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Activity Book 2015

actividades

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0% found this document useful (0 votes)
169 views52 pages

Activity Book 2015

actividades

Uploaded by

marcos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Information & Activity

AUGUST 2, 2014 - IRVINE BREN Book


EVENTS CENTER - UC IRVINE
September 26, 2015 | Chicago, Illinois

1
© MIND Research Institute
2
MAP of EXPERIENCE FLOOR Featured Exhibits:
1 Formula DRT
2 Solution Stations
3 Photo Booth
5 6 7 9 4 Roots of Math
5 Lil’ Mathematicians Zone
6 Hop to It!
7 Game-a-Thon
4 18 8
8 Conic Connections
10 9 Locked Up
19 10 Math Midway

11 11 Family Math Workshops


12 Big Seed
3 17
13 JiJi Believer
12 14

Math Mystery Theatre
2 16
15 JiJi's Jamboree
Ice Cave
JiJi Store

Dining Area
1 13
16 Lazer Box
15
17 Gyro JiJi
18 Blockopolis
14
19 South of Sahara
Main
Entrance Restroom

© MIND Research Institute


Food Concession
First Aid Station
TABLE of CONTENTS

WELCOME TO THE MATH FAIR!........................................................................................4

SCHEDULE OF EVENTS....................................................................................................5

K-12 Game-a-thon Participants..........................................................................................6

SPONSORS & PARTNERS.................................................................................................7

MIND Research Institute & LEAP Innovations Information...................................................8

LEARNING STRATEGIES....................................................................................................10

MATH FAIR EXPERIENCES DESCRIPTIONS & LEARNING GOALS....................................12

MATH ACTIVITIES FOR HOME...........................................................................................24

JiJi Store Item List..............................................................................................................51

3
© MIND Research Institute
WELCOME TO THE MATH FAIR!
Dear Math Fair Participant, Queridos Participantes de la Feria de Matemáticas,

Welcome to the Chicago Math Fair: At the Square Bienvenidos a la Feria de Matemáticas de Chicago: en la raíz
Root of Fun! Today, we invite you to get your hands cuadrada de la diversión! Hoy, te invitamos a que practiques
on math in exciting and novel ways. las matemáticas en formas interesantes y novedosas.

MIND Research Institute and LEAP Innovations are MIND Research Institute y LEAP Innovations le traen la Feria
co-powering the Math Fair to give children and youth de Matemáticas para dar a los niños y jóvenes poderosas
powerful mathematical experiences beyond the experiencias matemáticas fuera del salón de classes. La belleza
classroom. Mathematical beauty is everywhere in the de las matemáticas está por todas partes del mundo que nos
world around us, and our goal with today’s Math Fair rodea, y nuestro objetivo de hoy para la Feria de Matemáticas
is to connect children to the deeper joys and fasci- es la de conectar a los niños con las alegrías más profundas y
nating aspects of mathematics. fascinantes de los aspectos de las matemáticas.

By being here, you’ve already embraced your role in Al estar aquí hoy, ya ha aceptado su papel en educar e inspirar
educating and inspiring a new generation of children a una nueva generación de niños a amar las matemáticas
to love math and learning. Take it a step further today y el aprendizaje. Ahora dé un paso más allá haciéndoles
by asking your children questions about their thought preguntas a sus hijos acerca las experiencias y su proceso de
processes and experiences throughout the Math Fair. pensamiento durante la Feria de Matemáticas. Cuando llegue a
When you go home, use this activity book to continue casa, utilice este libro de actividades para seguir explorando las
exploring math in the world all around us. matemáticas a nuestro alrededor.

Thank you for participating in the Chicago Math Fair. Gracias por participar en la Feria de Matemáticas de Chicago.
With your help, today’s experiences will contribute to Con su ayuda, las experiencias de hoy contribuirán al desarrollo
your child developing a lifelong love of math, problem del amor a las matemáticas, la resolución de problemas y el
solving and learning. aprendizaje de su hijo/a.

Sincerely, Sinceramente,

Matthew Peterson, Ph.D. Phyllis Lockett Matthew Peterson, Ph.D. Phyllis Lockett
Co-founder & CEO CEO Co-founder & CEO CEO
MIND Research Institute LEAP Innovations MIND Research Institute LEAP Innovations

&
SHARE YOUR EXPERIENCES AT THE MATH FAIR:
#MathFair15
4
© MIND Research Institute
SCHEDULE OF EVENTS
Math Fair Schedule Game-a-thon Game Design
10:00 a.m. Math Fair Opens 10:00 a.m. Game Design Area Open!
11:30 a.m. Food Concessions Open Come create and build your own game!
5:00 p.m. Food Concessions Close 5:00 p.m. Game Area Closes
6:00 p.m. Math Fair Closes

Math Mystery Theater Performances South of the Sahara: Origins of Mathematics


10:15 a.m. 12:55 p.m. 3:35 p.m. Join us for interactive workshops and learn the
10:55 a.m. 1:35 p.m. 4:15 p.m. mathematics behind the Ishango bone, lusona, weaving,
11:35 a.m. 2:15 p.m. 4:55 p.m. and binary communication! Workshops will run every
12:15 p.m. 2:55 p.m. 30 minutes throughout the day with a maximum of 10
* Space is limited. Arriving 15 minutes prior to scheduled performances participants per workshop.
is recommended.

Family Math Workshops * Space is limited. Arriving 15 minutes prior to scheduled workshops is recommended.

10:15 a.m. & 2:15 p.m. | Room 203 12:15 p.m. & 4:15 p.m. | Room 203
Math Is Everywhere! Math Homework Without Tears
(families and students pre-K to 6th grade) (pre-K to 12th grade)
This workshop will help parents and their children see Come to this parent workshop to learn strategies to
everyday activities through a math lens. You will put your ensure your children are well-equipped to do their
goggles on and see math everywhere, and use math in fun homework independently. Learn how to help your
ways with everyday activities! children take ownership of their own learning and be
more accountable. You will take away quality online
¡Matemáticas por todas partes! resources, strategies to push your child’s thinking, and
(familias y alumnos pre-escolar a 6º) a toolkit for home use.
Este taller ayudará a familias a observar nuestras vidas con
un lente matemático. Se pondrán sus gafas y observaran que Tarea Sin Lágrimas (pre-K a 12º)
matemáticas se encuentra alrededor de nuestro. Diviértanse Participe en este taller para padres y aprenda
mientras encuentran matemáticas en sus actividades diarias. estrategias para ayudarle apoyar a sus hijos con su
tarea. Aprendan como ayudar a su hijo(a) desarrollar
11:15 a.m. & 3:15 p.m. | Room 205 la habilidad de tomar responsabilidad sobre su tarea
Build a Skyscraper: The Geometry of y cumplirla independientemente. Recibirá materiales y
Stable Structures recursos para usar en casa.
(families and students 2nd grade-college)
In this friendly competition your family will collaborate to
build the tallest structure using only straws, newspapers, 1:15 p.m. & 5:15 p.m. | Room 205
and masking tape! Discover how Geometry is an essential Games, Games, and More Games! (fun for all)
part of Engineering and Architecture during this fun Games are a great way for families to interact and share
problem-solving session. fun times. But did you know that many games can also
build math aptitude? Play games with your family that build
Construya Un Rascacielos: La Geometría problem-solving skills, strategic thinking, and fluency with the
de Estructuras Estables four operations.
(familias y alumnos 2º a Universidad)
Durante ésta competición amistosa su familia colaborará ¡Juegos, juegos, y más juegos!
en la construcción de la estructura más alta usando (divertido para todos)
solamente popotes, periódicos, y cinta adhesiva. Juegos son una buena manera de pasar el tiempo con
Descubran como la Geometría es una parte central de la familia y desarrollar unidad entre si mismos. ¿Pero
Ingeniería y Arquitectura durante esta sesión entretenida. sabían que juegos también pueden desarrollar aptitudes
matemáticas? En este taller aprenderán juegos para
desarrollar estrategias, fluidez con aritmética y razonamiento.

5
© MIND Research Institute
K-12 Game-a-thon Participants

For additional information on the K-12 Game-a-thon Challenge, see page 45 of this Activity Book,
or learn more at www.mindresearch.org/gameathon

6
© MIND Research Institute
SPONSORS & PARTNERS
Thank you to the generous sponsors*
of the Math Fair!
Co-powered by ™

THANK YOU TO OUR 2015 SPONSORS


Math Mystery Theater Sponsor Conic Connections Sponsor

South of the Sahara Sponsor Blockopolis Sponsor

Fair Sponsors
R

THANK YOU TO OUR 2015 PARTNERS


Honorary Chair Mayor Rahm Emanuel
Illinois Secretary of Education Beth Purvis

A special thank you to MIND's Board of Directors for their support.

