. Exploring Problem Solving Solving Mathematical Problems and Reinforcing Basic Math Facts Inside this Unit Page Lesson 1: Solving Problems as a Group 5-6 Lesson 2: Writing Your Own Problems 7-8 Lesson 3: Organizing and Checking 9-10 11-12 Lesson 4: Find & Solve Hidden Problem Lesson 5: Using a Picture or Diagram 13–14 Lesson 6: Simplify 15– 16 Lesson 7: Find and Use Patterns 17-18 Lesson 8: Work Backwards 19–20 Lesson 9: Problems Solving Quickly Lesson 10: Review and websites Evaluations: At the first and last class, please have the class fill out the Student Evaluation sheet. Doing so will enable the club teacher and Zeno to track student progress. Also, teachers please fill out the Curriculum Evaluation Form so that Zeno learns how to better serve you and the students in the future. THANK YOU! Unit Standards for Grades Analyze a situation to define a problem Use strategies to determine if there is a problem to solve. Generate questions that would need to be answered in order to solve the problem Identify known and unknown information Identify needed and not needed information Apply strategies to construct solutions Gather and organize data Determine what tools should be used to construct a solution Recognize when an approach is unproductive and try a new approach Communicate their mathematical thinking clearly and coherently to peers, teachers and others. Use the language of mathematics to express mathematical ideas precisely. Compute fluently and make reasonable estimates 21–22 23 A Ten Lesson Unit Develop fluency with basic number combinations for multiplication and division Develop fluency in adding, subtracting, multiplying and dividing whole numbers Teaching Tips In order to best help students develop strong problem solving skills, children should be placed in random groups of four, and kept in these groups for at least two to three weeks. This practice will help them learn how to work within a group. If you cannot make even groups of four, then one student may join a group of four. In this instance however, students need to sit in a circle rather than a rectangle in order to have even lines of communication. If there are two extra students, have them join a group of four but consider the group as two subsets: a group of four and a group of two. Rules for groups: 1. You are responsible for your own behavior 2. You must be willing to help anyone in your group who asks. 3. You may not ask the teacher for help unless all students in group have the same question. Rules for teacher: listen, interact, pay attention and do not interfere. Listen to the groups, become a member of the group if they are having difficulties getting started, help them figure out the answers without telling them, BUT refrain from being the boss. Exploring Problem Solving Supply List for 24 Students Activity Sheets: Supplies and Books: Student Contract 1 Teaching Manual Parent Letter 1 Grapes of Math by Greg Tang Color Square 1 Logic Safari Book 2 by Bonnie Risby 1 Logic Safari Book 3 by Bonnie Risby 1 Sudoku Puzzles for Kids by Michael Rios Input/Output 1 whiteboard markers Towers of Hanoi 6 boxes of crayons Magic Squares 12 decks of cards Boxes Inside of Boxes Problem 24 journals Kidville Problem 24 pencils Math Headlines Math Millionaire Version I Letter Cards A B C D Funny Money River Crossing Scenarios Travel Problem Logic Problem Apple Problem Math Millionaire Version II Games: 1 1 1 1 2 Club Evaluations: Return envelope for evaluations Student Club Evaluation form Teacher Club Evaluation form 24 Game by Suntex Apples to Apples by Out of the Box Muggins! by Old Fashioned Products, Inc. Snap by Gamewright Mastermind by Pressman Solving Mathematical Problems and Reinforcing Basic Math Facts Page 5 Lesson 1 Focus: Solving Problems as a Group Using deductive reasoning to solve problems as a group. Lesson Prep: Make copies of the Color Squares sheet, Student Contract and Parent Letter. Introductions, Student Contract, What is Problem Solving? Material: *Parent Letter *Pre-Math Club Student Evaluation *Student Contract Welcome students, go over the Student Contract, and ask students what they know about problem solving. Why is it important? What are the different ways that math problems can be solved? Guess and check, working backwards, drawing a picture or diagram, simplify, look for patterns, make an organized list, table or chart, logical reasoning. Hand out the Pre-Math Club Student Evaluation sheet (copies are in the manila envelope in the back of the Teaching Manual), and ask students to answer the questions as best they can. Remind students that this is not a test, but rather a way for you to understand their thinking. When students have finished, collect the sheets and hold onto them until the last day of club. Remember to send home the Parent Letter at the end of class. Activity 1: Digit-Place Game The goal of the game is to guess a secret three or four digit number. The leader writes down a three digit number and does not disclose the number. Students take turns guessing three digit numbers. Each time someone guesses, the leader gives one of the following clues: Place: correct digit in the correct place. Digit: correct digit but not in the correct place. The game ends when someone deduces the correct number. For the next round, increase the number to a four digit number. Give the students hints and clues to help them become more proficient with their guesses. Example: Guesses one and two have a “7” in them and one digit is correct in each. Guess three has a “7” and none of the digits are correct, so “7” cannot be the number. Neither can “3” be a number because guess one has a “3” and one digit is correct but guess three has a “3” and no digits are correct. EXAMPLE Secret number 849 Digit Place 1st guess: 793 1 0 2nd guess 472 1 0 3rd guess 317 0 0 4th guess 942 1 1 5th guess 549 0 2 6th guess 849 0 3 VOCABULARY ROW—horizontal COLUMN — vertical Solving Mathematical Problems and Reinforcing Basic Math Facts Page 6 Activity 2: Color Square Game Students are given the Color Square sheet; they are to figure out the color scheme of the grid, which was designed by another person. The first game can be played on a 3 x 3 square grid. Each of the nine squares is colored; there are three squares of three different colors. All the squares of one color are linked together along edges. See the example on the right. First round: play it all together as a class, using a 3 x 3 grid. The teacher designs a color square pattern or uses the example provided to the right, below. Material: *Color Squares sheet *Crayons Permitted Students ask the teacher for information (for example, “What’s in row two?”) the teacher (in this example) responds, “one green, two blue” and writes the information next to row two. Game example: hidden pattern 1 green, 2 blue After each request for information, the teacher asks students if they can correctly determine the color of any square. (For example, the middle square of row two has to be blue.) Ask students to explain/justify their thinking. As students correctly discern the pattern, the teacher can color in boxes for the class grid. The game is scored on the number of requests made of the designer before the players can accurately recreate the original pattern. Y Y Students may color what they know to be true in the B correct boxes. After the 3 x 3 grid play the game again with a 4 x 4, (four colors in four squares.) Y B Y B B B Y Y B G Y R R G R R G G Place students into