By Brian Bolt, David Hobbs
This ebook for lecturers indicates initiatives which cater for quite a lot of strategies and abilities, and hyperlinks with different curriculum matters.
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Extra info for 101 Mathematical Projects
A) Find some key positions for 3 piles with up to 10 matches in each pile. (b) Explain why the method works. (c) Try other numbers of piles. (d) Change the rules so that the last player loses. (e) Harder! Write a computer program for the game. See MA, activity 154. 3 Tsyanshidzi (or Wythoff's Game) This ancient Chinese game is for two players with two piles of matchsticks (or counters). Each player can either take any number of matches from one pile or an equal number from both piles. The player taking the last match wins.
Try the game out as in the last paragraph of 1 above. ). References Many standard exercises from textbooks can be adapted as games. For example: SMP Book G, chapter 3; SMP11-16 Book Y2, chapter 17; SMP11-16 Book B2, chapter 14 (Cambridge University Press) 48 Games and amusements 4 Cards The customer pays lOp to pick two cards from a shuffled pack. To win the customer must get either two cards of the same suit or two cards of the same denomination (for example two sixes) Work out the theoretical profit for this scheme and try it out.
A study of the mathematics of gambling might convince some pupils that the chances of winning are usually very remote. 1 Horse racing 2 Roulette wheels The Monte Carlo version of the roulette wheel has 37 sections, marked 0 to 36. You bet on any number and, if you win, you get 35 times the amount you staked and also your 11-10 Tamatour, 3-1 Guessing, 11-2 Mowsoom, Parsons Child, 10-1 Tonquin. stake is returned. 7%. If you put £1 on each horse and Tamatour won Apart from the 0, half of the sections are red would you make a profit?
101 Mathematical Projects by Brian Bolt, David Hobbs