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Problem Posing
Students have asked me, on several occasions, "Is there any math after
calculus?" These students have been given the impression that the world
of mathematics is both finite and linear (the classic algebra-through-calculus
sequence). They are unaware of the extraordinary variety of mathematics
that either builds on or is independent of calculus. They are aware of
a path, and not the full graph, of connected mathematics subjects (see
Appendix). Their question also suggests that
mathematics is a completed body of work. There are no new avenues to pursue
or discoveries for them to make.
In any discipline, it is essential to help students understand our ignorance.
They should come to appreciate the range of questions that remain open
and, most importantly, the fact that countless interesting questions have
yet to be thought of. Such an understanding is an invitation to join in
the discussion. When teachers present mathematics as a predetermined set
of facts to be transmitted, the implicit message is that students are
separate from those who created the mathematics.
Mathematics research will thrive only when students see themselves as
practicing, amateur mathematicians who are expected to create and work
on their own questions. By its very nature, research implies a series
of questions and investigations. The Making
Mathematics Research Projects include multiple initial questions as
well as extensions to establish this point. Good research leads to the
making of connections between related findings. Without multiple results
from related questions, no such broader analysis can arise.
When students begin posing their own original mathematical questions
and see these questions become the focus of discussion, their perception
of the subject is profoundly altered. When they get to spend time working
on these questions, their ownership of the experience produces excitement
and motivation.
The discussions and activities that follow will help students expand
their problem-posing repertoire and promote the habit of creating new
problems. However, problem-posing requires more than the mere tweaking
of a pre-existing question. With structured coaching, students will also
develop a greater ability to assess how interesting and productive their
new questions are likely to be. As students gain in sophistication, their
problems will move from aimless variations toward some clearer mathematical
purpose (e.g., exploring the connection between two different areas of
interest).
Creating New Problems From Old Ones
Every problem is a possible seed for new problems, which come from changing,
adding to, or removing one or more characteristics of the initial problem.
For example, the Fibonacci sequence (1, 1, 2, 3, 5, 8, 13, 21,
)
is generated by adding the previous two terms to get the next one. This
is a deterministic process: the nth term is set once
we choose the first two terms. The ratio between consecutive terms approaches
the golden mean, ,
as the sequence is extended. In what ways might we alter this sequence,
and what happens to the ratio in each case? For example, we can change
the starting numbers, we could add more than two terms at a time, or we
could change the operation being applied at each step. We can even change
the rules as we calculate the sequence, e.g., lets subtract if a
coin flip shows heads and add if it shows tails. In 1960, it was found
that the ratio for a random sequence such as this would still approach
a particular constant value, but it was not until 1999 that computer scientist
Divakar Viswanath actually figured out what that constant was (see Fibonacci
at Random or New
Mathematical Constant Discovered).
Most new problems are inspired either by older ones, as described above,
or by contexts that direct the problem poser in a particular direction.
Faced with an old question, we can try numerous changes that would lead
to new investigations. The possibilities are so plentiful that a persistent
student is almost assured of turning up a truly original mathematical
question.
The sources of inspiration can be a well-known mathematical question,
a puzzle or strategy game, or even a mundane textbook question. We can
alter the conditions of these initial problems to yield interesting, open-ended
research agendas. For example, a classic textbook problem supposes that
a cow is tethered to the corner of a barn 12 meters long and 8 meters
wide (see Figure 1). The length of the tether
is 14 meters. The question asks, How much land does the cow have for grazing?
A few years back, Seth, a calculus student, came to my class excitedly
describing his efforts to move this problem into three dimensions. He
envisioned a "space cow" tethered to the corner of a floating cube. He
wondered about the volume of the region to which this cow had access.
He had thought of this idea earlier in high school and now realized that
he finally had the tools (integration, graphs in three dimensions, and
solving systems of equations) to tackle it. The following two weeks involved
the most technically challenging work that he undertook all year.

Figure 1. A Cow Tethered to a Barn (aerial view)
Seth did not develop a larger theory of "cow" regions. In that respect,
his questions led more to valuable problem-solving rather than to deep
mathematics research. However, he was surprised by and impressed with
the degree to which changing one feature of the original problem turned
a trivial exercise into a difficult one (just as the introduction of randomness
to the Fibonacci sequence created a problem that took decades to solve).
Ways to Change a Problem
Having students practice creating new problems from old ones is particularly
valuable if the old problems are simple enough to yield a multitude of
new, solvable problems. Not only will the class get to practice the art
of problem-posing, but the series of related problems will also help them
build the skill of recognizing when they need to apply new technical skills
toward the solution of a question. In this spirit, many of the examples
that follow are further variations on the cow theme.