groups of four; give each group a box of crayons. One student in the group will design the pattern and keep it hidden. The other players, using a blank 3 x 3 or a 4 x 4 grid, try to recreate the pattern. Rotate the designer position among group members as time allows. Not permitted Solving Mathematical Problems and Reinforcing Basic Math Facts Page 7 Lesson 2 Focus: Writing Your Own Problems Writing and solving your own math problems. Lesson Prep: Make copies of the Blank Calendar sheet. Material: *Apples to Apples *Decks of cards Activity 1: Salute Place students in groups of three. Pass out a deck of cards to each group and have the students remove the tens, Jacks, Queens, and Kings. The teacher or the players can decide if they are going to use addition or multiplication. One player is the judge. The judge gives the other two players a card, face down. When the judge says “salute,” each player, without looking at their card, puts it up on their forehead so the judge and the other player can see the number on the card. The judge then announces the sum or product of the two numbers. The first player to correctly announce their own number wins the two cards. (Each player needs to say what number is on their card even if they do not say it first.) Example: Judge says “salute,” Player A and Player B put their cards on their foreheads and then the judge says that the product of the two cards is 21. Player A sees that Player B’s card has a 7 on it so Player A deduces hers must be a 3. Player B then says the card on his head. The judge should then state the number sentence: 3 x 7 = 21. Player A gets to keep the cards 7 and 3. Rotate the judge position after each round. The game winner is the player with the most cards. Game: Apples to Apples® by Out of the Box Though this is a word comparison game, it requires students explain their reasoning — a skill much needed for mathematical purposes. In groups as large as ten students, select one student to be the judge (rotate this position every four or five rounds so everyone has a chance to be the judge). The judge will deal five red cards to each player, will select one green card, and will place that card face up on the table. The players look at their cards and pick one card that best represents the word or concept on the green card. The players then get an opportunity to justify their choice and the judge chooses a winner s/he feels best matches the green card. The winner then keeps the green card. VOCABULARY CONSECUTIVE– going in order DIAGRAM—a drawing that represents a mathematical situation EQUATION– a number sentence which shows equality between two sets of values. EXPRESSION-a symbol representing a value or relation GRAPH– a “picture” showing how certain facts are related to each other or how they compare to one another. Math Millionaire Game If playing the Math Millionaire I Game, directions can be found on page 22. Solving Mathematical Problems and Reinforcing Basic Math Facts Page 8 Activity 2: Writing Your Own Problems Students may work alone or in pairs for this activity. Give each student or pair of students a Calendar sheet and have them write the dates (1-31) small in the upper left hand corner. For each date of the month, students are to write a problem whose answer is that date. Example: On the 8th, a student might write 48 ÷ 6, or 2 x 2 x 2. Tell students they must vary the types of problems used. For example, 0 + 1 = 1, 0 + 2 = 2, 0 + 3 = 3 will not count; they have to use a variety of math skills, problems and operations. Tell them to be creative: write problems that require more than one step, such as (4x3) - (3+2) = 7 use fractions area or perimeter problems polygon problems In order to allow sufficient time to complete the calendar, you might want to divide the students into four groups and assign each group a different week to complete. Another possibility is for the girls to do the odd dates, and boys the evens. When they finish, call on students to share their problems; their classmates will solve the problem to determine the calendar date. NOTES: Material: *Calendar sheet Solving Mathematical Problems and Reinforcing Basic Math Facts Page 9 Lesson 3 Focus: Organizing and Checking Students will learn to look at the information given, organize it in a coherent way and check the answer to see if it fits the pattern. Material: * Input-Output examples Lesson Prep: Make copies of the Towers of Hanoi game sheet. Activity 1: Buzz The object of this game is to avoid saying any number that is a multiple of 7, or one that has a 7 in it. Thus, instead of saying aloud the numbers 7, 14, 17, 21, 27, 28, etc., a student will say “buzz.” All students stand. The first person starts counting with “1,” the next person “2”and so on, in consecutive numerical order. If a student loses track of the counting, buzzes at the wrong time or says a number that should be a buzz, he or she must sit down. The last student standing wins the game. HELPFUL HINT: To reduce anxiety, allow students to choose if they want to play or sit out on the first couple of rounds. Activity 2: Input/Output The teacher is to think of a rule/function for converting one number (input) into another number (output). The students are going to guess the rule. The teacher needs to first think of a function rule. (Examples of function rules are to the right. Gauge the function rules to the abilities of the Rule students in the class.) Ask the students for ten input numbers. (The N x 12 = students can state any number, but you may want to limit the range the Example: first time by keeping numbers between 1 and 20.) An example is on right. Give only the The teacher puts in the first three output numbers. If a student thinks they know the rule they can come up and write in an output number. If the number is correct it is left; if the number is incorrect the teacher erases the number. Do not let a student state the rule out loud yet — wait for other students to come up and add numbers. Once all the output numbers are filled in, have one student explain the rule and how they were able to figure it out. Example: “I multiplied 4 x 12 and got 48, multiplied 2 x 12 = 24, and continue to apply the rule of multiplying by 12 to the other numbers.” first three input numbers. Italicized numbers are answers for teacher. Other Possible Rules: Input Output 4 48 2 24 7 84 10 120 15 180 6 72 0 0 11 132 1 12 5 60 NxN+1= NxN+N= 3N—2 = If students are having difficulty figuring out the output numbers, ask for suggestions on making it easier. One solution is to list the input numbers in numerical order. HELPFUL HINT: Playing this game in silence allows students that may not figure out the rule right away to still have time to figure it out without the help of others. Once someone gives the rule, thinking will stop for all others. Solving Mathematical Problems and Reinforcing Basic Math Facts Page 10 Activity 3: Towers of Hanoi Remove the 1—5 cards out of a deck of cards and give them to each student along with a Towers of Hanoi game board. The object of the game is to move the entire stack of cards to another place on the board without putting a higher-numbered card on top of a lowernumbered card. Students start with all the cards in one stack in the center square of the game board. The cards will be in numerical order, with the 5 card on the bottom of the stack. To play, a student can only move a card to one spot on the right or left of the stack or back on the middle stack. Students