If you are interested in sponsorship opportunities for the 2016 Math Fair, please contact us at
squarerootoffun@mindresearch.org.
*Listed as of 9/10/2015.
7
© MIND Research Institute
MIND Research Institute &
LEAP Innovations Information
About MIND Research Institute Acerca del MIND Research Institute
MIND Research Institute is a neuroscience MIND Research Instititute es una organización
and education social benefit organization de beneficio social neuroscientifica y educativa
dedicated to ensuring that all students are dedicada a garantizar que todos los estudiantes
mathematically equipped to solve the world’s estén matemáticamente equipados para resolver
most challenging problems. Early math skills los problemas más difíciles del mundo. Habilidades
are the greatest predictor of later academic matemáticas tempranas son el mayor predictor del
success, and math and problem-solving skills éxito académico posterior y la clave para el éxito
are key to success in today’s innovation-driven en la economía basada en la innovación de hoy.
economy. MIND’s distinctive visual approach La manera distintiva visual de resolver problemas
to math and problem solving is the basis for its matemáticos de MIND es la base de su innovador,
innovative, research-proven Spatial-Temporal programa de ST Math que está siendo utilizada por
(ST) Math software for elementary and 2,500 escuelas primarias y secundarias con 800,000
secondary schools. ST Math is in use by 2,500 estudiantes en 40 estados.
schools and 800,000 students in 40 states.

mindresearch.org FriendsofMINDResearchInstitute @MIND_Research MINDResearch

MathMINDs MentesMatematicas
Lanzado en California con la primera Feria de
Launched in California with MIND Research
Matemáticas de MIND en 2014, la Iniciativa
Institute’s first Math Fair in 2014, the
MathMINDs es un movimiento para cambiar
MathMINDs Initiative is a movement to shift the
la percepción cultural de matemáticas de ser
cultural perception of math from being scary
aterrador y frustrante a ser emocionante y esencial.
and frustrating to exciting and essential. To do
Para ello, MathMINDs involucro a la comunidad
this, MathMINDs engages the community and
y a los estudiantes en experiencias prácticas
students in hands-on mathematical experiences
matemáticas fuera de clase. Este año en Chicago,
outside the classroom. This year in Chicago, the
la Feria de Matemáticas invita a las mentes jóvenes
Math Fair engages young minds as they interact
a que interactúen con actividades matemáticas con
with mathematically-themed activities, games,
juegos, exposiciones y actuaciones.
exhibits and performances.

mindresearch.org/mathminds

8
© MIND Research Institute
About LEAP Innovations
LEAP Innovations bridges the gap between education and innovation for teachers and students from
pre-K through college. LEAP Innovations helps educators develop and implement personalized learning
environments enabled by technology to tailor instruction to each student’s skills, interests and goals.
Headquartered at 1871, Chicago’s incubator for digital startups, LEAP also helps companies address unmet
needs in education.

LEAP Innovations’ mission is to connect education and innovation, exponentially advancing teaching and
learning in and out of the classroom. Imagine a world beyond the current boundaries of education, where
learning is tailored to each student – anytime, anywhere – unlocking their limitless potential. That’s the vision
LEAP Innovations works towards.

Acerca de LEAP Innovations


LEAP Innovations cierra la brecha entre la educación y la innovación para los profesores y estudiantes de
grado pre-escolar hasta la universidad. LEAP Innovations ayuda a los educadores a desarrollar e implementar
ambientes de aprendizaje personalizados gracias a la tecnología para adaptar la enseñanza a las habilidades,
intereses y objetivos de cada estudiante. Con sede central en la incubadora de Chicago para nuevas
empresas digitales conocida como 1871, LEAP también ayuda a las empresas a abordar las necesidades
insatisfechas en materia de educación.

La misión LEAP Innovations es conectar la educación y la innovación, de manera exponencial al avance de


la enseñanza y el aprendizaje dentro y fuera de clases. Imagina un mundo más allá de los límites actuales de
la educación, donde la enseñanza y el aprendizaje están mejorando constantemente para desbloquear las
posibilidades del potencial de cada persona. Esa es la visión hacia la que trabaja LEAP Innovations.

leapinnovations.org @leapinchicago

JOIN THE MATHMINDS MOVEMENT!


Follow MIND Research Institute and share your Math Fair adventure on social media
with the hashtags #MathFair15 and #MathMINDs!

FriendsofMINDResearchInstitute @MIND_Research

MINDResearch JiJi Math

Learn about topics such as how to help your children with math, effective learning
strategies, the latest in education research and more.
• Sums & Solutions Blog: blog.mindresearch.org/blog
• Sign up for MathMINDs updates at mindresearch.org/outreach/mathminds
• And of course visit us online at mindresearch.org!

9
© MIND Research Institute
LEARNING STRATEGIES
BEHIND THE MATH FAIR

HOW THE MATH FAIR EMPLOYS LEARNING


STRATEGIES IN THE EXHIBITS

1
Math has a bad rap for being boring and difficult to
appreciate in the real world. The Math Fair will offer many
opportunities for families to grow beyond these miscon- The first strategy for the Math Fair:
ceptions, and to develop new ways for them to enjoy Children, families, teachers, and
abstract thinking and mathematical modeling. The event
tag line is “At the Square Root of Fun” and this theme is a volunteers easily experience
vital consideration in each and every learning experience. Mathematics as Fun!

2
A greater impact is possible if the Math Fair cultivates the
parents’ existing motivation to help their children
An important learning strategy for
succeed. At the Math Fair, parents are encouraged to
be actively involved with children at the experiences. the exhibits is that Families Engage in
Additionally, older youth can support younger family Math Together, and that parents
members, and complete their own challenges as role
models. Adults may utilize tools such as Inquiry-Based
are empowered to steward their
Learning to elicit responses and ideas from children if children’s interest in math outside
provided with prompts. the classroom.

3
The Math Fair is designed for youth and adults of all
ages, and for people of differing mathematical abilities.
Experiences allow novices to participate and learn key The Math Fair offers various
math concepts without prior knowledge, while simultane- Activities for People with Different
ously offering opportunities for deeper understanding to
Mathematical Abilities.
more advanced youth.

4
The Math Fair covers a wide range of math concepts,
but it is designed to specifically develop the skills and
Experiences reinforce the following
awareness to appreciate and recognize the areas of mathematical real world concepts:
math that are most conveniently explored outside Geometric relationships, Ratio and
the classroom.
proportion (scale), and
Mathematical Modeling.

10
© MIND Research Institute
ESTRATEGIAS DE APRENDIZAJE
DETRÁS DE LA FERIA DE MATEMÁTICAS

CÓMO LA FERIA DE MATEMÁTICAS


EMPLEA ESTRATEGIAS DE APRENDIZAJE
EN LAS EXHIBICIONES

1
Las matemáticas tienen la mala reputación de ser
aburridas y difíciles de apreciar en la vida real. La Feria de
Matemáticas ofrecerá muchas oportunidades para que las La primera estrategia para la Feria de
familias venzan estos conceptos erróneos, y forjen nuevas Matemáticas: ¡Los alumnos, familias,
maneras para disfrutar el pensamiento abstracto y el
maestros y voluntarios experimentan
modelaje matemático. El subtítulo del evento es “En la
raíz cuadrada de la diversión,” y este tema es una fácilmente las Matemáticas Divertidas!
consideración vital en todas las experiencias de aprendizaje.

2
Es posible tener un mayor impacto si la Feria de Una importante estrategia de apren-
Matemáticas cultiva la motivación existente de los padres dizaje para las exhibiciones es que las
de ayudar a sus hijos a triunfar. Se anima a los padres a
participar activamente con sus hijos en las exhibiciones Familias Participan en Matemáticas
de la Feria de Matemáticas. Además, los jóvenes Juntos, y que los padres tienen la habili-
mayores pueden apoyar a sus familiares menores, y
dad de dirigir el interés de sus hijos en las
realizar sus propios retos como modelos. Los adultos
pueden utilizar herramientas como Aprendizaje basado matemáticas fuera del salón de clases.
en método empírico para suscitar respuestas e ideas de
los niños, si tienen instrucciones.

3
La Feria de Matemáticas ofrece
La Feria de Matemáticas está diseñada para jóvenes y
diversas Actividades para gente con
adultos de todas las edades, y para gente con diversas
habilidades matemáticas. Las exhibiciones permiten a los diferentes habilidades matemáticas.
novatos participar y aprender conceptos matemáticos
clave sin conocimiento previo, mientras ofrecen
oportunidades simultáneamente para una comprensión
más profunda para los alumnos más avanzados. Las exhibiciones refuerzan los

4
siguientes conceptos matemáticos
La Feria de Matemáticas cubre una amplia variedad de de la vida real: Relaciones geométricas,
conceptos matemáticos, pero está diseñada específicamente
para desarrollar las habilidades y consciencia para apreciar
Relación y proporción (escala) y
y reconocer las áreas de matemáticas que se exploran más Modelaje Matemático.
prácticamente fuera del salón de clases.