Share the cow problem (or another familiar problem) with your class and
ask them to identify all of its numeric and geometric aspects. Then ask
them to change one of those features or to change the context (setting)
of the problem in some way (for example, if the cow becomes a bird or
worm, you are off and running into the third dimension!). Have them write
down their new problem. Finally, ask them to draw a new diagram of the
situation and determine what additional mathematics they might need to
solve the revised problem.
As we read and understand a problem, we become aware of the conditions
that give it form. Some of these conditions are explicitly stated, while
others are implied. For example, the dimensions of the barn in the cow
problem are stated; here are three things that are implied: (1) the dimensions
of the cow are to be ignored (i.e., we are dealing with a "point cow"),
(2) we are only interested in the two-dimensional region of flat ground
outside the barn, and (3) the tether is inelastic.
Below are listed some ways to change a problem to create new problems.
You need not present this list to your class in its entirety, however,
a posted reference list, extended each time students recognize a new problem-creation
technique in their own work or in mathematics they have read, will serve
as a reminder of problem-generating strategies. There are at least seven
basic ways to change a problem:
- Change the numbers.
- Change the geometry.
- Change the operation.
- Change the objects under study.
- Remove a condition, or add new conditions.
- Remove or add context.
- Repeat a process.
Each of these potential changes is discussed in more detail below.
Change the Numbers
- This is the most obvious way to change a problem. Give your students
one or more problems and ask them to identify any stated or implied
numbers. For example, in the cow problem, in addition to the three stated
numbers, there are the following implicit conditions: the 2 dimensions
of the grazing area; the 0 dimensions of the cow; the 1 dimension of
the tether; the 90º angles of the barn; and the fact that there
is only 1 cow with 1 tether, and that there are 0 other animals, barns,
etc. We can change any of these numbers. We can also change the length
and width of the barn (a and b with a
b) and the length of the tether (t), which will require
a case analysis, as the shape and number of regions that make up the
grazing area will be different for t < a, a
< t < b, b < t < a + b, and t
> a + b. The geometry becomes much trickier in this final case.
- Strategy games can be a good source of research problems and often
have many alterable features. Consider the game "100 or Bust" (Schielack,
Chancellor, & Childs 2000):
Two players take turns rolling a die. After each roll, that
player must decide whether to add the value of the roll or ten times
the value of the roll to his or her score (e.g., a
can be counted as 2 or as 20). After seven rolls, the person with
the highest total less than or equal to 100 is the winner. A score
over 100 counts as 0.
Again, ask your class to find all the stated and assumed numbers in
this game. Stated values that might be changed include the number of
players, the target total (100), the number of turns, the multiples
of the die result (1 or 10), and the number of dice rolled per turn.
Assumed values include the number of faces on a die, the values on each
face, and even the probability of each face appearing.
- When considering numerical changes to a problem, many different domains
and representations can prove interesting. For example, what if we limit
the domain for some variable to whole numbers, or extend it to the reals?
What if we allow negative or rational numbers? What happens for particularly
small or large values? What if we change base (e.g., investigate divisibility
rules in base 2 instead of base 10)? Can we change a finite quantity
to an infinite one or a fixed quantity to an unlimited one (e.g., now
each player in "100 or bust" can take an unlimited number of turns)?
What if we change from zero to a non-zero value (e.g., add width to
the tether in the cow problem)?
Change the Geometry
- Any problem with a geometric setting is ripe for new variants. The
simplest problem-posing maneuver is to change the shapes
involved. Different categories of shapes that suggest possible substitutions
include polygons and their number of sides, regular versus non-regular
polygons (Is the cow problem with different tether lengths simpler with
a square barn?), convex versus non-convex figures (What if the barn
were a star?), polygonal versus curvilinear figures (What if the cow
were tethered to a silo with a radius of 10 meters?), and lines versus
segments. Try a shape that is more general (but that includes the initial
object of study, such as parallelograms rather than rectangles) or more
specific (look at a subset of possibilities, such as regular solids
rather than all polyhedra).
- Changes of dimension can yield exciting challenges
and patterns. What if we look at pyramids rather than triangles or hyper-cubes
rather than squares? What if we reduce the dimension of our problem
by considering cross-sections or projections (e.g., shadows) of a higher-dimensional
figure? What happens when we study graphs in coordinate spaces with
three or more axes? What if our question was not about the two-dimensional
area available for grazing but the one-dimensional length of the perimeter
of the grazing area (so that we can buy a fence and liberate the cow
from its tether)?
