Activities for the time period between
the individual and team competitions and the relay competition have several
purposes:
-
provide time for graders to complete scoring
of the first two aspects of the competition
-
create an opportunity for participants to
interact with students from other schools and Trinity students
-
allow participants to release energy, have
fun, and be noisy in a recreational math activity
Many of the activites are based on popular
culture or games. Participants are divided into cross-institution
groups using markings on name badges (shapes, colors, numbers, symbols)
OR using a random process at entry to the half-time venue (distribution
of cards, counting off, etc.). Space is a primary concern; it is
important to have sufficient space for the number of participants.
Triathlon half-time activities
are designed by a variety of Trinity students and friends. We would
like to acknowledge in particular Deb Knot and Laura Davis whose creativity
in the first eight Triathlons has inspired the department for future events. |
Sample
Activities
Monty Math's
Mayhem
I Need A Number
Math Survivor
Who Wants to
be a Millionaire? (Receive ten 100 Grand bars)
Zoombini Gates
Simon Says
(mathematics style)
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Monty Math's
Mayhem designed by J. Cryan and S. Robbert
Resources Needed:
-
One banquet-size table for pair of "color
clubs" to share
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Chairs for two judges at each table
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Color Club Posters
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Creative Questions/Activities for groups of
students to complete, divided into three categories: Math Mystery,
Math
Motion, and Math Madness
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Sufficient scratch paper and pencils
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A sound amplification system and an overhead
projector or computer projector
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A Master or Mistress of Ceremonies to be "Monty
Math"
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One judge and one banker for each color club
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A large collection of "Math Money"
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Prizes to exchange for math money at end of
game
Instructions (This game is
loosely based on the game show "Let's Make a Deal")
Participants are divided into color clubs
of 30 to 35 students. Within each color club, participants are further
divided into six groups of 5 to 6 using open and filled squares, open and
filled triangles, and open and filled circles. Upon arrival in gym,
students find their color club and sit down. Each color club should
have at least one teacher or chaperone to assist them.
-
During play of the game, Monty Math wanders
around the color clubs and interacts with participants. Play continues
with Monty selecting an individual from any color club
-
The selected individual will then decide which
category of challenges to attempt: Math Madness, Math Motion, Math Mystery.
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Hidden within the challenges in each category
are six Trolls.
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If a group correctly completes a challenge,
that group wins Math Money!
-
At the end of the game, Math Money can be
exchanged for candy prizes. (Note: at the April
event, we anticipated completing more challenges than we were able to finish;
in hindsight, we might had made the prize options cost fewer math dollars.)
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Amount
|
Prize Options
|
|
1
|
Laffy Taffy
Chocolate mini bar
|
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5
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Ring pop
Megamouth gum
Tootsie pop
Blow pop
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10
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King-size Twix
TCC calculators
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Club judges decisions are final.
Challenges in the three categories fall
into several types:
-
Club challenges: each color club works
together to complete challenge before other color clubs. Sample:
sit down. First club all seated wins one math dollar per member.
-
Team challenges: clubs are divided
into six symbol groups (shaded & solids squares, circles, triangles).
Sample: find all members of your team and form a single file line.
First team from each club wins. Most questions are of this type.
-
Shape challenges: clubs are divided
into three shape groups (squares, circles, triangles); the three shape
groups compete against each other in each club.
-
Troll challenges: if an individual
selects a Troll, that individual chooses one Troll challenge envelope from
Monty Math's pocket. If he/she solves the problem, they may keep
the prize Math money.
-
Teacher challenges: teacher member
competes for their club
Documents related to the play of the game:
List
of challenges for each category
Answer key
for judges
Sample Math
Money--a word perfect file
Presentation
document for event--a powerpoint file; created by
J. Cryan
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I
Need a Number designed by M. Conterez and N.
Luehr
Resources Needed:
-
One banquet-size table for each group of 16
- 20 students (4 teams of 4-5 students)
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Chairs for two judges at each table
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Some sort of flag (bandanas on a ruler work
well)
-
A creative list of items student must provide
(with answers for judges)
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Sufficient scratch paper and pencils
-
A sound amplification system and an overhead
projector
-
A Master or Mistress of Ceremonies
-
Small prizes
Instructions:
Students are divided into teams
of 4 to 5 students to compete in groups of 4 teams. Each group of
four teams is assigned to a table with two judges. The object of
the game is to be the first team from your group to bring the requested
item to the judge at your table.
For example, the MC might say, "I need
a calculator." Then the first team to place a calculator for the
judge's inspection would be awarded a point. In each round, ten items
will be requested in succession. The team at each table with the
most points wins a small prize at the end of each round. Several
rounds can be repeated to allow sufficient time for graders to complete
their work. To ensure participation of all competitors, teams
can rotate who must bring the item to the judge. Before the MC asks for
the next item, the judges will indicate readiness by raising their flag
for the MC to see.
Documents
Sample
List of Mathematical Items
Sample
Score Sheet (WordPerfect document)
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|
Math
Survivor designed by D. Knot
Resources Needed
-
A set of twelve problems of increasing difficulty,
printed on separate papers
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A set of solutions for the problems
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A tribal leader for each team of 8
players (teachers, chaperones, college students)
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A timing device
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A sound amplification system
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A set of small prizes
Instructions
Divide students into teams of
8 players. Each team will face a series of twelve challenges (math
problems) simultaneously with all other teams. Work time for the
challenges will increase from 30 to 60 to 90 seconds as the challenges
increase in difficulty. After the time has expired, one of the team
members must present the solution to the judge. If the solution is
incorrect, the presenter does "not survive." Any team with surviving
team members at that stage will be permitted to advance to the next challenge
level. Teams may work collaboratively on problems, but must rotate
presenters.
Challenges will NOT be revealed successively;
instead, all twelve challenges will be available for study and solution
at the beginning of the game. At the beginning of the game, teams
may choose to send players ahead to work on harder problems before the
main body of the team arrives at that challenge level.
The team which survives the most challenges
OR the team which makes it through all of the challenges with the greatest
remaining number of teammates wins the game.
Strategy
At the onset of the game, each
team will be allowed to place teammates at various challenges. From
the start of the first challenge, those teammates will be able to work
on the challenge on which they are placed. The tribal leader will work
with the team to decide upon an optimal strategy to use for the game.
For example, a team might choose to place
their eight members at levels 1, 2, 5, 7, 9, 10, 11, and 12. In this
case, at least one team member is attempting to solve eight of the 12 challenges.
The danger with this sort of strategy is that the player at level one could
make a error and cause the entire team to fail because their is noone remaining
at the first level to advance to the second level.
The opposite strategy is to have all eight
players start at challenge 1. This guarantees that the team will
be able to advance to at least challenge 8 since there will be players
remaining to advance even if the team answers the challenge incorrectly.
Note that this is not an efficient strategy for solving the most difficult
problems.
Documents
Sample Set of Twelve Problems
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Who
Wants to be a Millionaire? (Receive ten 100 Grand bars) designed
by D. Knot
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to list of activities
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Zoombini
Gates designed by D. Knot
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to list of activities
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Simon
Says (mathematics style) designed by D. Knot
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to list of activities
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