11
© MIND Research Institute
MATH FAIR EXPERIENCES
DESCRIPTIONS & LEARNING GOALS
Big Seed - Grades 4 and Above
Big Seed is an ST Math game that challenges and trains our spatial-temporal reasoning ability,
the ability to think ahead many steps in solving mathematical puzzles. The game corresponds to
mathematics spanning a range of advanced mathematics areas, including topology (the study
of shapes—particularly knot theory), combinatorics (the branch of mathematics concerning the
enumeration, combination, and permutations of sets of elements and the mathematical relations
that characterize their properties—including graph theory which is the study of graphs or pairwise
relationships of objects), and algebra and group theory (the study of the algebraic structure of
groups, central to abstract algebra).

In this experience youth solve Big Seed puzzles on the computer and learn how the solution of
these puzzles corresponds to solving equivalent problems with graphs and knots in topology.
Youth are introduced to the advanced mathematics and connections involved in the Big Seed
game, and see how solving the puzzles and their variations on the computer provides the frame-
work for advanced mathematical modeling enabling predictions and understanding of important
problems in biology and chemistry. Youth also experiment with solutions to the tiling puzzles that
predict that action of enzymes central to operations for understanding the structure and function
of DNA.

Big Seed es un juego de ST Math que estimula y entrena la habilidad de raciocinio espacio-temporal, la
habilidad de pensar muchos pasos por adelantado para resolver rompecabezas matemáticos. El juego
corresponde con las matemáticas que abarcan una amplia gama de áreas de matemáticas avanzadas,
que incluyen topología (el estudio de figuras —en particular la teoría de los nudos), combinatórica (la
rama de las matemáticas que trata con la enumeración, combinación y permutaciones de conjuntos de
elementos y las relaciones matemáticas que caracterizan sus propiedades —que incluye la teoría de
gráficas, que es el estudio de gráficas o relaciones de pares de objetos), y álgebra y teoría de grupo (el
estudio de la estructura algebraica de los grupos, central para el álgebra abstracta).

En esta exhibición, los jóvenes resuelven rompecabezas de Big Seed en la computadora y aprenden
cómo es que la solución de estos rompecabezas corresponde con resolver problemas equivalentes con
gráficas y nudos en topología. Se presenta a los jóvenes las matemáticas avanzadas y conexiones que
contiene el juego Big Seed, y ven cómo resolver los rompecabezas y sus variaciones en la computadora
provee el marco para el modelo de matemáticas avanzadas que permite hacer predicciones y entender
problemas importantes en biología y química. Los jóvenes también experimentan con soluciones a los
rompecabezas de azulejos que predicen la acción de enzimas central a las operaciones para entender
la estructura y función del A DN.

Download the free Big Seed game app on itunes to play on the iPad

12 Math Fair @ Home: mindresearch.org/mathfair/resources Book Activities


© MIND Research Institute
MATH FAIR EXPERIENCES
DESCRIPTIONS & LEARNING GOALS
Blockopolis - All Ages
Using the award-winning system from the Imagination Playground, youth of all ages collaboratively
experiment with how shapes fit together to create complex structures. The oversized, architectural
foam blocks permit free play, while youth develop an appreciation of geometric forms, both 2D and
3D. Activities include comparing polygons with equilateral polygons having an equal number of line
segments by measuring segment lengths with a tape measure, and angles between segments with
a protractor. Older youth build parabolas, geodesic elements, hexagonal towers, etc.
Sponsored by
Usando el sistema galardonado de Imagination Playground, jóvenes de todas las edades
experimentan en colaboración cómo es que las figuras se unen para crear estructuras complejas.
Los enormes bloques arquitectónicos de hule espuma permiten el juego libre, mientras que los
jóvenes forjan un aprecio por las figuras geométricas bidimensionales y tridimensionales. Las
actividades incluyen comparar polígonos con polígonos equiláteros que tienen la misma cantidad de
segmentos lineales al medir las longitudes de los segmentos con una cinta de medir, y los ángulos
entre segmentos con un transportador. Los jóvenes mayores construyen parábolas, elementos
geodésicos, torres hexagonales, etc.

Download the Imagination Playground 3D Builder App

Conic Connections - All Ages


Get hands-on with 3D-printed manipulatives to experience math like never before! Start with
Hyperbola Journey, where you will deconstruct a complex puzzle by making connections between
seemingly unrelated tools like flashlights and multiplication tables. Afterwards, learn about 3D
printing and watch a demo of the layer-by-layer construction used to build every manipulative at
the exhibit. Finally, discover the differences between hyperbolas, parabolas, and catenary curves
within a life-size schema map of conic connections. Compare circles, ellipses, and reuleaux tri-
angles, and feel the differences when rolling these shapes. Experiment with the effects of varying
Sponsored by
the coefficients a, b, and c of the standard form of a parabola equation (y = ax2 + bx + c) on the
function. This interactive exhibit will encourage critical thinking and creativity in the realm of 3D
printing and mathematics.

Participa con objetos manuales imprimidos en 3D para experimentar las matemáticas como nunca
antes! Comenzamos con la deconstrucción de un rompecabezas complejo conectando los objetos
y situaciones del mundo real y utilizar herramientas matemáticas como las tablas de multiplicar en
Hipérbola Journey. Después observar como las impresoras 3D, meticulosamente construyen los
propios manipuladores destacados en la exposición. Por último, descubrir las diferencias entre
hipérbolas, parábolas y curvas catenarias dentro de un mapa de esquema de tamaño natural de
conexiones cónicas. Experimenta con los efectos de la variación de los coeficientes a, b y c de la
forma estándar de una ecuación de parábola (y = ax2 + bx + c) de la función. Comparar círculos,
elipses y triángulos, y sentir las diferencias al rodar estas formas. Usted se ira de esta taller con una
nueva perspectiva sobre las matemáticas y las imprentas de 3D.
13
© MIND Research Institute
MATH FAIR EXPERIENCES
DESCRIPTIONS & LEARNING GOALS
Formula DRT - Grades 4 and Above
Fast moving elements and robotic controls allow for experiences with rates/ratios, movement, time,
and speed. Robotic Sphero balls integrating a gyroscope and accelerometer are used to gain intu-
ition (through spatial-temporal reasoning) with classic word problems in mathematics, such as two
speeding trains meeting at point along the track.

Elementos móviles rápidos y controles robóticos permiten experiencias con taza/proporción,


movimiento, tiempo y velocidad. Bolas robóticas integrando un giroscopio y acelerómetro se utilizan
para obtener la intuición (a través del razonamiento espacio-temporal) problemas matemáticos
clásicos tales como dos trenes por exceso de velocidad reunidos en punto a lo largo de la pista.

See page 44 for Formula DRT activity to keep the fun going at home!

Gyro JiJi - Grades 4 and Above


Bright colors and robotic controls in a collaborative space allow for experimentation with orienting
objects in 3D space. Gyro JiJi (robotic balls that integrate a gyroscope) allow you to rotate JiJi in
ways you’ve not experienced before. Come and enjoy using Sphero balls to play a favorite chal-
lenge game, Upright JiJi! Take the classic MIND challenge game to a whole new level.

Colores brillantes, elementos veloces y controles robóticos en un gran espacio colaborativo permiten
la experimentación con proporciones/relaciones, movimiento bidimensional y tridimensional, y tiempo
y velocidad. Se usan Gyro JiJi (pelotas robóticas que integran un giroscopio y un acelerómetro)
para crear consciencia de desplazamiento angular en 2 planos, al igual que resolver problemas de
palabras clásicos en matemáticas, como el de dos trenes en movimiento que se conectan en un
punto entre dos ciudades. Los jóvenes resuelven problemas de distancia, proporción y tiempo,
orientan objetos en un espacio tridimensional y trazan funciones en una gráfica de coordenadas.

K-12 Game-a-thon - All Ages


For the K-12 Game-a-thon Challenge, students design and build their own math games, film
a video of the game, and share it with the Game-a-thon community to promote creativity and
math learning. The Top 5 teams are recognized with prizes for a high level of creative design and
deep math content. In its second year, the Game-a-thon community has been adding learning
opportunities to provide educators and parents with development opportunities such as Game

14 Math Fair @ Home: mindresearch.org/mathfair/resources Book Activities


© MIND Research Institute
MATH FAIR EXPERIENCES
DESCRIPTIONS & LEARNING GOALS
Design Workshops for students to learn key skills; and a Starter Kit to use in classrooms or homes
as an activity, and expand for curriculum in after-school and summer school programs.