- The shapes we are studying may not be the only targets of our experimentation.
The structure of the space in which a problem is embedded
can be changed as well (e.g., What if the land on which the cow grazes
is undulating?). We can transfer games played on square grids to triangular,
hexagonal, semi-regular, or other tilings. We can move problems between
Euclidean and non-Euclidean settings (by changing the metric). Continuous
and discrete spaces (e.g., the lattice of points with integer coordinates)
usually require distinct methods of solution and offer contrasting conclusions.
Spaces can also be made to "wrap around" the way video arcade games
often do (i.e., if you exit at an edge, you appear at the opposite one).
These spaces have the same topology as the torus (which looks like the
surface of a donut) and may have properties that are different from
those of a standard plane. For example, the four-color theorem states
that it is possible to color any planar map using at most four colors
so that any two adjacent regions will have different colors. In contrast,
we can draw maps on tori that require more than four colors to satisfy
the same condition.
- We can add, remove, or alter the symmetry of a problem.
For example, no periodic tiling of the plane has five-fold rotational
symmetry. By removing the global constraint in this problem, Roger Penrose
was able to create an aperiodic tiling of the plane that has local five-fold
symmetries. His discovery led to significant advances in the field of
crystallography.
- We can alter the location of elements in a problem.
Points can be in the interior, on the boundary, or outside of a figure.
For example, the cow might be tethered somewhere inside the barn, and
a door could be open (or closed).
Change the Operation
- Algebraic: We can switch between addition, subtraction, multiplication,
division, exponentiation, and roots. We can also change the order of
operations. Ask your class how they might change the arithmetic of the
game "100 or bust"?
- Geometric: We can change between scaling, translating, rotating, and
other transformations. We can construct medians rather than perpendiculars.
We can trisect or n-sect rather than bisect an angle, segment,
or area.
- Analytic: We can change the function involved (e.g., make it exponential
rather than linear). We can also switch between equalities and inequalities,
between recursive and explicit formulas, and between factored and multiplied-out
expressions.
- Probabilistic: We can substitute a predictable behavior for a random
one (as noted for the Fibonacci sequence, above).
For example, Juancho, a fifth grader, altered the Connect the Dots problem so that the jump size was chosen randomly for each
step; collecting data immediately became a more confusing challenge.
Change the Objects Under Study
Remove a Condition or Add New Conditions
- What if we add tethers but throw away the barn? What if our score
for "100 or Bust" were the absolute value of the difference between
our total and 100 ("100 or Close")? What if we have to declare before
we roll whether to count the value of the roll once or ten-fold?
- The creation of the definition of the word semicenter
(see Creating
New Definitions to Create New Problems in Definitions)
arose from a loosening of a condition for the center of a circle. Instead
of being the point with equal-length segments to the points of a circle,
a semicenter is a point with connecting segments of
any length that all lie within a figure. This looser version of "center"
led to a number of new questions.
Remove or Add Context
- If a problem comes with a particular setting, we can make it abstract
by removing any non-mathematical details. For example, when we begin
studying taxicab geometry, the image of a street grid with buildings
in each square leads us to the adoption of a new metric (a method for
determining distance). One can move only sideways or up and down, because
the buildings block any diagonal motion. However, those buildings also
limit our ability to consider all points in the plane; we can therefore
throw away the original setting but keep the metric horizontal
distance plus vertical distance that it inspired. We are now
able to consider what shapes, such as a taxicab circle, look like without
worrying about the presence of buildings or other obstacles.
- Alternatively, we can add a story to an otherwise abstract problem.
For example, it is easy to dissect a rectangle into four equal pieces,
but when that rectangle becomes a cake and there are four kids who each
want their fair share, a whole realm of new and difficult mathematics
problems emerge (see "Fair Division" in COMAP [1996] and Formulas
for Fairness). Similarly, finding the area of a polygon-shaped region
is easy, but determining how to cover that region with carpet of a fixed
width is complicated, and finding the most efficient way to cover it
with paint from a brush is more challenging still.
- You can turn each problem-posing method into a practice activity.
Ask students to superimpose a story or context on an abstract problem
of their choosing (e.g., a geometric construction or a system of equations
they find by scanning through a textbook). Once they have created their
context, they can see how it restricts or re-directs the original problem.
Likewise, they can remove the story from a problem and think about variations
(e.g., using negative numbers) that the setting might have implicitly
discouraged.