may only move one card at a time, remembering to never place a higher-numbered card on top of a lowernumbered card. If students are able to get all the cards to another square on the board in ascending order, have them do this a second time, while charting their moves. The students should examine the moves chart to discern a pattern. If students are having difficulty solving the puzzle using five cards, reduce the number to three or four cards. Tower of Hanoi example: http://www.superkids.com/aweb/tools/logic/towers/ NOTES: Materials: *Decks of cards *Towers of Hanoi game board Solving Mathematical Problems and Reinforcing Basic Math Facts Page 11 Lesson 4 Focus: Guess and Check Looking at problems and making reasonable guesses to possible answers. Material: *24 Game *Sudoku puzzles Lesson Prep: Make copies of the Magic Squares sheet. Activity 1: 24 Game by Suntex International Inc. The object of this game is to make 24 by adding, subtracting, multiplying, and/or dividing the four numbers given on the card. Students must use all four numbers once (and only once). Levels of challenge are indicated by a dot on the corner of the game card. One dot represents the easiest level; three dots are the most difficult to solve. When playing for the first time, show the class a onedot card and write the numbers up on the board. As a class, see if the students can figure out how the numbers can equal 24. (One dot cards usually have two or more solutions.) Once they have an understanding of how the game is played, hand out one card to each group to solve. Have a representative from each group come to the board and show the class their solution. Activity 2: Sudoku Sudoku is a game that has nine small squares in a larger group of nine squares. The object of the game is to have the numbers 1—9 used only once in each square of nine and then the numbers 1—9 can only appear once in each row and column. An example of a Sudoku game board is to the right. Students continually need to make reasonable guesses as to where each number is placed and then check to make sure the number is in the correct place when further numbers are added. The book included in this club has varying degrees of difficulty. Students can work their way through the different levels throughout the length of this club unit. VOCABULARY JUSTIFY-to prove or show to be true or valid using logic and/or evidence. OPERATION-a mathematical process that combines numbers; basic operations of arithmetic include addition, subtraction, multiplication, and division. PRODUCT –the result of a multiplication expression QUOTIENT-the result of dividing one number by another number STANDARD FORM– a number written with one digit for each place value SUM-the result of addition WHOLE NUMBER-any counting number or zero: 0, 1, 2, 3, …. 1 2 3 4 5 7 8 4 5 6 7 8 9 6 1 2 3 9 4 5 6 8 9 1 1 3 6 2 4 5 7 8 5 7 4 Solving Mathematical Problems and Reinforcing Basic Math Facts Page 12 Activity 3: Magic Squares Magic Squares was a game greatly enjoyed by Benjamin Franklin; he would create elaborate 16 x 16 squares “to avoid wear-iness.” The magic square consists of numbers arranged in a square so that all rows, columns, and usually the two diagonals will add up to the same sum. If the square is 3 x 3 then one can only use the numbers 1 –9 once in each square to total the same sum. If students succeed at 3 x 3, try a 4 x 4 with the numbers 1—16. Answers to two of the grids on the Magic Square sheet are below. HELPFUL HINT: With an odd number of squares, the center number is always the average of all the two other numbers in the column, row or diagonal. 8 1 6 3 5 7 4 9 2 =15 16 3 2 13 5 10 11 8 9 6 4 15 14 1 7 12 =34 Notice how many ways there are to total 34. Ask students to find them; write the possibilities on the board. NOTES: Material: *Magic Squares sheets Solving Mathematical Problems and Reinforcing Basic Math Facts Lesson 5 Focus: Using a Picture or Diagram to Solve Problems Students will solve word problems with the use of pictures or diagrams. Lesson Prep: Make copies of the River Crossing Scenarios sheets. Activity 1: Take It All This game is played in pairs. Students with equal math abilities should be paired up. Each pair is given a deck of cards. Students should remove all face cards and then divide the deck evenly between the two players. On the count of three, each player lays one card out, face up. The first person to say the sum or product of both cards gets to keep them. Once all the cards are played, the player with the most cards wins. If there is a tie, then the students can both lay down another card and whoever gets the correct answer the quickest wins all the cards. Play the first couple of rounds using addition and the next couple as multiplication. Activity 2: Draw a Picture Drawing a picture is one way in which students can solve a problem. In the problem below students can draw out the total number of boxes. Display the Boxes Inside of Boxes sheet to students. Let students think about it, record their response in their journals and then draw and solve the problem together. Jane has three large boxes. Inside each large box are two medium boxes. Inside each medium box are four small boxes. How many boxes does Jane have in all? Solution: Page 13 Material: *Decks of cards *Boxes Inside of Boxes sheet *Journal Solving Mathematical Problems and Reinforcing Basic Math Facts Page 14 Activity 3: River Crossing Students can act out or draw different river crossing scenarios. Place students into groups of four or five (having them grouped by age or ability is probably best so that the more capable groups can take on more challenging problems). Give each group a River Crossing Scenario sheet (there are a total of four scenarios). Let each group have 10 to 15 minutes solve it, and then have each group act out their scenario. Material: *River Crossing Scenario sheets *Cards Solution #1: Both children row across, Child #1 comes back, Father goes across, Child #2 goes back to pick up Child #2. Solution #2: Farmer rows across with Goose. Farmer rows back, picks up Fox, rows across to drop off Fox and pick up Goose, rows back with Corn only, returns for Goose. Solution # 3: Farmer takes the Fox, returns to pick up Corn, takes Corn across, returns and picks up Dog, leaves Dog but takes Fox, picks up Goose, leaves Fox, drops off Fox and returns for Fox. Solution #4: Circus owner takes Cat across, returns and picks up Elephant, drops off and returns with Mouse, returns with Cat, picks up Dog, goes back and gets Cat. Game: Eleusis Express by John Golden Eleusis is a reasoning game first developed in 1956 by Robert Abbott. In 2006, Eleusis was adapted and simplified for use in elementary school populations by John Golden. For more information and links, please see www.logicmaze.com (Abbott) and http:// faculty.gvsu.edu/goldenj/ (Golden). The following adaptation of version CC3.0 is with the developer’s permission. Place students in groups of 3-5 and give each group two decks of cards. The object of the game is to be the first to deduce the dealer’s secret rule. Shuffle the cards and have the dealer generate a rule. (This rule may be written secretly on a piece of scratch paper.) Seven cards are dealt to each player, and the top card of the remaining stack is turned over for all to see. The dealer declares whether this card fits the rule or not. If so, it begins a horizontal row of rule-fitting cards beneath the stock pile of face-down cards. If