While the Game-a-thon is about students designing math games, they also gain experience in a
variety of universal learning outcomes including:

• Collaboration - students have the opportunity to work collectively towards a shared objective
and benefit from peer interactions
• Critical Thinking & Problem Solving - students challenge themselves to view math from the
perspective of a game designer and determine best approaches to evoke meaningful play
• Creativity & Innovation - students push the boundaries of game design by taking risks and
thinking outside the box to find creative solutions
• Design Thinking - students learn design processes including ideating, prototyping, testing,
iterating and giving feedback, all in tandem with core game design principles
• Communication - students communicate their ideas and thoughts to others through a
summative video presentation of their game
• Math Literacy - students engage meaningfully with math concepts in new ways to build
deeper understanding
• Digital Literacy - students have the opportunity to learn and utilize digital tools like video
editing and game creation software.

Join the Game-a-thon community by downloading the Starter Kit, watching the students’ game
entries, and looking to see what Game-a-thon workshops might be happening in your area. Of
course, prepare for the 2016 Game-a-thon Challenge, kicking off in January of 2016, by visiting
www.mindresearch.org/gameathon.

Para el Desafío de Game-a-thon de grados K-12, los estudiantes diseñan y construyen sus propios
juegos de matemáticas, lo graban y comparten con la comunidad de Game-a-thon para promover la
creatividad y el aprendizaje de las matemáticas. Los 5 mejores equipos son reconocidos con premios
para un alto nivel de diseño creativo y el contenido profundo de matemáticas. En su segundo año,
el Game-a-thon le ofrecen a padres y maestros oportunidades de aprendizaje y oportunidades de
desarrollo como talleres de diseño para que los estudiantes aprendan habilidades clave; al igual
que un estuche para utilizar en clase o en el hogar como una actividad o ampliar el currículo en los
programas escolares después de la escuela y de verano.

Mientras que el Game-a-thon se trata de juegos matemáticos diseñados por estudiantes, también
adquieren experiencia en una variedad de resultados de aprendizaje universales, incluyendo:

• Colaboración - estudiantes tienen la oportunidad de trabajar en conjunto hacia un objetivo común


y beneficiarse de las interacciones entre compañeros
• Pensamiento crítico y resolución de problemas - los estudiantes desafían a sí mismos para ver
las matemáticas desde la perspectiva de un diseñador de juegos y determinar los mejores
enfoques para evocar juegos significativos
• Creatividad e Innovación - estudiantes retan los límites de diseño del juego, tomando riesgos y
pensar fuera de lo común para encontrar soluciones creativas

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• Pensamiento de Diseño - los estudiantes aprenden los procesos de diseño, empezando por sus
ideas, prototipos, pruebas, iteración y dar retroalimentación, todo en conjunto con los principios de
diseño de juegos
• Comunicación - estudiantes comunican sus ideas y pensamientos a los demás a través de un vídeo
de presentación de su juego
• Alfabetismo Matemático - Los estudiantes participan de manera significativa con los conceptos
matemáticos en nuevas maneras de construir una comprensión más profunda
• Alfabetismo Digital - los estudiantes tienen la oportunidad de aprender y utilizar las herramientas
digitales, como la edición y creación de vídeos y juegos.

Únete a la comunidad de Game-a-thon descargando el estuche para empezar, ver entradas de juego
de los estudiantes, y descubre que talleres de Game-a-thon podrían estar sucediendo en su área. Por
supuesto, prepararse para el desafío de Game-a-thon, dando inicio en enero del 2016, visitando www.
mindresearch.org/gameathon.

Check out the Game-a-thon website for information and to view this year's
Game Design entries: mindresearch.org/gameathon

See page 45 for Game-a-Thon Starter Kit activity to keep the fun going at home!

Hop To It! - Grades 5 and Above


Students have seen 100s boards before, but rarely ever in shuffled order. The Hop To It! activity
encourages students to think more deeply about the properties of numbers. Far from being a trivial
pursuit, the study of numbers (Number Theory) is one of the most iconic and important research
fields in mathematics. The great mathematician Carl Gauss said this, “Mathematics is the queen of
the sciences, and number theory is the queen of mathematics.”

Los estudiantes han visto muchas tablas de juegos antes, pero rara vez en orden alterada. La actividad
de El Salto a él! Anima a los estudiantes a pensar profundamente acerca de las propiedades de los
números. Lejos de ser una actividad trivial, el estudio de los números (Teoría de Números) es uno de
los campos de investigación más emblemáticos e importantes de las matemáticas. El gran matemático
Carl Gauss dijo esto: “La matemática es la reina de las ciencias, y la teoría de números es la reina de
las matemáticas.”

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JiJi Believer - All Ages
Prepare to unleash your inner rockstar! Each year, classrooms showcase their awesome learning
culture by participating in the JiJi Believer Video Challenge. JiJi, the math-motivating penguin
featured in the ST Math instructional games, is loved by students across the nation. JiJi means
many things to many people: a guide, a friend, someone to help overcome obstacles. This annual
competition gives students the opportunity to celebrate their success with ST Math and everything
they’ve accomplished with JiJi the penguin by their side. Come and watch this year’s championship
music videos at the available kiosks and find out how your ST Math classroom can enter a video for
next year’s competition.

Prepárese para dar rienda suelta a la estrella de rock que lleva dentro! Cada año, clases muestran su cultura
increíble de aprendizaje al participar en el concurso de video JiJi Believer. JiJi, el pingüino motivador de
matemáticas que aparece en los juegos de instrucción ST Math, es amado por los estudiantes de todo el
país. JiJi significa muchas cosas para las personas: una guía, un amigo, alguien que le ayude a superar los
obstáculos. Este concurso anual da a los estudiantes la oportunidad de celebrar su éxito con ST Math y
todo lo que han logrado con JiJi el pingüino a su lado. Ven y mira videos del campeonato de este año en los
quioscos disponibles y descubra cómo su clase ST Math puede entrar en un video para la competencia del
próximo año.

Check out the JiJi Believer website for information and to view this year's winners:
www.mindresearch.org/jijibeliever

JiJi’s Jamboree - All Ages


In JiJi’s Jamboree, youth play in an interactive and immersive virtual environment with the ST Math
challenge game “Ice Caves” and experiment with lines of symmetry to solve complex puzzles. The
arcade-style interaction allows for a multi-player experience, and gives the feeling of being “inside the
game.” This experience is further enhanced by Ice Caves game play on tablet computers. For families
who want the opportunity to bring home some of the goods featured at the Math Fair, the JiJi Store in
this experience space will have these items for purchase.

En el Jamboree de JiJi, los jóvenes juegan en un ambiente virtual interactivo e inmersivo con el juego
estimulante de ST Math “Ice Caves” (Cuevas de hielo) y experimentan con líneas de simetría para
resolver rompecabezas complejos. El estilo interactivo de maquinitas permite una experiencia para varios
jugadores, y da el sentimiento de estar “dentro del juego”. Esta experiencia es mejorada aún más con
el juego “Ice Caves” (Cuevas de hielo), jugado en tabletas. Para las familias que quieren la oportunidad
de traer a casa algunas de las cosas que están en la Feria de Matemáticas, que incluyen copias de las
películas “Flatland” y libros y artículos conmemorativos de la Feria de Matemáticas, la Tienda de JiJi en
este espacio de exhibición tendrá a la venta estos artículos.

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LazerBox - Grades 3 and Above
LazerBox brings MIND Research’s 2D ST Math software game, Kickbox, to a 3D, live experience
and creates a variety of challenge levels for many people to play simultaneously. The use of
lasers and mirrors build an appreciation for lines of symmetry and angles and triangles. Through
manipulating the line of travel for lasers, players predict how the laser path will reflect from mirrors
to create angles, and parallel and perpendicular lines to hit targets. Players optimize and limit
guessing and iterations to defeat competitors in timed challenges.

LazerBox trae el juego de computadora bidimensional de MIND Research, ST Math, Kickbox, a una
experiencia tridimensional en vivo, y crea una variedad de niveles estimulantes para que mucha
gente juegue simultáneamente. El uso de láseres y espejos brindan un aprecio por las líneas de
simetría, los ángulos y triángulos. Al manipular la línea de desplazamiento de los láseres, los jugadores
predicen cómo se reflejará el haz del láser de los espejos para crear ángulos, y líneas paralelas y
perpendiculares para dar en blancos. Los jugadores optimizan y limitan el adivinar e iteraciones para
derrotar a sus competidores en desafíos cronometrados.

Download the free Kickbox game app on itunes to play on the iPad

Lil’ Mathematicians Zone - 5 years and Younger


This exhibit is designed to provide engaging and accessible play-based learning experiences to
children ages five and under, where they feel safe and comfortable exploring various math concepts,
including geometry, number sense, and algebra. Children engage in open-ended exploration and
discovery of these concepts with facilitation and guidance from early childhood education mentors.
By incorporating age-appropriate, stimulating activities that promote children’s abilities and
interests, the Zone provides flexible environments that inspire active communication and encourage
investigation and questions. The exhibit also creates a venue that fosters collaboration, where
children work together and learn from each other.