Repeat a Process
Iteration can lead to surprising and beautiful
mathematical questions and results. For example, the famous 3 x + 1
conjecture explores the fate of sequences generated by beginning with
a counting number and repeatedly applying the function f( n) =  (e.g.,
the sequence beginning with 15 continues with 46, 23, 70, 35, 106, 53,
160, 80, 40, 20, 10, 5, 16, 8, 4, 2, and 1). Although mathematicians conjecture
that every starting value ultimately ends up at 1, there is no proof of
this claim (see The
3x + 1 Problem and Its Generalizations). We can repeat any
operation, such as squaring a number, bisecting a side, or rotating a
figure, to yield ever more complicated objects or sequences for study.
For additional information, see Iteration
in the Mathematics Tools section.
New Questions for Old Problems
While we can alter many features of a problem, the most dramatic change
we can impose is to change a problems objective. Mathematicians
have a long list of questions that they are in the habit of applying to
new settings; these questions, discussed below, should be introduced to
beginning researchers.
What Is the Minimum or Maximum Value Possible?
Optimizing an area, an amount, or a number of steps in a task is a common
goal. For example, where along the perimeter of the barn should the farmer
tether the cow in order to maximize the grazing area? Is there a shape
(other than a circle) for which the attachment point is immaterial (i.e.,
the area is always the same, and the maximum equals the minimum)? If we
can see all seven rolls in a game of "100 or Bust" before having to decide
how to count each roll, what is the minimum score for which we should
ever have to settle? If you could pick multiples other than 10 and 1,
which two would you choose ahead of time (i.e., what values maximize the
likelihood of a good score)? Sometimes, the most informative question
to pose is "What is the set of objects which are all equally good (i.e.,
that all produce the same value)?" An understanding of these families
of objects can lead one to an optimum solution.
How Many . . . ?
Many questions have associated combinatoric lines of inquiry: How many
solutions are there? How many ways are there to accomplish a mathematical
task? These questions also suggest the less well defined but open-ended
question, How many ways are there to solve a problem? One issue that frequently
arises during efforts to enumerate possibilities is the definition of
exactly what is being counted. Different definitions yield different totals,
so clarity regarding what exactly makes one solution distinct from another
is important (see Definitions).
What Is the Inverse of this Question?
Charles Groetsch (1999, p. 2) defines
direct problems as "those in which exactly enough information is provided
. . . to carry out a well-defined stable, process leading to a unique
solution." In contrast, the inverse of a direct problem may give a result
and look for all the possible starting points that lead to that result.
An inverse problem might also provide the beginning and end of a problem
and seek the processes that could link the two. For example, an inverse
of the cow problem might be, "A cow attached to a barn can graze an area
of 200 square meters. What arrangements produce such an outcome?" For
"100 or Bust," an inverse might be, "A player has 79 points at the end
of his or her final turn; what combination of rolls might produce this
result?" The name "inverse" here refers to the functional inverse: the
act of undoing an operation. Problems that are the inverse of direct problems
are often open-ended, just as the inverses of functions are often not
simple functions themselves (i.e., they are not 1-to-1). Inverse problems
naturally lead into "How many ways . . . " questions.
What Is the Procedure?
In other words, can you find an algorithm for accomplishing a task (e.g.,
factoring a number or polynomial)? For example, if a cow can eat a six-inch-wide
swath, what is the most efficient route she can travel in order to eat
all of the grass within reach? Combinatorics problems often involve methods
that count a set of mathematical objects without actually listing them.
It is an interesting challenge to find a procedure for listing all the
objects of a set (see the Simplex
Lock Project).
Does the Object We Have Described Actually Exist?
The answer to this question is not always clear. For example, the mathematical
definition of odd perfect numbers is clear, yet no one knows whether any
exist. Rather than assume solutions, we might ask, "Is it possible to
make a shape (number, method, etc.) that . . . ?"
Can We Generalize the Problem?
Once we solve a particular problem, we are tempted to explore an entire
space of related problems, to look for a formula or rule that explains
all of them. For example, for all cow problems, does the attachment point
that maximizes grazing land always occur at a vertex or always away from
one? Which games of tic-tac-toe played on an n by m
board, needing r in a row to win, should be won by the first
player? More abstractly, we can ask what happens when we change an exploration
into the relationships between numbers into one on the relationships between
element of a field or look not just at a property of addition but of binary
commutative operations in general.
What Is the Underlying Explanation for the Patterns and Structures We
Encounter?