not, it begins a row of non-rule-fitting cards above the stock pile. The player to the left of the dealer goes first and play continues around the table to the left. A player selects a card from her hand and shows it to the group; the dealer declares whether or not the card follows the rule and places in a line as noted above (rule-fitting cards in one area, non rule-fitting cards in another.) Players who plays a card that does not fit the rule gets a replacement card from the stock pile. If the card fit the rule that player does not take a replacement card. A player has the option of declaring that she has no correct card to play. She shows her hand to everyone and the dealer says whether the player is right or wrong. If wrong, the dealer chooses one correct card from her hand and plays it in the “correct” row. The player keeps her hand and draws one card from the stock pile. If right, the dealer counts her cards and puts them on the bottom of the stockpile and deals the player a new hand that is one card less than what she had. If the player was down to the last card and was correct, the player wins. Otherwise, the next player takes his turn. Guessing the Rule: When a player makes a correct play or a correct declaration of “no-play,” she is given the right to guess the rule. Everyone must hear her guess. If she is wrong, the game continues. If correct, she wins. When someone wins, the player to the left of the dealer is the new dealer and rule maker. Examples of rules: even card, odd card [Jack is 11, Queen is 12, King is 13, Ace is 1], or red cards only, or patterns (3 red, 2 black) or no face cards. Students will become quite creative in rule-making. Solving Mathematical Problems and Reinforcing Basic Math Facts Page 15 Lesson 6 Focus: Simplify Using easier numbers, estimation, and /or fewer steps to achieve an answer to a story problem. Material: Starter: Mental Math Give the class numbers and operations verbally; they are to listen carefully to the verbal problems, and come to a final answer. HELPFUL HINTS: This activity may need to be adjusted based on the abilities of the students. The instructor should give students think time before calling on students. When a student answers, the teacher should ask students to raise hands if they agree with the answer in order for validation to come from peers rather than the instructor. Examples of some mental math problems. Start with 3, add 5, subtract 2, multiply 4, subtract 4. Who has an answer? 20 Start with 5, double it, add 7, subtract 9, multiply by 3, divide by 6, multiply by 4. Who has an answer? 16 Start with 9, add 6 - 4, double answer, multiply by 2 - 8. Who has an answer? 36 Pick a number between 10 - 200, Add 3. Multiply by 2, subtract 4, divide by 2. Subtract the number you started with. Who has an answer? It will always be 1. Challenge students to see if they can figure out why the answer will always be 1. Look to the right for an example of one way to solve it. NOTES: Pick a # X + 3 X*** x2 XX * * * * * * - 4 XX * * /2 X* -# * * Solving Mathematical Problems and Reinforcing Basic Math Facts Page 16 Activity 1: Simplifying the Question Material: *Kidville Problem sheet *Travel Problem sheet When a problem is too complex to solve in one step, it often helps to divide it into simpler problems and solve each one separately. Creating a simpler problem from a more complex one may involve rewording the problem; using smaller, simpler numbers, or using a more familiar scenario to understand the problem and find the solution. The last question in the previous Mental Math Activity uses simplification. Display the Kidville Problem sheet to the class. The new town of Kidville is laid out on a grid. There are 21 avenues that run north and south. There are 9 streets that run east and west. The avenues and streets all cross each other, and at each intersection there is one stoplight. How many stoplights are there in Kidville? Solution: This is a good problem for introducing the idea of simplifying in order to solve. Instead of using the number of streets and avenues given in the problem, have students reduce it to four avenues and three streets. They can draw this grid in the work space and then mark the intersections with stoplights. There will be a total of 12: 4 avenues times 3 streets = 12 intersections. To prove it conclusively, have them pick two other numbers for streets and avenues, do the multiplication and then draw the grid and count the lights. Now they will be able to solve the problem. Display the Travel Problem sheet and have groups of students work together to solve this problem. On your way to visit a friend, you leave your house at 2:45 P.M. and travel 1 3/4 miles to the train, 12 1/2 miles on the train, and 3/4 mile to your friend's house from the train station. If you get there at 4:15 P.M., how many miles per hour did you travel? Once they have an answer, go around to each group and check their answers. Groups that can explain their reasoning for their correct answer can play other games. Look to the right for steps to solving this problem. Games As groups finish their problems, they can play any of the following critical thinking games: Snap, Mastermind, Apples to Apples, and Muggins. Travel Problem What problems do they need to answer. Time traveled Distance traveled Miles per hour Use more familiar numbers Time : 2 and 4; difference of 2 hours Distance: 12 = 12 hours Miles per hour: 2/12 = 6 miles per hour Now that they know the steps, put in actual numbers. Time: 2:45 to 4:15 = 1 1/2 hours or 1.5 hours Distance: 1 3/4 + 12 1/2 + 3/4 = 15 miles Miles per hour: 1.5/15 = 10 miles per hour Solving Mathematical Problems and Reinforcing Basic Math Facts Page 17 Lesson 7 Focus: Charting and Graphing Creating charts and graphs to solve a problem. Material: *White board markers Activity 1: Multiplication Chart Race Create a large multiplication chart on the board, such as the example below. It need not be the multiplication chart from 1 to 10; the teacher can choose sections such as 5 to 9 or 3 to 7. Do this activity as a timed race or as a team race and make two charts. The students are to race to the board and fill in one square on the chart; the next student enters another product or corrects a previous product. Students continue to race until all numbers are filled in; the first team to correctly complete the chart is declared the winner. HELPFUL HINT: To avoid one team seeing the answer of another team, use the same factors, but in a different order. 4 6 7 8 9 NOTES: 5 6 7 7 6 5 4 9 24 8 35 56 7 6 56 35 24 Solving Mathematical Problems and Reinforcing Basic Math Facts Page 18 Activity 2: Logic and Reasoning Problems Material: *Logic Safari 2 *Logic Safari 3 *24 Game *Apples to Apples *Mastermind *Muggins! *Snap Choose a logic problem from one of the Logic Safari books provided with the club kit; solve the problem as a class. (Class abilities will determine from which book the problem should be chosen.) The logic problems help students organize information in a systematic way and draw conclusions based on clues given. Example: On a recent trip to the zoo, we visited three of our favorite animals. They were each in a different colored pen and each had a different trainer. From clues given below, can you place each animal in their proper pen with their proper trainer? Brian is the trainer for the koalas. The eagles are kept in the yellow pen. Daniel is in charge of the green pen. Questions trainers Brian animals 1. Michael is caretaker for which animal? 