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.


Team Makeup:

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

Physical Arrangements:

Teams line up on the bleachers side of theMazama gymnasium. Tables will be positioned at the side of the room oppositethe teams. Each team will work theirproblems while seated at that table designated for their team. Two judges willbe seated at each table.


1. Teammembers will line up opposite the tables. The order of the team members is left to the discretion of eachteam. Questions will be color coded tomatch the color of the nametags for each level. Lower and upper divisions runsimultaneously. Algebra I and Geometrymake one line. Algebra II, Advanced Mathand Calculus make a different line.

2. Atthe starter's whistle, the first team member from each division will run to thetable, select any problem from the correct level, and begin work on thatproblem. The contestant must be seatedwhile working the problem.

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

4. Theteam members repeat the process of 1) and 2) above until the time limit for theround of competition expires. Everyonemust answer a question before anyone goes again.

5. Threerounds of competition will be held. Eachround will have a time limit of 7 minutes.

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

7. Atthe end of the third round, that team in each division which has accumulatedthe most number of correct answers is declared the winner. Subsequent places of finishes are determinedin like fashion.

8. Incase of a tie for any of the first three positions of finish, a five-minuteround 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 tobreak the tie.

9. Anyteam participating in which all course levels are not represented will simplyrecycle their team members through the process more often than would a teamwith members from all levels.

10. Note: Studentswill not be allowed to race across the gym floor in street shoes or in socks. We encourage students to wear tennis shoesfor this event. Students in street shoeswill have to run the course in their bare feet!

11. A student who cannot run should ask to use adesignated runner. The non-runningstudent will sit at the Judges table, but can only work ontheir problems after being tagged by their designated runner.

Problem Solving

Team Makeup:

1. A team in the Problem Solving Challenge willconsist of the three Algebra Istudents and three Geometry studentsselected by each school to participate in the Problem Solving Challenge.

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

The Event:

The entire event will be team based.

The Problem Solving Challenge will consist of 5-10 problems that will be set up in stationsaround Grandview Hall. Team members willwork together, often using physical materials, models or manipulatives to solveproblems. Each team is required to staytogether as a team and work cooperatively on each problem. Each team will submit one answer sheet.

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

Math Jeopardy

Team Makeup:

Calculus students.

RULES: The board consists offive categories, each having five options. These options are ordered from lowest to highest point value (10 pointsto 50 points). A contestant selects anoption not previously chosen. Timepermitting, a new Double Jeopardy board will be presented, where point valuesrange from 20 to 100 points.

Thefirst contestant to ring the bell AFTER Alex has finished reading the questionwill have five seconds to give their answer.

Acorrect response earns the pointvalue of the clue and the opportunity to select the next clue from the board.

Anincorrect answer leads to thededuction of twice the point valuefrom the players score, so make sure to answer carefully! The player also loses the opportunity to ringin again for that question.

Ifthere is no correct response after 3 guesses, the answer is read, and theplayer who has the most recently given a correct response gets to choose thenext option.

Nocalculators or personal devices (other than your brain) are allowed, but youmay use a pencil and scratch paper.


Afterall points for correct answers are totaled and deductions of double the pointvalue are made for incorrect guesses, the three highest point totals willdetermine 1st, 2nd, & 3rd places.

Inthe event of a tie, it will be broken by a Final Jeopardy challenge question the first student to answer correctly wins.

Scavenger Hunt

The Scavenger Hunt is a 75-minute contest which countstowards a team's overall score. Eachschool will have one team consisting of their Algebra II & Advanced Mathstudents. Clues in the hunt will involvea wide variety of mathematical techniques and some creativity on the student'spart.

Students should come prepared to move quickly throughout thecampus for clues (inside and out regardless of the weather) Please dressappropriately.

The rules, appropriate maps and answer sheet will beprovided.

An example:

. . . now that you have found the inscription on the pipe (A2 3 5) consider this as a hexadecimal number and convertit to base 10. That is, A23516= _ _ _ _ _ 10 .

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

Go to __y__ and look inside on the blackboard for aproblem 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 ( 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.

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 Algebra I (3) and Geometry (3).

2. Procedure

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
Geomerty, Player 2
Geometry, Player 3

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:

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.