Every investigation should include these "why" questions. Why does this
pattern appear in this circumstance? Why do two different situations generate
the same results? Why did this change lead to that change? Mathematicians
know that they are probably missing an exciting discovery if they only
know that something is, but cannot say why it is so.
Practice Class Activities
Your students can have a lot of fun generating problems. One way to give
them a chance to practice this skill is to copy the calendar of mathematics
problems from the Mathematics Teacher (NCTM) for your class.
Ask each student to pick one problem and turn it into as many different
new problems as possible. Have them write a list of as many explicit and
implicit conditions of the problem as they can identify. Give them time
to repeat this process for a variety of problems. Encourage them to pick
problems involving different areas of mathematics (e.g., arithmetic, geometry,
algebra).
The point of creating new problems is to create interesting
problems. We do not generally know how interesting our questions are until
we spend time trying to answer them. So, once your students have generated
their variations, it is worthwhile to give them time to investigate those
that most appeal to them. The more time students spend working on their
own creations, the richer their instincts will be for the changes that
lead to exciting research questions. The time spent will also help them
develop their own aesthetic as problem-posing and problem-solving mathematicians.
New problems do not always require creative changes in order to produce
new and interesting questions. Sometimes, changing a single number raises
unexpected issues. The September 2000 Mathematics Teacher calendar
included the following problem:
In Mr. Edgecombs mathematics class, 30 students took an
exam on statistics. If the average passing grade was 84, the average failing
grade was 60, and the overall average was 80, how many students passed
the exam? (The answer is that 25 passed.)
One of our sophomores began to wonder if these numbers were special.
So she changed the class size to 17 students. She then solved the problem
by assuming that x students passed the exam. She knew that the
total number of points on the 17 tests was 84x + 60(17 x) = 80(17),
which meant that x = 14.166 students passed. Since it was not
possible to have a fractional part of a student, she speculated that the
original averages were not exact. She recalculated what the class average
would be if 14 students passed and 3 failed; the result was (14*84 + 3*60)/17
= 79.76 which rounded to 80! Now the whole class was wondering whether
the numbers always allowed reasonable integral numbers of students. They
also asked (but did not answer) the general question, "If the rounding
does not always work, which sets of starting numbers do produce a reasonable
answer?" This episode is an example of how a simple starting point can
yield challenging research.
Many textbook problems like this one are designed to have "nice" answers.
These exercises suggest an inverse problem: If we want integer answers
to a problem, how do we find the correct starting values? Generalizing
textbook problems can also be fruitful. For example, we can turn routine
factoring exercises into research explorations. With the aid of a symbolic
mathematics tool such as Mathematica, Maple, or the TI-89, factoring x2
1 and x3 1 can become a question about
the factors of xn 1.
Other sources that can provide the seed for new questions include simple
games, books of recreational mathematics (especially those by Martin Gardner),
and journals such as Quantum
and The Mathematical Gazette.
These materials will also introduce students to a range of unfamiliar
mathematics topics.
Online sources of problems include Quantum magazines CyberTeasers,
The Math Forums Problems of the
Week, and Problems with
a Point. The first CyberTeaser I clicked on (from January/February
2000) yielded the following challenge: "Can a number consisting of 300
ones and some number of zeros be a perfect square? Explain your answer."
The solution provided assumed that the number was in base 10. Such a number
would be divisible by 3 but not by 9 (because of the sum of the digits)
and is therefore never going to be a perfect square, regardless of the
arrangement of the digits. Many generalizations of this problem, in terms
of the digits and bases involved, immediately suggest themselves.
Clarifying a Question
Even seemingly simple changes in a problem can create an ill-defined
situation. The questions below were generated by students attempting to
modify the Connect
the Dots research setting (see Using
Research Settings and the Connect
the Dots Teaching Notes for related discussions).
- How is the pattern affected if we connect the dots with curves?
- What if the dots are not evenly spaced around the circle? How does
the placement of dots affect the shape made by the connecting lines?
- What if the dots lie outside of the circle?
- What if there are several dots in the middle of the circle?
- What happens if there are concentric rings with dots?
- What if we use a three-dimensional shape such as a sphere or a dodecahedron?
- What if the circle is made entirely of dots?
Several of these questions offer the possibility for interesting investigations,
but none, in their initial form, describe a new problem unambiguously.
In question 1, we need to know the type, size, and orientation of the
curves. Question 2 leaves open the matter of whether jumps are determined
by dots or absolute distance. Questions 3 through 5 and 7 do not say how
we are to incorporate these additional dots into the rule for jumps. Question
6, which is perhaps proposing a two-dimensional grid of dots on the surface
of a solid, also needs to clarify how jumps are specified and executed
in this new non-linear arrangement of dots.