As children work in the Lil’ Mathematicians Zone, they develop key math concepts and skills,
including recognizing and naming written numerals; counting using one-to-one correspondence;
sorting and classifying objects by attributes; comparing objects by length, weight and other
measurements; identifying, comparing and analyzing a variety of shapes, including three-dimensional
shapes; combining different shapes to create a design; identifying positions of objects in space; and
applying simple mathematical strategies to solve problems.

In addition to the domains of mathematics learning, children also build crucial skills in other

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complementary aspects of their overall development, including language development and literacy
skills, gross and fine motor skills, as well as social skills. By integrating learning across different
domains, a child’s learning experience and growth are enriched. This exhibit also aims to promote
parent awareness that math is everywhere, even at home. By actively participating in their children’s
exploration time at the exhibit, parents are exposed to the many ways which they can support,
enhance and extend their children’s learning so that their children are successful in their future
mathematical endeavors.

“Esta exhibición está diseñada para brindar experiencias de aprendizaje atractivas y accesibles, basadas
en juegos, a niños de hasta cinco años de edad, donde se sienten seguros y a gusto explorando diferentes
conceptos matemáticos que incluyen geometría, sentido de los números y álgebra. Los niños participan
en una exploración abierta y descubrimiento de estos conceptos con facilitación y guía de mentores de
educación infantil temprana. Al incorporar actividades estimulantes y adecuadas a su edad que fomentan
las habilidades e intereses de los niños, la Zona provee ambientes flexibles que inspiran la comunicación
activa, y fomentan la investigación y las preguntas. La exhibición también crea un lugar que fomenta la
colaboración, donde los niños colaboran y aprenden los unos de los otros.

Cuando los niños trabajan en la Zona de matematiquitos, forjan conceptos y aptitudes matemáticas clave,
que incluyen reconocer y nombrar números escritos; contar usando una correspondencia exacta; ordenar y
clasificar objetos por atributos; comparar objetos por longitud, peso y otras medidas; identificar, comparar y
analizar una variedad de figuras, que incluyen figuras tridimensionales; combinar diferentes figuras para crear
un diseño; identificar posiciones de objetos en el espacio; y aplicar estrategias matemáticas simples para
resolver problemas.

Además de los dominios del aprendizaje de las matemáticas, los niños también forjan aptitudes cruciales en
otros aspectos complementarios de su desarrollo general, que incluye desarrollo del lenguaje y aptitudes de
alfabetización, aptitudes motrices gruesas y finas, al igual que aptitudes sociales. Al integrar el aprendizaje
entre diferentes dominios, se enriquece la experiencia de aprendizaje y el crecimiento de un niño. Esta
exhibición también busca promover la consciencia en los padres de que las matemáticas están por doquier,
aun en la casa. Al participar activamente en el tiempo de exploración de sus hijos en la exhibición, los padres
son expuestos a las muchas maneras en que pueden apoyar, mejorar y ampliar el aprendizaje de sus hijos
para que sus hijos sean exitosos en sus proyectos matemáticos futuros.”

Check out the Math Fair resources page for more Lil' Mathematician activities

See page 28-35 for Lil' Mathematician activities to keep the fun going at home!

Locked Up - Grades 3 and Above


Blue lines denote a handicap parking spot and green ones denote 20-minute parking. But, in geometry
we just study lines and not their colors. Geometry doesn’t worry about the color of an object, it instead
classifies by lengths and curvature. But, geometry doesn’t look at all aspects. Is an object twisted? How
many times does it cross over itself? How many holes does an object have? Are two locations next to
each other? These are all questions asked outside of traditional geometry, but within graph theory, knot

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theory, and topology.

You’ve probably already used topology without even realizing it. Transit maps like the one below rely
on mathematical topology. The map is not geographically exact – the train doesn’t travel in a perfectly
straight line and the stops are not exactly the same distance apart in real life. But, that’s OK because we
aren’t worried about distances or curvature; we are just interested in knowing the next stop. These two
maps are topologically equivalent - you can maneuver the transit system successfully with either one.

Escape from everyday geometry to explore topology and knot theory. Search for a structure that may
not seem apparent or traditional to create or undo the various links. It’s all about links locking you
together, but not as completely as you expect.

Topological Map Topological Map & Geographical Map

Cuando de manejar se trata las líneas azules indican un lugar de estacionamiento para discapacitados
y las verdes estacionamiento de 20 minutos. Pero, en la geometría estudiamos las líneas y no sus
colores. El estudio de geometría no nos preocupamos por el color de un objeto, si no por lo largo y las
curvas. Pero, la geometría no se fija en todos los aspectos. Se tuerce un objeto? ¿Cuántas veces se
cruza sobre sí misma? ¿Cuántos agujeros tiene un objeto? Son dos lugares al lado del otro? Estas son
todas las preguntas fuera de la geometría tradicional, pero dentro de varias teorías.

Usted probablemente ha utilizado topología sin siquiera darse cuenta. Mapas de tránsito como el
que a continuación se basan en la topología matemática. El mapa no es geográficamente exacta - el
tren no viaja en una línea perfectamente recta y las paradas no son exactamente la misma distancia
en la vida real. Pero, eso está bien, porque no estamos preocupados por distancias o curvatura;
estamos simplemente interesados en conocer la próxima parada. Estos dos mapas son equivalentes
topológicamente - se puede maniobrar el sistema de tránsito con éxito con cualquiera de ellos.

Escape de la geometría diaria para explorar la topología y teoría de nudos. Busque de una estructura
que no puede parecer aparente o tradicional para crear o deshacer los diversos enlaces. Todo es
cuestión de enlaces que bloqueo juntos, pero no tan completamente como usted espera.

See page 27 for Locked Up activity to keep the fun going at home!

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Math Midway 2 Go - All Ages
In cooperation with the Museum of Mathematics in New York, MIND Research presents this traveling
exhibit that consists of six separate activity stations with the titles “Funny Face,” “Ring of Fire,” “Num-
berline Tightrope,” “Miles of Tiles,” “Roller Graphicoaster,”and “Organ Function Grinder.” At each sta-
tion, youth learn about the different terms in mathematical functions, tessellation patterns, the number
line, 2D projections in solids, graphing solid surfaces, and the real world reasons to create and analyze
complex curves. For example, the “Ring of Fire” exhibit helps youth to connect two- and three-dimen-
sional geometry by illuminating the polygons hidden within a polyhedron’s cross section. Youth predict
and describe the different and often surprising shapes they can find within various translucent solid
models. The “Numberline Tightrope” provides opportunities to explore families of numbers, positive
and negative and integers, patterns and much more.

En cooperación con el Museo de Matemáticas, MIND Research presenta esta exhibición itinerante que
consiste de seis estaciones por separado con los títulos “Cara graciosa,” “Anillo de fuego,” “Cuerda
floja de línea numérica,” “Millas de Azulejos,” “Montaña Gráfica,” y “Molino de Funciones.” En cada
estación, los jóvenes aprenden acerca de los diferentes términos en funciones matemáticas, patrones
de teselación, la línea numérica, proyecciones 2D en sólidos, gráficas de superficies sólidas y las razones
de la vida real para crear y analizar curvas complejas. Por ejemplo, la exhibición “Anillo de fuego” ayuda
a los jóvenes a conectar geometría bidimensional y tridimensional al iluminar los polígonos escondidos
dentro de la sección transversal de un poliedro. Los jóvenes predicen y describen las diferente y, a
menudo, sorprendentes figuras que encuentran dentro de los diferentes modelos sólidos translúcidos. La
“Cuerda floja de línea numérica” brinda la oportunidad de explorar familias de números, enteros positivos
y negativos, patrones y mucho más.

Check out our Lesson plans for MM2Go via the Math Fair resources page.

Math Mystery Theatre - All Ages


The Math Mystery Theater’s talented performers will transport you to the Candy Counter where
Dum Dum and the Candy Maker will delight, entertain and educate children and parents alike.
Gumballs galore coupled with hilarious foibles and follies will engage the audience as they actively
participate in solving mystery equations with state-of-the-art interactive technology developed by
MIND Research Institute.

Using virtual classroom technology on tablet computers situated throughout the theater, young
Sponsored by
audience members interact with the on-stage action, helping the Candy Maker and Dum Dum
solve a sticky situation involving estimation, arithmetic, and logic with even and odd numbers.
The action takes place in a colorful candy laboratory and includes an Alien Laser Ray!

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Los talentosos actores de esta obra teatral los transportaran al Contador de Dulces donde Dum Dum
y el Dulcero “Candy Maker” les deleitaran y educaran a estudiantes y a padres por igual. Bolitas de
chicles a montones con debilidades hilarantes y locuras se acoplará a la audiencia, ya que participan
activamente en solucionar problemas matemáticos utilizando tecnología interactiva diseñada por
MIND Research Institute.

