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Diagram It: Solving Puzzles Like a Mathematician

Students will learn how to solve puzzles by making simple diagrams, taken from a branch of mathematics called graph theory.
Christopher Olston, PhD
Average rating:
4.9
Number of reviews:
(41)
Class

What's included

4 live meetings
3 hrs 40 mins in-class hours

Class Experience

We will study about a dozen puzzles (examples: pass a message at a party; coordinate animals crossing a river), and solve them together using diagrammatic representations. The diagrams we'll learn and practice together are from a branch of mathematics called graph theory. They are quite simple -- just some dots connected by lines -- yet powerful for finding solutions to puzzles.

We'll learn some cool properties of graph diagrams, such as when is it possible to trace a pencil from a starting point to an end point while traversing every line exactly once. It turns out that knowledge like that can help us solve puzzles -- for example the traceability property gives the solution of the dominoes puzzle, when we represent the dominoes as a diagram. The key skill we'll practice together is translating a given puzzle into a diagram, and then using the diagram to solve the puzzle. This practice can help with abstract reasoning.

The weekly progression is as follows:
 - Week 1: Introduce and practice working with graph diagrams, via several puzzles including Guarini's Puzzle.
 - Week 2: Learn about Euler paths and circuits in graphs (existence test and algorithm), via puzzles such as Bridges of Konigsberg.
 - Week 3: Practice Euler circuits via the Cave Treasure puzzle. Learn about state-space graphs via Lions and Wildebeest.
 - Week 4: Practice state-space graphs with Water Jug puzzle. Do one final puzzle. Review graph diagrams and how they've helped us solve various puzzles.

No prior knowledge of graph theory is required, only enthusiasm for puzzles!

Learning Goals

Students will learn the methodology of solving puzzles by converting them into abstract diagrams, and analyzing the diagrams.
learning goal

Other Details

Supply List
The homework between the first and second meetings will be to play the phone game 1LINE. Links:
 - Apple iPhone: https://apps.apple.com/us/app/1line-one-stroke-puzzle-game/id1179975506
 - Android phones: https://play.google.com/store/apps/details?id=com.gamestart.oneline&hl=en_US
External Resources
In addition to the Outschool classroom, this class uses:
    Joined May, 2020
    4.9
    41reviews
    Profile
    Teacher expertise and credentials
    The teacher is a PhD computer scientist (former Google programmer) with 2 years experience teaching kids the math and algorithms used in programming, in a fun and engaging way.

    Reviews

    Live Group Class
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    $100

    for 4 classes

    1x per week, 4 weeks
    55 min
    Completed by 26 learners
    Live video meetings
    Ages: 10-14
    4-6 learners per class

    This class is no longer offered
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