2. Which animal is in the blue pen? 3. Who trains the bears? As time and interest permits, encourage students to select and solve problems from the Logic Safari books. color Koalas Daniel Michael Green Yellow X X X X Eagles X Bears X X Green X X Yellow X Blue Games: Mastermind, Apples to Apples, 24 Game, Snap, Muggins Repetition of these games helps students to start applying strategies and utilizing what they have learned about problem solving to become a better game player. So as students finish their logic problems, they can play any of these critical thinking games. colors X X X X X Blue X X X Solving Mathematical Problems and Reinforcing Basic Math Facts Page 19 Lesson 8 Focus: Work Backwards Learning that certain problems with several steps resulting in a known value can most easily be solved by working backwards one step at a time. Starter: 25 This game is for two to four players. Give each group a deck of cards; remove face cards. Deal out all the cards, face down, to players. The first person turns over a card and places it face up in the center of group. The next person turns over a card, adds it to the card already played, says the sum out loud, and places the card on top of the previously played card. The next person turns over a card and adds the card to the sum of the first two cards. Play continues in this way until someone has a card that, when added, will result in a sum of 25 or greater. If the sum is greater than 25, the player must subtract rather than add. Play continues until someone gets a sum of exactly 25. The player who gets a sum of exactly 25 wins that round and goes first in the next round. Activity 1: Working Backwards Display the Apple Problem sheet to the class. Read the story problem out loud and have different students take each question and answer it. In my kitchen is a bowl with apples in it. I ate half of them. My brother ate half of what I left. My sister ate half of what my brother left. There is now one apple in the bowl. How many were there to begin with? 1. What is the question you are being asked to answer? How many apples were in the bowl to start? 2. What is your best strategy for solving this problem? Work backwards or guess and check 3. Show your strategy. 1—what was left in the bowl. Double that. 2—apples left by brother. Double that. 4—apples left after I ate. Double that. 8– apples to start in the bowl. Material: *Apple Problem sheet *Decks of cards Solving Mathematical Problems and Reinforcing Basic Math Facts Page 20 Game: NIM This activity is based on the 1,000 year old game of NIM. Group students in pairs; give each group 21 cards*. Cards are placed facedown (so that numbers on cards will not be distracting to students) in a heap between the two players. The goal of the game is not to get left with the last card. To play, on their turn each player can take 1, 2, or 3 cards. The players continue in this fashion until one player is left with the last card. *Note that this game can also be played using counters, paperclips, toothpicks, etc., in lieu of cards. EXTENSION: Challenge students to figure out a strategy or pattern so as to never lose the game (you can hint to them to work backwards, starting with one card). The solution is for a player to create a sum of four cards taken in the round. For example, if Player A takes three cards, then Player B should take one. If the Player A takes two cards, Player B should take two. Note that students can play with as many counters/cards as they choose, as long as the total is one larger than a multiple of four. NOTES: Material: *Decks of cards Solving Mathematical Problems and Reinforcing Basic Math Facts Page 21 Lesson 9 Focus: Problem Solving Quickly and Accurately Students will be presented with a multiple choice question and they will have to determine the correct answer quickly Lesson Prep: Make copies of the A B C D cards; cut apart. Optional — make copies of the Funny Money sheet; cut apart. Activity 1: Salute Alternative This game is played exactly like the original Salute, but instead of two players and a judge, there are three to four players and a judge. Each group will need a deck of cards, with face cards removed. Have the players face each other and the judge deals out one card face down to each player. When the judge says “salute” all the players put their cards on their foreheads, and the judge will either say the sum or the product of all the cards. The first player to figure out their card wins that round. Make sure that all players state their own card value — not just the player who won the round. HELPFUL HINT: Multiplication among three or four players might prove challenging for some groups. If so, limit the cards in the deck to numbers 1 through 5. NOTES: Material: *Decks of cards Solving Mathematical Problems and Reinforcing Basic Math Facts Page 22 Activity 2: Who Wants to Be a Math Millionaire? Place students into groups of four; all groups play at the same time. Give each group a set of the A B C D letters. Math Millionaire Questions are valued at different dollar amounts — as the dollar amount gets higher, the questions become more difficult. To play, the teacher reveals a question on the sheet and reads it and the four possible answers aloud. The groups then privately confer as to which is the correct answer. Allow one to two minutes for the groups to come up with a solution. (A group can show that it is ready to answer by putting their hands up. ) Once all the hands are up, the Math Millionaire Host counts to three; the players reveal the letter that their group believes represents the correct answer. Groups with the correct answer add the question value to their current total. Material: *A B C D cards *Funny Money * Math Millionaire Questions sheet *Math Millionaire Answer Sheet sheet Example: Teacher reads the $100 question. The groups with the correct answer can either collect that money from the teacher (if using Funny Money) or the students can keep a tally on a piece of scratch paper. Teacher reads the $200 question. Only three groups get the correct answer — those three groups then add $200 to their previous total of $100. They now have $300. If a group needs help prior to answering the questions, they have three options, but they can use each option only once during the entire game. 1. Ask the teacher (teacher can help that group solve the problem) 2. 