Utilizando la tecnología virtual de clases en tabletas situadas en todo el teatro, los jóvenes miembros
de la audiencia interactúan con la acción en el escenario, lo que ayuda al Dulcero y a Dum Dum a
resolver una situación difícil que implica la estimación, la aritmética y la lógica con números pares y
nones. La acción tiene lugar en un laboratorio caramelo colorido e incluye un rayo láser
de Extraterrestres.

See page 25-26 for Math Mystery Theatre activity to keep the fun going at home!

Math Solution Stations - Grades K and Above


Youth play ST Math games on tablet computers in an age-appropriate, collaborative workspace,
use touch computers to solve problems together, and model math problems with digital math ma-
nipulatives. All problem-solving activities contribute toward the overall Math Fair experience. The
math challenges include specially chosen puzzles from the ST Math classroom objectives for either
grades K-3 or 4-8. (Pre-kindergarten and kindergarten children are served with ST Math puzzles in
the Lil’ Mathematician’s Zone.)

Additionally, more complex problems require the participation of several youth, using digital and
math manipulative resources on a touch table, and facilitated by a math coach who is present in
the station. This think-tank environment encourages collaborating with peers to solve complex
math problems, and utilizing skills learned at different exhibits.

Los jóvenes están en un espacio colaborativo adecuado a sus edades para jugar los juegos de ST
Math en tabletas, usan computadoras táctiles para resolver problemas juntos y modelan problemas
de matemáticas con manipulativos de matemáticas digitales. Todas las actividades de resolución de
problemas contribuyen a la experiencia general de la Feria de Matemáticas. Los retos de matemáticas
incluyen rompecabezas selectos de los objetivos del salón de ST Math para los grados K-3 o 4-8.
(Los niños de pre-kínder y de kínder estarán con los rompecabezas de ST Math en la Zona de
matematiquitos.)

Además, los problemas más complejos requieren la participación de varios jóvenes en una zona,
usando recursos digitales y manipulativos de matemáticas en una mesa táctil, y facilitados por un
coach de matemáticas que está presente en la zona. Este ambiente de reflexión alienta la colaboración
con compañeros para resolver problemas de matemáticas complejos, y utilizando aptitudes aprendidas
en diferentes exhibiciones.

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See page 37-38 for Math Solution Station activity to keep the fun going at home!

Roots of Math - All Ages


This visually engaging, interactive experience profiles the lives of mathematicians from the past five
hundred years. It provides inspiration to learn and do math at higher levels by learning about the
accomplishments of mathematicians, and seeing the value those discoveries have produced for
modern society. Visitors read and interpret timelines and narratives from iPad apps such as “The
Minds of Modern Mathematics” and realize that math concepts that were developed long ago are
still in common use today.

Esta exhibición interactiva con atractivo visual presenta las vidas de matemáticos de los últimos
quinientos años. Presenta inspiración para aprender y hacer matemáticas a niveles más elevados, al
aprender acerca de los logros de matemáticos, y ver el valor que esos descubrimientos han producido
para la sociedad moderna. Los alumnos leen e interpretan líneas de tiempo y narrativas de aplicaciones
de iPad como “The Minds of Modern Mathematics” (Las mentes de la matemática moderna) y se dan
cuenta de que los conceptos matemáticos que fueron desarrollados hace mucho siguen siendo usados
comúnmente hoy en día.

• View the Biographies of Women Mathematicians, Agnes Scott College


• Download the free IBM Minds of Modern Mathematics iPad Application

South of the Sahara: Origins of Mathematics - All Ages


Transport yourself across time and space to Africa, South of the Sahara, to experience the origins
of mathematics. Revisit history through a new perspective and find out how math was a strong
fabric of everyday life through the arts, architecture, games, weaving and more! Play ancient brain-
building games and discover how ancient cultural practices inspired the modern day computer!

Transpórtate a través del tiempo hacia África, al sur del Sahara a vivir los orígenes de matemáticas.
Sponsored by Revive la historia atreves de una perspectiva nueva y averigua como las matemáticas eran una
fuente fuerte de la vida cotidiana a través de las artes, arquitectura, juegos, tejido y mucho más.
Juega rompecabezas antiguos y descubre como la cultura antepasada es fuente de inspiración de la
computadora actual.

See page 39-43 for South of the Sahara activities to keep the fun going at home!

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MAGIC SQUARES

A magic square is an arrangement of distinct


numbers (each number is used once) in a square grid,
where the numbers in each row, column, and main
diagonals all add up to the same number.

For answers, visit www.mindresearch.org/mathfair/resources.


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MATH MYSTERY THEATER: RIDDLES
LOGIC PUZZLE
Dum Dum is trying to follow the Candy Maker’s newest recipe for gumballs, but the Candy Maker’s directions are a little
confusing. There are five ingredients that Dum Dum must put in the pot in the c
 orrect order or the recipe could be ruined:

Fruity Flavor is 1⁄2 the volume of the pot


Gummy Goop is 1⁄3 the volume of the pot
Hyacinth Honey is 1⁄4 the volume of the pot
Jolly Juice is 1⁄5 the volume of the pot
Kiwi Kicker is 1⁄6 the volume of the pot

Gumball Recipe
Add the ingredients in the following order:
1. The 2nd and 3rd ingredients added together a  re less than half of the volume of the pot.
2. The Gummy Goop is added after the J olly Juice but before the Fruity Flavor
3. The Hyacinth Honey is added two p  laces after the Kiwi Kicker.

Can you help Dum Dum fi gure out the recipe?

NUMBER SENSE
The Candy Maker bought 3 different size bags of Pluto Pops at the Intergalactic Candy Conference, but space customs wants
to know exactly how many Pluto Pops in total are in the bags. Unfortunately, the labels on the bags use alien numbers! The
Candy Maker knows that the 2 smaller bags add up to the same amount as the larger bag, and the Candy Maker can tell by
looking that the smallest bag has at least 20 pops in it. The Candy Maker also knows that alien numbers are either all straight
lines or all curvy lines depending on whether the number is even or odd, but the Candy Maker can’t remember which is which!

By looking at the labels, can you help the Candy Maker figure out how many Pluto Pops he bought?

5
3 cups
? ?
MEASUREMENT WEIGHT
cups

The Candy Maker’s new recipe for super stretchy saltwater The Candy Maker insists that all of the jars weigh the same
taffy calls for exactly 4 cups of super stretchy syrup. But amount, but one of the jars in the new shipment weighs
Dum Dum forgot to do the dishes, and the measuring cups too much! Dum Dum has to figure out which jar is too
are all dirty! Dum Dum has a  3-cup measure and a 5-cup heavy using the balance scale in the laboratory. But there
measure, but not a 4-cup measure. If the amount of syrup are 9 jars and there’s only enough time to weigh things
is off by even a little bit, the taffy won’t be stretchy and the twice before the Candy Store opens.
Candy Maker will be extremely disappointed. 
Can you help Dum Dum fi gure out which of the 9 jars is too
Can you figure out how Dum Dum can get exactly 4 cups heavy using the scales only twice?
of syrup using only the 3-cup and 5-cup measures?

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MATH MYSTERY THEATER: ANSWERS
LOGIC PUZZLE
ANSWER: Neither the Fruity Flavor or Gummy Goop can be added second or third, since those two ingredients must fill
less than half the pot (step 1). The Gummy Goop can’t be added first since it comes after the Jolly Juice, and it can’t be added
last since it comes before the Fruity Flavor. That means the Gummy Goop is added fourth (step 2). Fruity Flavor is added last
since that’s the only spot after the Gummy Goop. Finally the Hyacinth Honey must be added third in order to be two places
after the Kiwi Kicker, which is added first (step 3). By process of elimination, the Jolly Juice is second. Unfortunately 1/2 + 1/3 +
1/4 + 1/5 + 1/6 is greater than 1...the pot overflowed and the recipe was ruined anyway! Poor Dum Dum!

1. Kiwi Kicker
2. Jolly Juice
3. Hyacinth Honey
4. Gummy Goop
5. Fruity Flavor

NUMBER SENSE
ANSWER: Even though the Candy Maker can’t remember if straight lines or curvy lines are odd or even, he can figure
it out by looking at the labels. Both of the smaller bags have straight-line numbers, but the bigger bag has curvy lines. That
means the straight lines must be the odd numbers because an odd plus an odd makes an even number (or in this case,
straight lines plus straight lines make curvy lines!), while an even plus an even would still be even. He can also tell that the
two numbers on each bag are the same number, and that when he adds the two smaller numbers together he still gets a
two-digit number. That means the smaller bag could be either 11 or 33, or adding it to the middle bag would make a 3-digit
number on the biggest bag. And since the Candy Maker can tell by looking that the smallest bag has more than 11 Pluto
Pops, that leaves only 33. The only number that works for the middle bag is 55, which means the biggest bag has 88 Pluto
Pops. His total number of Pluto Pops is 33 + 55 + 88 = 176.

