Math Contest Events

 There are 5 Math Skills Events: 

There are Upper division and lower divisions in each event. Calculators will be allowed in all events.

Relay

Team Makeup:

Two persons each from Pre-Algebra, Algebra I, Geometry, Algebra II, Advanced Math, and Calculus.

Physical Arrangements:

Tables will be positioned at the end of the room opposite the teams. Each team will work their problems while seated at that table designated for their team. A judge will be seated at each table.

Rules:

1. Team members will line up opposite the tables. The order of the team members is left to the discretion of each team. Questions will be color coded to match the color of the nametags for each level.

2. At the starter's gun, the first team member will run to the table, select the problem from the correct level, and begin work on that problem. The contestant must be seated while working the problem.

3. Once the contestant has completed the problem he/she hands the answer to the judge and returns to the team without awaiting the outcome of the judging.

4. The team members repeat the process of 1) and 2) above until the time limit for the round of competition expires. In each round, all team members must answer a question before any other team member may repeat.

5. Three rounds of competition will be held. Each round will have a time limit of 10 minutes.

6. A running total will be kept of the number of correct answers for each team as the relay progresses. These scores will be posted at a point visible to all teams.

7. At the end of the third round, that team which has accumulated the most number of correct answers is declared the winner. Subsequent places of finishes are determined in like fashion.

8. In case of a tie for any of the first three positions of finish, a five-minute round of competition between those teams that are tied will be run. This round will serve as a tiebreaker. At most, two of these rounds can be run to break the tie.

9. Any team participating in which all five course levels are not represented will simply recycle their team members through the process more often than would a team with members from all six levels.

10. Note: Students will not be allowed to race across the gym floor in street shoes. We encourage students to wear tennis shoes for this event. Students in street shoes will have to run the course in their stocking feet!

Problem Solving

Team Makeup:

1. A team in the Problem Solving Challenge will consist of the two Pre-Algebra students, two Algebra I students and two Geometry students selected by each school to participate in the Problem Solving Challenge.

2. Team rankings will be determined by the number of points earned by each team. No individual scores or rankings will be given in this event.

The Event:

The entire event will be team based.

The Problem Solving Challenge will consist of 7-15 problems that will be set up in stations around Pioneer Hall. Team members will work together, often using physical materials, models or manipulatives to solve problems. Each team is required to stay together as a team and work cooperatively on each problem. Each team will submit one answer sheet.

Problems will come from the wide range of mathematical strands (geometry, pattern and function, probability, proportional reasoning, number, logical reasoning, measurement, etc.) and will focus on problem solving, estimation and spatial visualization.

Math Bee

Team Make-up and Scoring:

1. Calculus students will participate in the math bee.

2. Scoring will be on an individual basis.

Physical Arrangements:

1. Students will be sitting at tables, but for purposes of order in questioning will be considered as in a circular arrangement.

2. Problems will be read by MC and also shown on screen with overhead projector so that both participants and audience may observe.

Contest Rules:

1. Contest will be similar to a spelling bee but using math problems.

2. A student gets one strike if a question is not answered or answered incorrectly and another student answers it correctly. If no one answers a question correctly, the question is thrown out and all students remain unstruck. Two strikes and you are out of the bee.

3. Bring pencil and paper. Calculators are not allowed.

4. A specified time limit will be allowed for each question. At the end of that period, all contestants will write their answers on a piece of paper. Students will successively display their answers as called upon until a correct response is obtained.

Officials:

1. COCC faculty and/or students

2. High school faculty

Scavenger Hunt

The Scavenger Hunt is a 90-minute contest which counts towards a team's overall score. Each school will have one team consisting of their Algebra II & Advanced Math students. Clues in the hunt will involve a wide variety of mathematical techniques and some creativity on the student's part. Students should come prepared to explore the campus for clues (inside and out regardless of the weather). It might be helpful to bring tape measures, protractors, calculators and scratch paper. The rules, appropriate maps and answer sheet will be provided. In addition, phone books, class schedules and other necessary components are readily available throughout the campus.

An example:

. . . now that you have found the inscription on the pipe (A 2 3 5) consider this as a hexadecimal number and convert it to base 10. That is, A23516 = _ _ _ _ _ 10 .

Now take the last two digits (1's and 10's) and find this course "MTH _ _ " in COCC's 1998 Summer offering. Find the Section # for that class and denote that by x. x = _ _ _. Find the location scheduled for that class and call that y. y = ______________ .

Go to ____y____ and look inside on the blackboard for a problem involving x .

Do the addition problem involving x. That is, solve the problem of the form:

1,234 + x = _ _ _ _ . Denote this answer by z. z = _ _ _ _ . .....

Solve That Problem

(modeled after the classic TV program, "Name That Tune")

1. Participants

a. Lower Division (Pre-Algebra, Algebra I, Geometry) A school's Solve That Problem team consists of two Pre-Algebra students, two Algebra I students and two Geometry students. Each team should designate one of the Pre-Algebra students as the Number 1 Pre-Algebra player, and the other as the Number 2 player; likewise, one of the Algebra I and Geometry students should be designated as the Number 1 player and the other as the Number 2 player. These designations will determine the order of play for the participants and has no other significance.

A single individual cannot be designated as both the Number 1 and the Number 2 player. If for any reason, a team is one or more player short, it will not be able to participate during those times that those designated players would otherwise be playing. Thus, it is advisable to have alternate players lined up should the regular players not be able to participate at the last minute.

b. Upper Division (Algebra II, Advanced Math, Calculus). The same comments as those given for lower division apply with the substitution of Algebra II, Advanced Math, and Calculus for Pre-Algebra, Algebra I and Geometry.

2. Procedure

1. The sequence of play will be as follows:

Lower Division
Pre-Algebra, Player 1
Algebra I, Player 1
Geometry, Player 1
Pre-Algebra, Player 2
Algebra I, Player 2
Geometry, Player 2


Upper Division
Algebra II, Player 1
Advanced Math, Player 1
Calculus, Player 1
Algebra II, Player 2
Advanced Math, Player 2
Calculus, Player 2


2. Problem will be described and/or illustrated.

3. A maximum time will be given for each problem.

4. Oral bidding then begins with times bid less than or equal to the maximum time.

5. The person who wins the bid will do the problem on the overhead projector; the remainder of the players currently playing will work the problem at their stations. (As the scoring below indicates, it is clearly to a team's advantage to win the bid and successfully solve the problem.)

7. Each player will be timed while he or she works the problem. The player indicates when he or she is finished, and hence when the timing should be stopped by putting the pencil (or overhead projector pen) down.

3. Scoring 

1. All participants will be timed. Those not at the overhead projector who correctly solve the problem within the maximum time limit will be ranked first, second, third, etc. on the basis of the time of finish. Points will be assigned as follows:

1st
2nd
3rd
4th
5th
6th
7th
12 points
10 points
8 points
6 points
4 points
2 points
1 points

2. If the low bidder (the person at the overhead) completes the problem within the time bid he or she earns 20 points. If the player at the overhead does not correctly solve the problem within the time bid, but does solve it during the maximum time limit, he/she may still earn points according to the above scale except that 6 points will be subtracted from his/her score. If this number should be a negative number, then a score of zero is assigned.

3. If the player at the overhead projector realizes after putting the pen down that his or her solution is incorrect, he/she may pick up the pen again and correct the error. There are three conditions which apply in this case:

(i) only the player at the overhead is allowed to return to the problem,

(ii) the overhead player must still work the problem within the maximum time limit, and

(iii) the time of finish will be considered to be the maximum time limit if (ii) is satisfied.