50/50 (teacher reduces that group’s answers from four possible answers to two possible answers) 3. Survey the class (all students show with hands if they think the answer is A, B, C or D) Play continues until the million dollar question has been answered. The group with the highest dollar amount wins. HELPFUL HINTS: Each group should have one person keeping track of their dollar amounts. The student keeping score can also keep track of what help options the group may have used. All students in the group have to agree upon the answer. The teacher should reveal only one question at a time and cover up the other questions so there is no confusion as to what question students are answering. If a group can not come up with an answer within a pre-set time limit, they will need to guess. Page 23 Solving Mathematical Problems and Reinforcing Basic Math Facts Lesson 10 Focus: Review and Evaluations Post-Math Club Evaluations: Please ask the students to fill out a Post-Math Club Student Evaluation sheet. Remind students that this is not a test, but rather a way for you to understand their thinking. Also, teachers please fill out the Curriculum Evaluation form so that Zeno learns how to better serve you and the students in the future. Please mail all the Student Evaluations (those from the first day of class, and those from the last) and your Curriculum Evaluation back to Zeno in the self-addressed envelope provided. Thank You Games/Activities for Review Websites on Problem Solving Games: Digit-Place Game Color Square Game Salute http://www.mathplayground.com http://www.firstinmath.com http://www.irt.org/games/js/mind/index.htm http://www.coolmath-games.com Apples to Apples http://nlvm.usu.edu/en/nav/vlibrary.html Buzz http://www.matti.usu.edu Mastermind Eleusis Muggins! Bibliography Snap 24 Game Math War Burns, Marilyn. About Teaching Mathematics 2nd Edition A K-8 Resource. Math Solutions Publications, 2000. Multiplication Chart Charlesworth, Eric 225 Fantastic Facts Math Word Problems, Scholastics, 2001 Nim Equals. Get it Together Math Problems for Groups Grades 4 –12. Regents of the University of California, 1989 Sudoku Meyer, Carol & Sallee, Tom, Make it Simpler A Practical Guide to Problem Solving in Mathematics Dale Seymour Pulica tions, 1983 Magic Squares Towers of Hanoi Logic Problems Who Wants to be a Math Millionaire? Van de Walle, John, Elementary and Middle School Mathematics, 4th Edition, Longman Publishing, 2001 ________, Navigating through Problem Solving and Reasoning in Grades 3 – 5, NCTM, 2005 Dear Parents/Guardians and Students, Welcome to a Zeno math club. In this ten lesson unit your child will be working on fun activities that reinforce and expand on their regular classroom math curriculum. This club is an overview to the mathematics of Problem Solving for elementary students in grades 3, 4 and 5. Students will also be playing a number of games that will reinforce the basic math operations of addition, subtraction, multiplication and division. During class, students will work together on a variety of different problem solving techniques like working backwards, finding hidden problems, and creating a picture or graph to help them find the answer. Students will learn how to ask good questions in gathering information and how to work as a group to help them solve the problems. Students will play various games such as Color Square, Digit or Place, Mastermind, and Muggins to help them analyze information and make mathematical deductions. They will also have an opportunity to play a game called Apples to Apples which helps students explain their reasoning for giving a specific answer. All of these games are available at retail stores like Math ‘n Stuff, Blue Highway Games, Target and Fred Meyer. Students will also be learning a number of math reinforcement games that are both fun and easily played with a deck of cards. Be sure to ask them how to play some of these games so that they can continue to work towards reinforcing their math facts. We hope your child enjoys participating in math club. If you would like to learn more about our programs please check out our website at www.zenomath.org or call our office at 206-325-0774. Sincerely, Zeno Student Contract Welcome to a Zeno math club. In order for all students to have a positive experience in this club, we have developed the following guidelines. The guidelines explain the positive behaviors we expect, as well as behaviors that are unacceptable. Positive behavior will allow us to learn, play, grow and have fun together. Unacceptable behaviors will be handled by the club instructor, who may choose to contact the parents, teacher, or principal of the misbehaving student. Consequences of unacceptable behavior could include a warning or suspension from club activities. Positive Behaviors Listen and cooperate with students and teachers in the program. Follow directions. Wait quietly. Be responsible and respectful with your words and actions. Treat the materials carefully and use them in the way that you are instructed. Help with clean up. Unacceptable Behaviors Not following school rules. Put downs, teasing, and swearing. Roughhousing, pushing, tripping, hitting, kicking or play fighting. Damaging materials or taking them out of the room (without teacher permission). I agree to follow these behavior guidelines and to do my best to help everyone have a positive experience. ___________________________________ __________ Signature Date Pre-Math Club Student Evaluation Exploring Problem Solving Club Teacher: Please read aloud the questions below to all students and allow a few seconds for response time. Please mail to EIM pre and post student evaluations, along with the teacher evaluation at the completion of the math club. Thank you. Student Name: _______________________________________________ Date: __________________ School: ______________________________________________________ Grade: _________________ Is this your first time in an Zeno Club? ____ Yes ____ No ——————————————————————————————————————————————— I think math is fun. No Maybe Yes I am comfortable answering questions in math class. Agree Neutral Disagree Mathematics helps me develop my mind and teaches me to think. Agree Neutral Disagree I believe I am good at solving math problems. Agree Neutral Disagree Math is _____________________________________________________________ ____________________________________________________________________ Pre-Math Club Student Evaluation Exploring Problem Solving 1. Circle the vertical line. 2. Fill in the last box and write the rule for the following Input-Output table. INPUT OUTPUT 4 48 2 24 7 84 Rule: 10 3. On your way to visit a friend, you leave your house at 2:45 P.M. and travel 1 3/4 miles to the train, 12 1/2 miles on the train, and 3/4 mile to your friend's house from the train station. If you get there at 4:15 P.M., how many miles per hour did you travel? What is the question that you are being asked to answer in the following problem? A. How long did it take you to get to the train station? B. How far is it from your house to the train station? C. At what speed did you travel? D. Was it farther from your house to the train station or farther from the train station to your friend’s house? 4. Write the solution to these mental math problems: Start with 5, double it, add 7, subtract 9, multiply by 3, divide by 6, multiply by 4. Answer: ________________________ 5. Start with 7, double it, subtract 2, subtract 10, multiply by 3, subtract 6 Answer: ________________________ Color Square Game Zeno: Exploring Problem Solving: Lesson 1 Activity 2 Math Millionaire Game I $100 The value of a pile of nickels is 75¢. How many nickels are in the pile? $200 Andy saved $18. He saved 3 times as much as Matt. How much did Matt save? $500 $1000 $2000 $4,000 $8,000 17 A. $54 B. 14 B. $9 C. 16 C. $36 D. 15 D. $6 You can buy 3 books for $5. How much would 12 books cost? A. $60 B. $36 C. $20 D. $15 C. 4/5 D. 5/12 Which is the greatest fraction? A. 7/10 B. 5/6 Jen spent 2.5 hours doing her homework. How many minutes was that? A. 120 minutes B. 150 minutes C. 180 minutes D. 90 minutes The product of two numbers is 216. One of the numbers is 9. What is the other number? A. 18 B. 14 C. 24 D. 21 Which of these is not a quadrilateral? Zeno: Exploring Problem Solving: Lesson 2 Activity 1 Math Millionaire Game I $16,000 $32,000 Put these in order starting with the smallest: 2.12, 2.3, 2.22, 3.21 A. 2.22, 2.3, 3.21, 2.12 B. 2.12, 2.22, 2.3, 3.21 C. 3.21, 2.3, 2.22, 2.12 D. 2.3, 2.12, 