Math Contest Events
There are upper division and lower divisions in each event. Calculators will be allowed in all events.
Three persons each from Algebra I,Geometry. Two persons each from Algebra II, Advanced Math, and Calculus.
Teams line up on the bleachers side of the Mazama gymnasium. Tables will be positioned at the side of the room opposite the teams. Each team will work their problems while seated at that table designated for their team. Two judges will be seated at each table.
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 name tags for each level. Lower and upper divisions run simultaneously. Algebra I and Geometry make one line. Algebra II, Advanced Math and Calculus make a different line.
2. At the starter's whistle, the first team member from each division will run to the table, select any 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. Everyone must answer a question before anyone goes again.
5. Three rounds of competition will be held. Each round will have a time limit of 7 minutes.
6. A running total will be kept of the number of correct answers for each division of 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 in each division 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 course levels are not represented will simply recycle their team members through the process more often than would a team with members from all levels.
10. Note: Students will not be allowed to race across the gym floor in street shoes or in socks. We encourage students to wear tennis shoes for this event. Students in street shoes will have to run the course in their bare feet!
11. A student who cannot run should ask to use a designated runner. The non-running student will sit at the Judges table, but can only work on their problems after being tagged by their designated runner.
1. A team in the Problem Solving Challenge will consist of the three Algebra I students and three 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 entire event will be team based.
The Problem Solving Challenge will consist of 5-10 problems that will be set up in stations around Grandview 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.
The Scavenger Hunt is a 75-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 move quickly throughout the campus for clues (inside and out regardless of the weather) Please dress appropriately.
The rules, appropriate maps and answer sheet will be provided.
. . . now that you have found the inscription on the pipe (A2 3 5) consider this as a hexa decimal 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 = _ __ _ . .....
(modeled after the classic TV program, "Name That Tune")
Lower division ( Algebra I, Geometry). A school's Solve That Problem team consists of three Algebra I students and three Geometry students. Each team should designate which one of the three Algebra I students will be number 1, 2 & 3. And the same with the three Geometry students.
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.
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 as Algebra I (3) and Geometry (3).
1. The sequence of play will be as follows:
Lower Division Algebra I, Player 1 Algebra I, Player 2 Algebra I, Player 3 Geometry, Player 1 Geometry, Player 2 Geometry, Player 3
2. Problem will be described and/or illustrated.
Upper Division Algebra II, Player 1 Advanced Math, Player 1 Calculus, Player 1 Algebra II, Player 2 Advanced Math, Player 2 Calculus, Player 2
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.
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.