Once students have proposed their variants, they should independently
attempt to draw an example for each. Classes quickly discover whether
a problem is clear and interpreted in a uniform manner. Once it becomes
evident that a question is not clear, the original authors can attempt
to rewrite their problem. Some problems may eventually prove to be quite
worthwhile, while the class may never resolve other problems sufficiently
to generate much interest. The process of peer review will help the students
discover the need to think through the consequences of their ideas and
to value careful writing.
Evaluating the Quality of a Research Problem
Once your students are ready to work on a long-term research project,
they will need to decide which questions should receive the most attention.
They will not be able to work on all of the questions they propose. However,
they should be encouraged to lay out a small sequence of related investigations
that build on one another, which they will tackle in order. Of course,
as their research proceeds, as they become more knowledgeable about their
topic, and as new questions arise, their goals may shift.
For a research agenda to be a good one, several criteria need to be met:
- Students should have an intrinsic interest in the problem; if not,
effort and insight are unlikely to materialize. Different questions
and mathematical topics appeal to each of us. Encourage your students
to develop their own (hopefully open-minded) aesthetic for mathematics.
Let them know that it is appropriate to be drawn to one type of setting
or another, or to prefer visual or abstract problems over others.
- Students or groups should know enough relevant mathematics to make
at least some headway with their research agendas.
- Students should be able to state clearly their problems and questions.
- The questions should contain challenges but not be impossible. The
worst choice for a research project is a well-known, unsolved problem.
When students start talking about Goldbachs Conjecture or some
other problem that has stumped mathematicians for years, I encourage
them to begin their research career with a more productive endeavor.
Unsolved Mathematics
Problems and The
Geometry Junkyard provide interesting lists of problems not to tackle.
However, while "impossible" problems should be avoided, student questions
should be challenging enough so that there is no obvious solution or
sure-fire method of attack.
- You and your students should assess the originality of their questions.
While I do rule out Unsolved problems (with a capital U), I encourage
students to tackle previously unposed problems of their own creation.
The appeal of such problems is twofold: They are original to the student,
and no solution is lurking in some book or journal. New problems do
not come with a guarantee that they will yield interesting results,
but they usually work out quite well. The fact that a student is exploring
uncharted mathematical territory adds to the excitement of the experience.
Often, students will pose problems that are original to them but not
to the larger mathematics community. In such cases, I ask them to avoid
an early search of the literature so that they can develop a fairly
deep understanding of the problem before discovering what others have
done with it. By the time they embark on a literature review, they have
often posed additional questions that the resources they consult do
not address.
- Research that generalizes an initial setting or becomes more abstract
in its treatment of that setting tends to be more satisfying than explorations
that remain narrowly focused. Students should begin with more concrete
and specific problems, but as they work, they should strive to solve
a space of related problems rather than a single one. Searches for larger
problems that encompass an original problem require creativity and encourage
students to make connections between related ideas.
- The practical considerations of school life influence the suitability
of a topic. A student should be able to reach at least some intermediate
research objectives in the time allotted for the project. The project
should also hold the promise of extensions that could easily last longer
than the time allotted. Any technology required for efficient work on
a problem needs to be available.
Project Proposals
Ask students who are developing their own research questions (as opposed
to using the Making Mathematics projects)
to write a project proposal, which you should approve before they commit
too much time to their research. A proposal should contain the following
elements:
- A students research agenda, with a description of the problem
and the main questions the student hopes to answer
- The source of the problem and why it appeals to the student
- A literature review (if appropriate) of resources that provided helpful
background on the problem
- A discussion of the initial steps the student plans to take (the mathematical
equivalent of an experimental design that describes the variables to
be studied and the data that will be collected)
Students should use the following questions to evaluate the first draft
of their project proposal:
- Have you posed a question or merely identified an area of interest?
- How original is your question?
- Is your question significant and relevant? (This is always an interesting
question for pure mathematics investigations.)
- Is the question too broad or too specific to lend itself to meaningful
research? If so, how can you sharpen or expand its focus?
- Can you identify the types of evidence you will need to collect during
your work and what form the answers to your questions will take?
- Do you have, or can you acquire, the necessary technical background
to address your question?
- Does your question allow for analysis in addition to data collection?
- Is your question realistic for the time allowed?
- Will the resources you need be available? (Answering these last four
questions may require teacher guidance.)
Coming up with a good research question is important and difficult work.