2.22, 3.21 A box of 6 candy bars weighs 18 ounces. The box alone weighs 3 ounces. What is the weight of one candy bar? A. 12 oz $64,000 B. 2.5 oz B. 64 cubes C. 24 cubes D. 12 cubes B. 34 C. 3.4 D. 3400 10% of 340 = A. .34 $250,000 D. 15oz How many 1 cm³ cubes will fit inside a box measuring 4 cm on each side? A. 16 cubes $125,000 C. 2.25 oz A football team won 55% of its games. What fraction of the games did the team lose? A. 3/5 B. 9/20 C. 11/20 D. 2/5 $500,000 What is the value of a + b if a = -7 and b = 10? $1,000,000 There are 120 coins on the table, 30 of them are quarters. What percent is that? A. 17 A. 30% B. 3 B. 15% C. -3 C. 25% D. -17 D. 20% Zeno: Exploring Problem Solving: Lesson 2 Activity 1 Input/Output Examples INPUT OUTPUT INPUT OUTPUT 4 48 5 26 2 24 10 101 7 84 2 5 10 7 15 20 6 15 0 4 11 8 1 1 5 9 (N x 12) (N x N + 1) INPUT OUTPUT INPUT OUTPUT 5 13 9 90 10 28 3 12 2 4 6 42 100 298 7 5 4 12 5 20 1 10 9 2 14 4 (3N– 2) (N x N) + N Zeno: Exploring Problem Solving: Lesson 3 Activity 2 MONDAY MONTH:____________________ SUNDAY TUESDAY WEDNESDAY THURSDAY CALENDAR TEMPLATE SATURDAY Zeno: Exploring Problem Solving: Lesson 2 Activity 2 FRIDAY Do you notice any patterns when solving the puzzle? If you are unable to figure out 5 cards start with fewer cards, such as 1—3 or 4. Zeno: Exploring Problem Solving: Lesson 3 Activity Start with all the cards in one stack, in ascending order, in the center square of the game board. You can only move one card at a time to a spot on the right or left of the stack or back on the middle stack. The object of the game is to get all the cards from the center of the board to another place, by moving one card at a time without putting a higher numbered card on top of a lower numbered card. Remove the cards 1—5 from a deck of cards. TOWERS OF HANOI Magic Squares 8 2 7 = 15 = 15 9 2 4 2 11 16 = 34 12 10 13 11 = 34 9 1 Zeno: Exploring Problem Solving: Lesson 4 Activity 2 Boxes Inside of Boxes Jane has three large boxes. Inside each large box are two medium boxes. Inside each medium box are four small boxes. How many boxes does Jane have in all? 1. What is the question you are being asked to answer? ______________________________________________ ______________________________________________ 2. What is the best strategy for solving this problem? ______________________________________________ ______________________________________________ ______________________________________________ 3. Use this space to show your strategy. 4. Now write the answer to the question in a complete sentence. _____________________________________ Zeno: Exploring Problem Solving: Lesson 5 Activity 2 The Father and His Two Children (Scenario #1) A father is out walking with his two children when they come to a river. The father finds a small boat to take them to the other side of the river, but the boat will hold only 200 pounds. (Any more than that and the boat will sink.) The father weighs 200 pounds. Each of his children weighs 100 pounds and they know how to row a boat. How can all three get across the river in the boat? Zeno: Exploring Problem Solving: Lesson 5 Activity 3 The Farmer, the Fox, the Goose, and the Corn Scenario #2 A farmer is going to market; with him are a fox, a goose and a bag of corn. They come to a river, where the farmer has a small boat in which to transport himself and his goods across the river. The boat will hold only the farmer and either the fox, the goose or the bag of corn. However, if the farmer takes the corn, the fox will eat the goose. If the farmer takes the fox, the goose will eat the corn. How can he get himself, the fox, the goose and the corn across the river in the boat? Zeno: Exploring Problem Solving: Lesson 5 Activity 3 The Farmer, the Dog, the Fox, the Goose, and the Corn Scenario #3 A farmer is going to market; with him are a fox, a goose, a bag of corn and a dog. They come to a river where the farmer has a small boat which can be rowed back and forth across the river. The boat can carry the farmer and either the fox, the goose, the corn or the dog. The fox cannot be left with either the dog or the goose or both. The goose can be left with the corn if the dog is present to guard the corn. (The dog will not eat the goose.) How can the farmer get himself, the dog, the fox, the Zeno: Exploring Problem Solving: Lesson 5 Activity 3 The Elephant, the Mouse, the Dog, and the Cat (Scenario #4) A circus owner must to take his elephant, his mouse, his dog and his cat across a river. He can take one at a time across the river in his boat. However, unless the farmer is present, the cat will fight with the mouse, the dog will fight with the cat and the elephant will fight with the dog. As we all know, the elephant is frightened of the mouse and if the mouse is present, the elephant will not fight with the dog. By taking the animals back and forth, how can the circus owner get all across without any fighting? Zeno: Exploring Problem Solving: Lesson 5 Activity 3 Kidville Problem The new town of Kidville is laid out on a grid. There are 21 avenues that run north and south. There are 9 streets that run east and west. The avenues and streets all cross each other and at each intersection there is one stoplight. How many stoplights are there in Kidville? 1. What is the question you are being asked to answer? ______________________________________________ ______________________________________________ 2. What is the best strategy for solving this problem? ______________________________________________ ______________________________________________ ______________________________________________ 3. Use this space to show your strategy. 4. Now write the answer to the question in a complete sentence._____________________________________ Zeno: Exploring Problem Solving: Lesson 5 Activity 2 Travel Time On your way to visit a friend, you leave your house at 2:45 P.M. and travel 1 3/4 miles to the train, 12 1/2 miles on the train, and 3/4 mile to your friend's house from the train station. If you get there at 4:15 P.M., how many miles per hour did you travel? 1. What is the question you are being asked to answer? ______________________________________________ ______________________________________________ 2. What is the best strategy for solving this problem? ______________________________________________ ______________________________________________ 3. Use this space to show your strategy. 4. Now write the answer to the question in a complete sentence. _____________________________________ Zeno: Exploring Problem Solving: Lesson 6 Activity 2 Logic Problem On a recent trip to the zoo, we visited three of our favorite animals. They were each in a different colored pen and each had a different trainer. From clues given below, can you place each animal in their proper pen with their proper trainer? Brian is the trainer for the koalas. The eagles are kept in the yellow pen. Daniel is in charge of the green pen. Questions 1. What animal does Michael take care of? 2. Which animal is in the blue pen? 3. Who trains the bears? trainers Brian animals Daniel colors Michael Green Yellow Blue Koalas Eagles Bears color Green Yellow Blue Zeno: Exploring Problem Solving: Lesson 7 Activity 2 Apple Problem In my kitchen is a bowl with apples in it. I ate half of them. My brother ate half of what I left. My sister ate half of what my brother left. There is now one apple in the bowl. How many were there to begin with? 1. What is the question you are being asked to answer? ________________________________________________ ________________________________________________ 2. What is the best strategy for solving this problem? ________________________________________________ ________________________________________________ ________________________________________________ 3. Use this space to show your strategy. 