993) have found that, for
motivational purposes, it is helpful to have someone in mind when designing problems. Ellerton
(1986) found that encouraging students to write problems for a friend was a useful way of
understanding that person’s mathematical ability. In such problem solving situations problem
posers are forced to consider the individual for whom they are designing the problem.
0 0
Unit 1: Problem Solving and Investigations 69
Problem posing situations allow children to have some control over the curriculum content and
the type of learning activities presented in the classroom. Also, the tasks or activities children
construct may provide insights into the beliefs or attitudes that children have towards
mathematics. The way in which problem posers represent problems, for example, may reflect
the type of problem solving experiences they have been use to solving in the classroom.
References
Ellerton, N.F. (1986). ‘Children’s made-up mathematical problems: A new perspective on
talented mathematicians’. Education Studies in Mathematics, 17, 261-271.
Lowrie, T. (1999). ‘Developing mathematical power’. Australian Primary Mathematics
Classroom, 4 (2), 8-11.
Mamona-Downs, J. (1993). ‘On analysing problem posing’. In I. Hirabayashi, N. Nohada,
K. Shigematsu, 7 F.L. Lin (Ed), Proceedings of the 17th International Conference
for the Psychology of Mathematics Education, Vol. 111 (pp. 41-47). Tsukuba,
Japan: International Group of Psychology of Mathematics Education.
Silver, E. A. (1995). ‘The nature and use of open problems in mathematics education:
Mathematical and pedagogical perspectives’. International Reviews on Mathematics
Education, 27 (2), 67 –72.
0 0
70 Unit 1: Problem Solving and Investigations
0 0
Unit 1: Problem Solving and Investigations 71
Unit Glossary
Routine problems A problem is a routine problem when we know immediately the
method to use to reach a solution. It is type of problem which we have
solved many times before and involves simple practice.
Non – routine
problems A problem is a non-routine problem when:
- the solution is not immediately obvious
- the method of finding a solution is not immediately known
For example, the head of fish is ? as long as its body. The tail of
the fish is as long as its head and its body combined. The total
length of the fish is 48cm. How long is each part of the fish?
Conjecture: A guess
An opinion formed without sufficient evidence
0 0
72 Unit 1: Problem Solving and Investigations
The third number in the sequence is 6, the fifth number is10 the eighth term is
16. These are all specific examples.
Real World
Problems: Problems which apply to real life situations. In solving real world problems, the
mathematics is integrated and you are able to see how mathematics is applied
in a real situation.
Theoretical
probability: The calculated probability of an event occurring based on the possible
outcomes. For example if you toss a K1 coin 10 times, the theoretical
probability of getting a kumul is 5/10 and getting a pukpuk is 5/10.
Experimental
probability: The number of times a particular event occurs during trial. For
example if I toss a K1 coin 10 times the actually results may be 6/10
kumuls and 4/10 pukpuks.
Independent
event An independent event is one which has no effect on the events which
follow. For example if a die is rolled three times, what happens on the
first roll does not affect what happens on the second or third roll. The
three rolls of the die are independent events.
0 0
Unit 1: Problem Solving and Investigations 73
Dependent
events A dependent event is one which has an effect on the event which
follows. The probability of the second event occurring depends on
what happened in the first event. For example, consider a bag contains
3 red balls and 2 blue balls. A ball is drawn at random from the bag
and not replaced. The probability that it is red is 3/5. If you draw a
second ball from the bag the probability that this is also red is 2/4.
Therefore the probability of drawing two red balls is 3/5 x 2/4 = 6/20 =
3
/10
Multiplication law
of probability. To calculate the probability of events occurring we use the
multiplication law of probability.
If P (E1) = the probability of the first event happening
P (E2) = the probability of the second event happening
P (E3) = the probability of the third event happening
and P (E1E2E3) = the probability that E1, E2, and E3 occur then P
(E1E2E3) = P (E1) x P (E2) x P (E3).
In general,
P (E1E2…En) = P (E1) x P (E2) x…. x P (En)
Mutually exclusive
events If events can not happen at the same time they are said to be mutually
exclusive. Consider throwing a die once, and finding the probability of
a 3 or a 4 occurring. It is not possible for a 3 and a 4 to occur
together. Therefore, the event of throwing a 3 and a 4 in a single roll of
the die are mutually exclusive.
If E1, E2, ….En are mutually exclusive events then the probability of
one of the events occurring is
P (E1 + E2 + …En) = P (E1) + P (E2) + …P (En)
Non – mutually
exclusive events If events can happen at the same time they are said to be non-
mutually exclusive events. For example if you have a pack of playing
cards and cut it once, the event of drawing a Jack and drawing a
Diamond are not mutually exclusive, because the Jack of Diamond can
be cut.
If E1, E2, ….E3 are non- mutually exclusive events then the probability
of one of the events occurring is
P (E1) + P (E2) – P (E1E2)
0 0
74 Unit 1: Problem Solving and Investigations
In the example above this would mean that the probability of cutting the Jack
of Diamonds would be calculated by
Strategy games A strategy game should be for two or more players and must have a
set of rules for the players to follow. The rules should establish the
goals for the players and their individual goals should be in conflict,
that is each player is trying to beat the other players. In a strategy
game, the players should be able to choose their own path or action in
an attempt to reach their individual goals. It should be apparent when
one of the players has won the game.
