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Parr, Alan – Mathematics in School, 1992
Presents the game "Life91," an adaptation of Conway's "The Game of Life." Played on a hexagonal board, the game generates number patterns of population size by rules that determine cell growth and death from one generation to another. An example illustrates the process. (MDH)
Descriptors: Discovery Learning, Educational Games, Enrichment Activities, Inquiry
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Brown, Ian C. – Mathematics in School, 1991
Described is an activity that categorizes a two-digit number as "sneaky" if the continued process of taking the difference of the squares of its digits leads to a difference of zero. Other categorizations are determined by whether the difference process ends in a one-digit number or continues in a loop of numbers. (MDH)
Descriptors: Discovery Learning, Elementary Secondary Education, Enrichment Activities, Inquiry
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Tuovinen, Juhani E.; Hill, Douglas M. – School Science and Mathematics, 1992
Offers LOGO as an environment that facilitates the development of cognitive strategies useful in problem solving. Presents LOGO activities requiring students to combine preprogramed procedures to produce worksheet patterns. Using this approach promotes using LOGO as a vehicle for problem solving and results in a more positive attitude toward LOGO.…
Descriptors: Cognitive Development, Cognitive Processes, Cognitive Style, Computer Assisted Instruction
Stevenson, Frederick W. – 1992
This book attempts to introduce students to the creative aspects of mathematics through exploratory problems. The introduction presents the criteria for the selection of the problems in the book. Criteria indicate that problems should: be immediately attractive, require data to be generated or gathered, appeal to students from junior high school…
Descriptors: Calculators, Computer Assisted Instruction, Creative Thinking, Creativity