4. Now write the answer to the question in a complete sentence._______________________________________ Zeno: Exploring Problem Solving: Lesson 8 Activity 2 AB CD Zeno: Exploring Problem Solving: Lesson 3 Activity 2 Math Millionaire Game II $100 The value of a pile of nickels is 75¢. How many nickels are in the pile? $300 Andy saved $18. He saved 3 times as much as Matt. How much did Matt save? A. 17 A. $54 $600 C. $36 B. $36 D. $15 B. 5/6 C. 4/5 D. 5/12 Jen spent 2.5 hours doing her homework. How many minutes was that? C. 180 minutes D. 90 minutes The product of two numbers is 216. One of the numbers is 9. What is the other number? A. 18 $7,000 D. $6 C. $20 A. 120 minutes B. 150 minutes $4,000 D. 15 Which is the greatest fraction? A. 7/10 $2000 B. $9 C. 16 You can buy 3 books for $5. How much would 12 books cost? A. $60 $1000 B. 14 B. 14 C. 24 D. 21 Which of these is not a quadrilateral? A. Kite B. Rhombus C. Decagon D. Rectangle Zeno: Exploring Problem Solving: Lesson 9 Activity 2 Math Millionaire Game II $15,000 $30,000 Put these in order starting with the smallest 2.12, 2.3, 2.22, 3.21 A. 2.22, 2.3, 3.21, 2.12 B. 2.12, 2.22, 2.3, 3.21 C. 3.21, 2.3, 2.22, 2.12 D. 2.3, 2.12, 2.22, 3.21 A box of 6 candy bars weighs 18 ounces. The box alone weighs 3 ounces. What is the weight of one candy bar? A. 12 oz B. 2.5 oz C. 2.25 oz D. 15oz $65,000 How many 1 cm³ cubes will fit inside a box measuring 4 cm on each side? $125,000 10% of 340 = $200,000 A. 16 cubes A. .34 D. 12 cubes B. 34 C. 3.4 D. 3400 B. 9/20 C. 11/20 D. 2/5 What is the value of a + b if a = -7 and b = 10? A. 17 $300,000 C. 24 cubes A football team won 55% of its games. What fraction of the games did the team lose? A. 3/5 $250,000 B. 64 cubes B. 3 C. -3 D. -17 There are 120 coins on the table, 30 of them are quarters. What percent is that? A. 30% B. 15% C. 25% D. 20% Zeno: Exploring Problem Solving: Lesson 9 Activity 2 Math Millionaire Game $100 D. 15 $300 D. $6 $600 C. $20 $1000 B. 5/6 $2000 B. 150 minutes $4,000 $7,000 $15,000 $30,000 $65,000 $125,000 $200,000 $250,000 $300,000 C. 24 C. Decagon B. 2.12, 2.22, 2.3, 3.21 B. 2.5 oz B. 64 cubes B. 34 B. 9/20 B. 3 C. 25% Zeno: Exploring Problem Solving: Lesson 9 Activity 2 100 $ 100 1000 $ 1000 10000 $ 10000 $ 500 100 $ $ 5000 1000 $ $ 10000 500 500 5000 $ 5000 50000 $ $ 50000 Zeno: Exploring Problem Solving: Lesson 9 Activity 2 $ 50000 Post-Math Club Student Evaluation Exploring Problem Solving Club Teacher: Please read aloud the questions below to all students and allow a few seconds for response time. Please mail to EIM pre and post student evaluations, along with the teacher evaluation at the completion of the math club. Thank you. Student Name: _______________________________________________ Date: __________________ School: ______________________________________________________ Grade: _________________ Would you like to attend another Zeno Club? ____ Yes ____ No ——————————————————————————————————————————————— I think math is fun. No Maybe Yes I am comfortable answering questions in math class. Agree Neutral Disagree Mathematics helps me develop my mind and teaches me to think. Agree Neutral Disagree I believe I am good at solving math problems. Agree Neutral Disagree Math is _____________________________________________________________ ____________________________________________________________________ Post-Math Club Student Evaluation Exploring Problem Solving 1. Circle the vertical line. 2. Fill in the last box and write the rule for the following Input-Output table. INPUT OUTPUT 4 48 2 24 7 84 Rule: 10 3. On your way to visit a friend, you leave your house at 2:45 P.M. and travel 1 3/4 miles to the train, 12 1/2 miles on the train, and 3/4 mile to your friend's house from the train station. If you get there at 4:15 P.M., how many miles per hour did you travel? What is the question that you are being asked to answer in the following problem? A. How long did it take you to get to the train station? B. How far is it from your house to the train station? C. At what speed did you travel? D. Was it farther from your house to the train station or farther from the train station to your friend’s house? 4. Write the solution to these mental math problems: Start with 5, double it, add 7, subtract 9, multiply by 3, divide by 6, multiply by 4. Answer: ________________________ 5. Start with 7, double it, subtract 2, subtract 10, multiply by 3, subtract 6 Answer: ________________________ Curriculum Evaluation Form Exploring Problem Solving Dear Club Teacher, Thank you so much for making math fun for students. In order to make these clubs most effective for students and the club teachers we need to get some information from you on the lessons and games. Any additional information that you would like us to know please include on the back of this form. Thank you. Ages/Grades of Students: How many weeks was the club? How many lessons were completed: How many students did you teach? _________________________________________________________________________________________________________ From the beginning to the end of math club, overall, did you observe any shift in student confidence? Please explain. Less confidence No change More confidence _________________________________________________________________________________________________________ _________________________________________________________________________________________________________ What lessons and games did you find to be most helpful, and why? __________________________________________________________________________________________________________ __________________________________________________________________________________________________________ What lessons and games did you find to be least effective, and why? __________________________________________________________________________________________________________ __________________________________________________________________________________________________________ Is there anything that you feel needs to be changed or restructured? __________________________________________________________________________________________________________ __________________________________________________________________________________________________________ Do the daily lessons provide enough activities to fill an hour? __________________________________________________________________________________________________________ __________________________________________________________________________________________________________ Were there any supplies that should have been included in the tubs that were not available? __________________________________________________________________________________________________________ __________________________________________________________________________________________________________ Please return evaluation forms to: Zeno 1404 East Yesler Way; Suite 204 Seattle, WA 98122 If you have any other questions or concerns please feel free to contact: Program Director, Jennifer Gaer at 206-325-0774 or [email protected]
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