Trick In cards you are said to win a ‘trick’ when you win a round of cards.
For example if you are playing a card game such as Hearts, the player
with the highest card of the same suit wins. If Player1 leads the 4
Diamonds, Player 2 plays the King of Diamonds, Player 3 the 7 of
Diamonds and Player 4 the 2 of Diamonds, then the winner is Player
2. Player 2 is said to have won the trick
Suit In a pack of playing cards you have four different suits. They are
Hearts, Diamonds, Clubs and Spades. In the card game Hearts you
must follow suit. If a Club is lead for example, then the following
players must follow suit and play a Club.
Problem
posing The generation of a new problem
0 0
Unit 1: Problem Solving and Investigations 75
0 0
76 Unit 1: Problem Solving and Investigations
Teaching problem solving can be a objects to help choose the right operation
comfortable, interesting, and enjoyable for solving a simple problem.
experience for teachers if they have good
"Asking Questions to Evaluate Problem
problems, have a commitment to using
Solving" focuses on the role of a unique
them, and have effective techniques for
type of questioning designed to help
doing the following:
evaluate both students' attitudes and their
• Using co-operative learning groups problem-solving abilities.
• Developing a positive classroom It is hoped that the tips in this section will
atmosphere help you broaden your classroom
problem-solving perspective and your
• Teaching problem-solving
strategies and skills approach to teaching problem solving.
Remember that although right answers are
• Guiding students in a important, students' growth in using an
problem-solving situation effective problem-solving process should
• Working with students with special be given highest priority.
needs
• Evaluating students'
problem-solving abilities
The articles in this section give some ideas
that will help teachers’ plan and carry out a
classroom problem-solving program. 1: Organising the classroom for
problem solving
"Organising for Problem Solving," gives
ideas for using co-operative learning A growing body of research points to the
groups and choosing problems amenable benefits of having students learn in small
to group problem solving. cooperative groups. When students work
in cooperative groups, the active
"Teaching the Basics through Problem participation of each student is maximized.
Solving," shows how problem solving can More students have the chance to speak
be used in the crowded curriculum to help than in whole class discussions, resulting in
students develop basic skills. more opportunities for students to clarify
"Helping Students Approach Problems," their thinking. Also, many students feel
and "Hands-on Thinking Activities for more comfortable in small-group settings
Young Children," give ideas for helping and are therefore more willing to explain
students become independent problem their ideas, speculate, question, and
solvers. respond to the ideas of others. In small
cooperative groups, students' opportunities
"Problem Extensions for Gifted Problem
to learn with understanding are supported
Solvers," presents ways to develop and
and enhanced.
emphasizes the importance of having slow
or handicapped learners use countable
0 0
Unit 1: Problem Solving and Investigations 77
0 0
78 Unit 1: Problem Solving and Investigations
0 0
Unit 1: Problem Solving and Investigations 79
0 0
80 Unit 1: Problem Solving and Investigations
0 0
Unit 1: Problem Solving and Investigations 81
0 0
82 Unit 1: Problem Solving and Investigations
having students’ talk through the situation percent is K60.00? You said 20 percent
without using numbers. was the part. Will the coat cost K20.00?
Example: Jessica has twenty four-sided ... If 20 percent is the discount, will we
decorative tiles that she can use to subtract 20? ... What would be the whole
design a square pattern. The design will if we could subtract 20? ... Since our
be framed with trim. How much trim whole is K60.00, will we subtract more or
does she need? Each tile measures ten less than K20.00? ... Estimate about how
centimetres on an edge. much will be subtracted.
0 0
Unit 1: Problem Solving and Investigations 83
0 0
84 Unit 1: Problem Solving and Investigations
0 0
Unit 1: Problem Solving and Investigations 85
ways .. ?. A few are suggested here, but board, made with tape on the floor, or
you will enjoy making up many more. drawn with chalk on the playground.
Different pairs of paths can be given to
How many _____________ can you find?
different groups. The problem-solving and
• shapes with five sides measurement task is to decide which path
• shapes with four corners but no is longer. You can give more or less help in
nails inside arriving at a solution, depending on the age
• shapes that touch only six nails of the children. The possibilities include
• shapes that you can put this laying units such as paper clips or drinking
straws along each path and comparing. A
piece inside (small cardboard
string or rope could be placed along each
cut outs that cover three or four
path and compared directly. A single unit
squares of the board)
of length could be moved end over end to
Very young children may feel more measure each path. Or perhaps standard
comfortable with searching for three or units such as meters or centimetres could
four shapes instead of trying to find many. be used. Each group may invent its own
Mirror images methods and then discuss and compare
how different groups made decisions.
Symmetry is a good concept for offering a
challenge and promoting thinking. Stretch a
band making a straight line down the centre
of the board or from corner to corner.