5 ? ?
3 cups

MEASUREMENT WEIGHT
cups

ANSWER: Dum Dum fills the 5-cup measure ANSWER: Divide the 9 jars into groups of 3. Weigh two
and pours it into the 3-cup measure, leaving groups. If one group is heavier, the heavy jar is in that group. If
2-cups in the 5-cup measure. He empties the they balance, the heavy jar is in the third group. Now weigh two
3-cup and pours the 2 cups into the 3-cup jars from the heavy group. If one is heavy it will tip the scales. If the
measure. He then fills the 5-cup measure again scales balance, the third jar is the heavy one.
and uses it to fill the 3-cup measure the rest of
the way. This takes exactly 1 cup of syrup, leaving
exactly 4 cups in the 5-cup measure.

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MATH ACTIVITIES FOR HOME
LOCKED UP
Knot or not? Find all the unknots (not knots) - the ones that can be untwisted to just be a plain loop.

If you played Untangled, see if you can undo the following tangles.
Use D for the move "Duck Duck Goose" and M for "Merry-Go-Round."
What sequence of moves undoes
• DDMDMD • DDMMMDD • DMMMMM

Imagine that you are in the handcuffs and


locked around the tree. Like in Cuff-linked,
can you get free from the tree without
removing the handcuffs?

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MATH ACTIVITIES FOR HOME
LIL’ MATHEMATICIANS ZONE: ACTIVITY 1
This activity develops and reinforces children’s number sense skills, including numeral recognition and
one-to-one correspondence skills. Children build their understanding of shape characteristics and
properties by putting together different shapes to make new shapes. In addition, it helps children learn
letter formation and develop other important skills such as problem-solving skills, fine motor skills and
artistic skills.

INSTRUCTIONS
Color By Number & Quantity

Have your child identify and match the corresponding quantity of “stars” to its numeral and color combination to fill in JiJi and
make JiJi come alive! Have him/her trace the dashed lines to learn the basic form of each numeral and letter.

Jigsaw JiJi

Once JiJi is colored in, cut along the dashed lines to get 8 different parts of JiJi (2 eyes, 1 beak, 2 flippers, 2 feet, 1 body).
Now, work with your child to try to put JiJi back together again!

Esta actividad desarrolla y refuerza las aptitudes de sentido de los números de los niños, que incluyen
reconocimiento de los números y correspondencia uno a uno. Los niños forman su comprensión de las
características y propiedades de las figuras al unir diferentes figuras para formar nuevas figuras. Además,
ayuda a los niños a aprender a formar letras y desarrollar otras aptitudes importantes, como resolución de
problemas, aptitudes motrices finas y aptitudes artísticas.

INSTRUCCIONES
Colorear por colores y cantidad

Pida a su hijo/a que identifique y relacione la cantidad correspondiente de “estrellas” con su combinación de número y color
para colorear a JiJi y ¡hacer que JiJi cobre vida! Pídale que trace las líneas punteadas para que aprenda la forma básica de
cada número y letra.

Rompecabezas JiJi

Una vez que se coloree a JiJi, recorte por las líneas punteadas para obtener 8 partes diferentes de JiJi (2 ojos, 1 pico, 2
aletas, 2 patas, 1 cuerpo). Ahora, ¡trabaje con su hijo/a para formar de nuevo a JiJi!

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MATH ACTIVITIES FOR HOME
LIL’ MATHEMATICIANS ZONE: ACTIVITY 1

1 black 2 orange 3 white


1 negro 2 naranja 3 blanco 29
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MATH ACTIVITIES FOR HOME
LIL’ MATHEMATICIANS ZONE: ACTIVITY 2

1 2 3 4

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MATH ACTIVITIES FOR HOME
LIL’ MATHEMATICIANS ZONE: ACTIVITY 2
This activity helps develop children’s understanding of straight and orthogonal lines (lines that interact at 90 degree
angle), and their ability to interpret information on a grid.

INSTRUCTIONS
Where’s JiJi?

• Cut the dashed lines along both axes to create slits. In addition, cut the attached JiJi top and JiJi bottom strips and the
JiJi card.
• Insert the JiJi top strip through any slit along the vertical axis (with pictures) and JiJi bottom strip through another slit along
the horizontal axis (with numerals). Ignore the labels on the axes for now.
• Have your child place the JiJi card on the square where the JiJi top and JiJi bottom will meet. Allow him/her to move the
strips to explore how they work, but make sure each strip is always moving in a straight line. When the JiJi top and JiJi
bottom meet (intersect at a 90 degree angle), tell your child that JiJi has been found!
• Insert the strips through other slit combinations and have your child place the JiJi card on the square where JiJi is. Allow
him/her to manipulate the strips to test out the answer.
• Now, incorporate the labels on both axes - real-life objects on the vertical axis and the numerals on the horizontal axis. For
example, insert both strips through respective slits and ask, “JiJi went to buy two wheels for JiJi’s bicycle. Can you place
the JiJi card on the square where you think JiJi is?” To accomplish this task, your child will need to find the square where
the wheel and numeral 2 intersect. Be creative with the scenarios.

Esta actividad ayuda a desarrollar la comprensión de los niños sobre líneas rectas y ortogonales (líneas que interactúan
en ángulos de 90 grados), y su habilidad para interpretar información en una tabla.

INSTRUCCIONES
¿Dónde está JiJi?

• Recorte por las líneas punteadas por ambos ejes para crear aberturas. Luego recorte las tiras adjuntas de la mitad de
arriba de JiJi y la mitad de abajo de JiJi y la tarjeta de JiJi.
• Inserte la tira de arriba de JiJi por cualquier abertura del eje vertical (con imágenes) y la tira de abajo de JiJi por otra
abertura del eje horizontal (con números). Ignore las etiquetas de los ejes por ahora.
• Pida a su hijo/a que coloque la tarjeta de JiJi en el cuadro donde se encontrarán la mitad de arriba de JiJi y la mitad de
abajo de JiJi. Permítale mover las tiras para explorar cómo funcionan, pero asegúrese de que cada tira se mueva siempre
en línea recta. Cuando se encuentren JiJi de arriba y JiJi de abajo (intersección en ángulo de 90 grados), ¡dígale a su
hijo/a que se ha encontrado a JiJi!
• Inserte las tiras en otras combinaciones de aberturas y pida a su hijo/a que coloque la tarjeta de JiJi en el cuadro donde
está JiJi. Permítale que manipule las tiras para probar la respuesta.
• Ahora, incorpore las etiquetas en ambos ejes: objetos de la vida real en el eje vertical y los números en el eje horizontal.
Por ejemplo, inserte ambas tiras por sus aberturas respectivas y pregunte: “JiJi fue a comprar dos llantas para su
bicicleta. ¿Puedes colocar la tarjeta de JiJi en el cuadro donde piensas que está JiJi?” Para lograr esta tarea, su hijo/a
necesitará encontrar el cuadro donde intersectan la llanta y el número 2. Sean creativos con las situaciones.

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MATH ACTIVITIES FOR HOME
LIL’ MATHEMATICIANS ZONE: Measuring with Bugs! / Midiendo con Bichos

This activity helps familiarize children with various measurement concepts. Children learn to identify
length as one of the measurable attributes of line segments and shapes, and they understand that
length can be measured with nonstandard units, e.g., same-sized paperclips, arranged end to end.

INSTRUCTIONS
1 Cut out the ladybug ruler and the caterpillar ruler and use them to practice measuring!

2 Measure each line segment in ladybugs and in caterpillars and record each answer in the box.

3 Color in a triangle that has a side of length 2 .

4 Color in a rectangle that has a side of length 3 and a side of length 2 .

Esta actividad ayuda a familiarizar a los niños con diferentes conceptos de medición. Los niños
aprenden a identificar longitud como uno de los atributos medibles de segmentos de líneas y formas.
Ellos entienden que la longitud se puede medir con unidades no estándar, por ejemplo, clips del
mismo tamaño, puestos uno tras otro.

INSTRUCCIONES
1 ¡Corta la regla de mariquitas y la regla de orugas y utilizalos para practicar las medidas!

2 Mide cada segmento de línea usando mariquitas y usando orugas y registra cada respuesta
en el cuadro.

3 Colorea un triángulo que tiene un lado de longitud 2 .

4 Colorea un rectángulo que tiene un lado de longitud 3 y un lado de longitud 2 .

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MATH ACTIVITIES FOR HOME
LIL’ MATHEMATICIANS ZONE: Measuring with bugs! / Midiendo con Bichos
1

OR

OR

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MATH ACTIVITIES FOR HOME
MATH SOLUTION STATION 1
Using the digits 1, 2, 3, 4, 5, 6, 7, 8, 9 each exactly once, solve the multiplication problem.

36 1
* 2 36
26
4630 8
+ 08
3642 96
For answers, visit www.mindresearch.org/mathfair/resources.