The more energy students invest in developing a good question, the better
their research experience will be. Provide class time for your students
to write "teacherly" peer reviews of one anothers project proposals,
using the above questions. These reviews will help produce stronger second
drafts for you to comment on. They also give students a wider audience
for their work, get the class excited about one anothers questions,
and provide practice in communicating technical ideas at an accessible
level.
Using Research Settings
The discussions above show that students can create their own research
questions by modifying old questions. Research settings i.e., mathematical
situations or objects that do not come with any initial problem statement
allow students to take the process one step further, and inspire
them to ask original questions. Some of my favorite student questions
have arisen from class explorations of research settings.
The Connect the Dots
project is a research setting that serves as an excellent introductory
experience for both middle and high school students. If you strip the
problem of its questions, provide copies of the handouts, and explain
the method for jumping around the circles, the designs and patterns that
emerge will naturally inspire students to ask their own questions. The
following questions (among dozens of others!) came from one class of fifth
graders:
- What combinations of dot number and jump size make stars?
- What combinations of dot number and jump size lead to squares?
- For which dot numbers will every jump size hit every dot?
- How many regions do the segments and the circle create? (For example,
a circle with 5 dots and a jump size of 1 produces 6 regions. The same
circle with a jump size of 2 yields 11 regions.)
- What happens if we randomly pick a number for each jump, starting
from 1 and going up to the total number of dots?
The first question about stars led to a wonderful discussion about what
each student meant by the word "star." Their confusion forced them to
write formal definitions of the shapes they wanted to include. Some wanted
any figure with intersecting segments to be a star. Another student, because
of the conjecture she was working on, defined a star as a figure such
that the segments coming from a given dot connected to dots that were
adjacent to each other. This dialogue naturally led to a discussion about
how to write clear definitions (see Definitions).
The range of difficulty of the questions makes it possible for each student
to begin work at a level appropriate to his or her skills and background.
The question about squares is trivial for high school students but not
for all elementary students. The question about numbers of regions is
challenging at any age. Such flexibility is one of the benefits of beginning
with a setting rather than a specific question.
The Mathematics Project page lists sample research settings (see Research
Settings). You can also create a research setting by removing the
question while leaving the description of a problem. For example, you
can present your students with the Fibonacci sequence or the sequence
of the powers of three and give them time to extend the lists and ask
their own questions about the behaviors they note (e.g., Will there always
be two odds for every even in the Fibonacci sequence?).
Sometimes a setting can be a single example of a larger phenomenon. For
example, the Unit
Fraction setting presents the equation .
Given this lone mathematical object, what questions do your students have?
Students generally note the common numerators and the multiplication problem
in the denominator (2 * 3 = 6) and ask if any other equations like this
exist. That question leads to wonderful discoveries and countless extensions
of the setting. (Note that before students can ask a question about the
object, they have to figure out what it is an example of.)
Single equations and diagrams can serve as the starting point for research.
So, too, can new definitions become the seed for explorations (see Creating
New Definitions to Create New Problems in Definitions).
Board games and other games of strategy also provide settings that inspire
mathematical research (e.g., Set).
The books by Stephen Brown and Marion Walters and by Frederick Stephenson
listed in the bibliography are excellent sources for problem-posing and
research settings.
Bibliography
Brown, Stephen & Walters, Marion (1983). The art of problem
posing. Hillsdale, NJ: Lawrence Erlbaum Associates.
Brown, Stephen & Walters, Marion (Eds.) (1993). Problem posing:
Reflections and applications. Hillsdale, NJ: Lawrence Erlbaum Associates.
COMAP (1996). For all practical purposes: Introduction to contemporary
mathematics. New York: W. H. Freeman and Company.
Devlin, Keith (1999). New mathematical constant discovered,
MAA Online at http://www.maa.org/devlin/devlin_3_99.html.
Gardner, Martin (1986). Knotted doughnuts and other mathematical
entertainments. New York: W. H. Freeman and Company.
Gardner, Martin (1988). Time travel and other mathematical bewilderments.
New York: W. H. Freeman and Company.
The Geometry Junkyard is available online at http://www.ics.uci.edu/~eppstein/junkyard/open.html.
Groetsch, Charles (1999). Inverse problems. USA: Mathematics
Association of America.
Lagarias, Jeff (2000). The 3x + 1 Problem and Its Generalizations.
Available online at http://www.cecm.sfu.ca/organics/papers/lagarias/index.html.
The Math Forums Problems of the Week are available online
at (http://mathforum.com/pow).