Have children make a simple shape on one
side of the line so that it touches or joins
the line (see fig. 4). Now challenge them to
make the mirror image of their shape on Area
the other side of the line. A mirror can be
used to check the result. A similar, but generally a bit more difficult,
task involves deciding which of two regions
is larger. Again, these regions could be
drawn on poster board, or larger regions
could be drawn on the floor or playground
with tape. More assistance will be needed
to help children understand that size or
Halves area means how much surface is inside the
region and not how tall or wide it is. The
Make a large rectangle on the geoboard problem involves finding ways to measure
and challenge your students to find four or that surface.
five ways to divide it into two equal parts
with rubber bands (see fig. 5). The actual
number of possibilities will depend on the
size of the rectangle.
Measurement
Length
Give groups of two or three children two
paths between two points as shown in
figure 6. These could be drawn on poster
0 0
86 Unit 1: Problem Solving and Investigations
0 0
Unit 1: Problem Solving and Investigations 87
0 0
88 Unit 1: Problem Solving and Investigations
6542
0 0
Unit 1: Problem Solving and Investigations 89
(2-4) How many smaller squares are What is the probability that when you open
needed to make a larger square? If twelve the book, one of the page numbers is a
were in the bottom how many, squares multiple of three? (55/84) Or that on
0 0
90 Unit 1: Problem Solving and Investigations
exactly one of the pages the sum of the þ To make value judgments
digits is greater than ten? (7/84) Or that the • Select problems that involve some
tens digit of the page number on the right is form of personal or societal dilemma
greater than the ones digit? (29/79; 79 (food supplies, animal
right-hand pages have a tens digit.) experimentation, nuclear power, and
so on).
Creativity • After solving the initial problem
Problem: propose an open-ended dilemma
that forces students to make value
A farmer has a hen, a cat, and a bag of
judgements.
seed to carry across the river. His boat can
only carry him and one other item. He • Discus the consequences of various
cannot leave the cat alone with the hen or "solutions" on everyone or everything
the hen alone with the seed. How can he potentially affected.
get them all across the river?
þ To enhance creativity
Extensions (1-8) Add another animal or • Choose problems that lend
object to the farmer's load. Now how themselves to acting out, drawing a
many trips will it take to get everything picture, working backward, and
across safely? What kinds of things (or logical thinking.
animals) can the farmer add? What kinds
• Have students hold onto their
of things will not work? (Note: Any
creative nonmathematical solutions
additional animal that can cause harm to
until a solution has been found using
one of the original animals or seeds
the actual situation and restrictions in
provides an experience with a problem
the problem. (Example: Taping the
with no solution. Students can prove that
hen's beak shut in the creativity
no solution exists!)
problem would violate the original
problem.) Then make it a point to
discuss these solutions later.
• Encourage students to alter a
problem so as to create a new
situation. Decide if the new problem
has a solution, look for further
variations, or prove the impossibility
þ Leading students to form of a solution.
generalisations
• Start with a problem that lends itself
to an organised list or table from
which a pattern can be noticed.
• Change the numbers in a systematic
manner
• Jump to a much larger number to
force a generalisation.
• Have students verbalise the pattern.
• Express the pattern using
mathematical symbols
0 0
Unit 1: Problem Solving and Investigations 91
0 0
92 Unit 1: Problem Solving and Investigations
• To help evaluate the student's pieces was heavier than the other
attitudes and beliefs, ask - seven. She was right and found the
"Do you like to solve problems like heavier coin by using a balance
this? Why or why not?" ' scale and only two weighings. How
do you think she did it?
"How do you feel about your
experience with this problem?"
"Do you think there might be
another way to solve this problem?"
As your students answer questions like
these, you may wish to record your
evaluations using a checklist like the one in
figure 1. Remember, good questions will
allow you to evaluate aspects of your
students' performance and attitudes that
are difficult, if not impossible, to evaluate
using other evaluation techniques. The (Solution: Place three coins on each
information gleaned from your evaluative balance. If they balance, the heavier coin
questions can then be used to help you can be found by trying to balance the other
plan subsequent instruction. two coins. If they don't balance, try to
balance two of the coins from the heavier
set of three. If they balance, the third coin
is the heavy coin. If they don't balance, the
heavier coin is determined.)
þ Classroom Climate
When you ask questions for evaluation
purposes, remember these considerations:
• Ask the questions in a friendly, re-
laxed, non-threatening manner.
• Reduce students' anxiety by discuss-
ing with them your use of questioning
techniques for the purpose of
assessment.
• Be sure students know that you are
evaluating them to find ways to help
them become better problem solvers
þ Problem Corner
and not for the purpose of assigning
You may wish to ask evaluative questions a grade.
as students in grades 6-8 solve this
• Share with students insights
"golden" problem. It is a good problem for
gleaned from your evaluative
assessing a student's ability to describe and
questions that they could use to
explain his or her solution.
improve their problem solving
A seller had eight gold coins that skills.
he claimed had the same weight.
The coin dealer who wanted to buy
them suspected that one of the
0 0