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MATH ACTIVITIES FOR HOME
MATH SOLUTION STATION 2

How many squares are in the shape on


the left? Each small box is a square.

How many triangles are in


the shape on the right?

A Mobius strip is made by taking a long strip of paper and connecting the ends with a
half-twist; turning it into a surface with only one boundary.
If you gave a strip of paper 2 half-twists, would it result in a surface with only one bound-
ary or two ? How about if you gave it 3 half-twists?

For answers, visit www.mindresearch.org/mathfair/resources.


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MATH ACTIVITIES FOR HOME
SOUTH OF THE SAHARA: ACHI GAME BOARD

See page 43 for game rules.

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MATH ACTIVITIES FOR HOME
SOUTH OF THE SAHARA: ACHI HISTORY & MATH QUESTIONS

Connect Three
Though Achi is a game played by the Asante people of Ghana, it may seem familiar to you
because it’s played similarly to tic-tac-toe. Like tic-tac-toe, the goal in Achi is to get three in
a row; however, unlike tic-tac-toe, the game doesn’t end in a tie if no one wins after placing
all of the pieces on the board. Instead, players continue to move their pieces around the
board until one player succeeds in getting three in a row.

Asante children use light and dark colored stones and play on a simple 9-point board drawn
on the ground, while older players may use a more elaborate board carved in wood.

Math is powered by axioms


Achi is structured to naturally lead to questions that can be resolved through logic and
deduction. This act of asking and exploring questions that arise from the structure of a
system inspired the ancient Greek mathematician Euclid to document the fundamental
assumptions and structure of geometry in a list of “axioms.” Euclid’s work was so influential
that he became known as the “Father of Geometry”. His groundbreaking axiomatic method is
still used in mathematical research today, more than two thousand years later.

View the image on the left and use the fundamental


assumptions of Achi to tackle the following questions:

• Would you rather be the player that goes first or second in a


new game?

• It is the blue player’s turn. There is a way that one of these


players is guaranteed to win. Would you rather be the pink player
or the blue player?

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MATH ACTIVITIES FOR HOME
SOUTH OF THE SAHARA: DARA GAME BOARD

See page 43 for game rules.


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MATH ACTIVITIES FOR HOME
SOUTH OF THE SAHARA: DARA HISTORY & MATH QUESTIONS

Mental Wrestling
Also known as Derrah, this centuries-old game is traditionally played by the Dakarkari people in
what is now the Sokota State region of Nigeria.

Originally, the two players each chose 12 distinctive stones or pieces of pottery as their markers
on a 5x6 grid drawn on the ground.

Historical accounts show that wrestling played a large part in the education of Dakarkari youth.
Dara is like a form of mental wrestling, teaching mathematical thinking and problem solving to
outmatch an opponent.

Game theory exposure


Game theory is the mathematical study of strategic decision-making, something that Dara has
a lot of! Dara is the ancestor of chess, sharing a focus on deductive reasoning and multi-step
problem solving, but differing in that the placement stage is also a part of the strategy.

Test your strategic decision-making with this question:

• There is a way that one of these players is guaranteed to win.


Would you rather be the orange player or the blue player? It is
the orange player’s turn.

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MATH ACTIVITIES FOR HOME
SOUTH OF THE SAHARA: GAME RULES (ACHI & DARA)
ACHI Phase I: Place rocks
1. Place rocks on the
Phase II: Move rocks

2. Move rocks to
How to win board empty spaces
Be the first to connect
Players take turns placing Once all 8 rocks have been
3 of your rocks in a row, one rock at a time on the placed on the board, one space
vertically, horizontally, empty spaces of the board. Pink wins! will be left empty. Players take
turns moving one of their rocks
or diagonally.
to an empty space next to it.
If a player connects 3 rocks
in a row during this phase,
he/she wins the game.
3. Move when possible
Connections can be vertical,
If a player can move, he/she
Game Setup Blue wins! horizontal, or diagonal.
must move. If a player cannot
4 rocks per player move, his/her turn is skipped.

Empty board

DARA Phase I: Place rocks


1. Place rocks on the board 4. Capture an opponent’s
How to win rock
Be the first to Players take turns placing their
rocks on empty squares. Capturing happens after all
capture 10 of your rocks have been placed. To
opponent’s rocks. capture, a player lines up a
2. Avoid placing more new horizontal or vertical row
than three rocks in a hori- of 3 of his/her rocks.
zontal or vertical row
When this connection is
Having more than 3 rocks formed, the player can remove
of the same color in a row is any one of the opponent’s
not allowed at any time. rocks from the game.
Game Setup Only one rock can be cap-
tured per move, even if multi-
12 rocks ple connections of 3 are creat-
per player Phase II: Move rocks ed with one move.

Empty board 3. Move a rock horizon-


tally or vertically to an
empty square Is reforming the same
connection acceptable?
Once all rocks have been
placed on the board, play- Each connection of three
ers take turns moving one rocks can be reformed only
of their rocks one space once by moving one rock
horizontally or vertically, but out and back in to capture
NOT diagonally. another rock.

If a player cannot move, his/


her turn is skipped.

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MATH ACTIVITIES FOR HOME
Formula DRT

Get the Gyro JiJi to land under the laser boxes.................. and the ballon will pop.
15 ft

? sec
Gyro JiJi Blue needs to go a distance of 15 feet. Gyro JiJi Blue travels at a speed of 3 feet/second.
How long should Gyro JiJi Blue travel to end up under the laser box, so it will pop the balloon?

10 ft

25% of 5 ft/sec ? sec


The max speed of Gyro JiJi Red is 5 feet/second. If Gyro JiJi Red needs to travel 10 feet and travels at
25% of its max speed, how long does it take to end up under the laser box, so it will pop the balloon?

Get both Gyro JiJis to pass under the balloon popper at the same time to make the balloon pop.

? ft 15 ft

3 ft/sec 2 ft/sec

Gyro JiJi Red travels at 3 feet/second. Gyro JiJi Blue travels at 2 feet/second. Gyro JiJi Red and Gyro JiJi
Blue are 15 feet apart. They both start at the same time. Where should you place the balloon popper, so
both Gyro JiJis pass under it at the same time and pop the balloon?
3 ft
? ft
75% of Sphero Blue speed

Gyro JiJi Red is 3 feet ahead of Gyro JiJi Blue and travels at 75% of Gyro JiJi Blue’s speed. They both start at
the same time. Where should you place the balloon popper so both Gyro JiJi pass under it at the same time?
For answers, visit www.mindresearch.org/mathfair/resources.
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MATH ACTIVITIES FOR HOME
Game-a-thon: STARTER KIT
Design and Build a Math Game!
This “lite” version of the Game-a-thon Starter Kit helps inspire the creative
process and provides a framework of questions to promote critical thinking
for individuals or teams to design a math game.

For additional resources, visit: mindresearch.org/gameathon

Choose a math concept


What are the math learning goals you want to explore in the game?

BRAINSTORM THE GAME


Number of players is ____ . Game type (circle one:) board - card - digital - other: ________________

What materials / tools do you need to build the game?

What is the theme of the game?

What are the different rules for playing the game?

How does a player or team win the game?

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MATH ACTIVITIES FOR HOME
Game-a-thon: STARTER KIT
Prototype, TEST, AND GATHER FEEDBACK
What makes the game challenging and interesting?

What strategies does a player or team use to win?

What works well in the game?

What needs to be improved?

REFLECT AND ITERATE


What modifications can you make to improve the game?

Join the Game-a-thon community!


For more information and to participate in the 2016 Game-a-thon Challenge,
visit the Game-a-thon website: mindresearch.org/gameathon

Questions and feedback? Send to: gameathon@mindresearch.org

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MATH ACTIVITIES FOR HOME
ORIGAMI JiJi

min
dres
earc
h.or
g

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MATH ACTIVITIES FOR HOME
ORIGAMI JiJi INSTRUCTIONS

1. 2. 3.

4. 5. 6.

7. 8. 9.

10. 11. 12.

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MATH ACTIVITIES FOR HOME
ORIGAMI JiJi INSTRUCTIONS

13. 14. 15.

16. 17. 18.

19. 20.

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JiJi Store Item List
Store Items

JiJi Dogtag $2 Pencils (5) $3

Imagination Playground Kits $6 Rulers (4) $1

JiJi Lanyard $1 Math Fair Calculator $7

JiJi Doll $13 JiJi Believer Sunglasses $2

JiJi Nylon Drawstring Bag $4 JiJi Headphones $20

JiJi Store

NEW
ITEMS!

We accept Visa, Mastercard, and American Express.

Also visit us online at jijistore.mindresearch.org.


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Thank you Staples for donating
your services to print the 2015 Math Fair:
At the Square Root of Fun Activity Book!

For your school and office supply needs,


visit www.staples.com.

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© MIND Research Institute

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