The Mathematical Gazette, information available online at
http://www.m-a.org.uk/eb/periods.htm
National Council of Teachers of Mathematics (NCTM). Mathematics
Teacher. Reston, Virginia. Membership and subscription information
is available online at www.nctm.org or call 1-800-235-7566.
Peterson, Ivars (1996). Formulas for fairness, Science News
Online at http://www.sciencenews.org/sn_arch/5_4_96/bob1.htm
Peterson, Ivars (1999). Fibonacci at random, Science News
Online at http://www.sciencenews.org/sn_arc99/6_12_99/bob1.htm.
Problems with a Point is available online at http://www2.edc.org/mathproblems.
Quantum magazine, information available online at http://www.nsta.org/quantum/.
Quantum magazines CyberTeasers are available online
at http://www.nsta.org/quantum/cyberarc.asp.
Schielack, Jane, Chancellor, Dinah, & Childs, Kimberly (2000, February).
Designing questions to encourage childrens mathematical thinking.
Teaching Children Mathematics, 398402.
Stephenson, Frederick (1992). Exploratory problems in mathematics.
Reston, VA: NCTM.
Unsolved Mathematics Problems is available online at http://www.mathsoft.com/asolve/index.html.
Weisstein, Eric (1999). Concise encyclopedia of mathematics CD-ROM.
USA: CRC Press.
Appendix
The bewildering array of topics that comprise mathematics is illustrated
below by the 1991 Mathematics Subject Classifications,
which is used to organize the Zentralblatt-MATH database of abstracts
of mathematics journal articles. Sharing this list with your students
should provide a sense of how much more there is to explore mathematically.
Many of the headings will be meaningless, but you should encourage your
students to note the few that they recognize. In the full classification
scheme, each heading has many subheadings.
For an alternative activity that is more fun and interactive than reading
this list, you can have students click through the entries of Eric Weissteins
Concise Encyclopedia of Mathematics CD-ROM, sections of Alexander
Bogomolnys web site (http://www.cut-the-knot.com/content.html),
or the Favorite Mathematical Constants page at http://pauillac.inria.fr/algo/bsolve/constant/constant.html.
Another exploration option is The Mathematical Atlas (http://www.math.niu.edu/~rusin/known-math/),
which is organized according to Mathematics Subject Classifications and
provides a description of each heading (and the subheadings as well, which
are not listed below) and additional discussions of selected topics for
each. Ask your students to record and explain one new definition, problem,
conjecture, and theorem that they learn about from the site they explore.
Mathematics Subject Classifications
00-XX General
01-XX History and biography
03-XX Mathematical logic and foundations
04-XX Set theory
05-XX Combinatorics
06-XX Order, lattices, and ordered algebraic structures
08-XX General algebraic systems
11-XX Number theory
12-XX Field theory and polynomials
13-XX Commutative rings and algebras
14-XX Algebraic geometry
15-XX Linear and multilinear algebra; matrix theory (finite and infinite)
16-XX Associative rings and algebras
17-XX Nonassociative rings and algebras
18-XX Category theory and homological algebra
19-XX K-theory
20-XX Group theory and generalizations
22-XX Topological groups and Lie groups
26-XX Real functions
28-XX Measure and integration
30-XX Functions of a complex variable
31-XX Potential theory
32-XX Several complex variables and analytic spaces
33-XX Special functions
34-XX Ordinary differential equations
35-XX Partial differential equations
39-XX Difference and functional equations
40-XX Sequences, series, and summability
41-XX Approximations and expansions
42-XX Fourier analysis
43-XX Abstract harmonic analysis
44-XX Integral transforms
45-XX Integral equations
46-XX Functional analysis
47-XX Operator theory
49-XX Calculus of variations and optimal control; optimization
51-XX Geometry
52-XX Convex and discrete geometry
53-XX Differential geometry
54-XX General topology
55-XX Algebraic topology
57-XX Manifolds and cell complexes
58-XX Global analysis and analysis on manifolds
60-XX Probability theory and stochastic processes
62-XX Statistics
65-XX Numerical analysis
68-XX Computer science
70-XX Mechanics of particles and systems
73-XX Mechanics of solids
76-XX Fluid mechanics
78-XX Optics and electromagnetic theory
80-XX Classical thermodynamics and heat transfer
81-XX Quantum theory
82-XX Statistical mechanics and structure of matter
83-XX Relativity and gravitational theory
85-XX Astronomy and astrophysics
86-XX Geophysics
90-XX Economics, operations research, programming, and games
92-XX Biology and other natural sciences; behavioral sciences
93-XX Systems theory; control
94-XX Information and communication; circuits
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