SNAP Mathfairs
  • Home
  • Guidelines
  • Organizing
    • Organizing & Preparing for the Fair
    • Choosing a Theme
    • Different Types of Displays
    • Some Typical Projects
    • Who to Invite
    • Optional Timelines
    • Math Fair Club
  • Grading
    • Assessment Checklist (Grade 7)
    • Evaluation Guidelines (Grade 9)
    • Rubric for a Math Fair (Grade 12)
    • Marking Guide (Grades 5 and 6)
    • Math Fair Club Evaluation (Grades 4 and 5)
  • Resources & Contacts
    • Puzzle Sources
    • Contacts
    • Workshops and Conferences
  • Puzzles
    • Level 1 Puzzles >
      • Spoke Sum
      • Number Wheel
      • Buggy Jump
      • Pyramid
      • Nine Men in a Trench
      • Star Jump
      • Circle Jump
      • Circle Jump II
      • Four Cottages
      • Free the Animals
      • Sam's House
      • About the Solutions
      • Solutions - Level 1
    • Level 2 Puzzles >
      • Neighbourhood Sums
      • Eight Squares
      • Soko Puzzle I
      • Soko Puzzle II
      • Abdication
      • Regime Change
      • Stairways to Heaven
      • Catacombs
      • About the Solutions
    • River Crossing Puzzles >
      • The fox, the goose, and the grain
      • The fox, the goose, and the grain, and the dog
      • The mouse, the elephant, the dog, and the cat
      • Soldiers and children
      • Animal Crossing
      • The Three Thieves
      • The Missionaries and the Cannibals
      • Quarrelsome Boys
      • Jealous husbands
      • A Handful for the Farmer
      • The farmer, his children, and their pets
      • About the Solutions
    • Sudoku-Type Puzzles >
      • Cats, Cows, and Pigs
      • Latin Squares
      • Apple and Bananas I
      • Apple and Bananas II
      • Apple, Bananas, and Cherries
      • Four Skyscraper Puzzles
      • Colourful Cats and Pigs I
      • Colourful Cats and Pigs II
      • The Wizard's Hats
      • Four Colours
      • About the Solutions
    • Other Puzzles >
      • Catch the Thief
      • Cherry Glasses
      • Coin Jumping I
      • Coin Jumping II
      • Evensies
      • The 22 Game
      • Switch Positions
      • Spellbound Frogs
      • The Die Hard Jugs
      • About the Solutions
    • About the Solutions
  • About SNAP
    • Our Mandate
    • Our Supporters
    • Who Are We?
    • Curriculum Connections
    • The SNAP Approach and "Inquiry-Based Learning"
    • Some History
  • Gallery

Some Typical Projects

In a SNAP math fair, the focus is quite narrow: each project is a math puzzle that the students present to the visitors. The student presenters have control over their projects. They solve the puzzles on their own, transform them into an appropriate setting, prepare the artwork and the displays, and present the puzzles to the visitors. The students are experts about the puzzles, and they act as facilitators to help the visitors solve them.

The puzzles themselves are interesting and challenging, and the students derive much pleasure in helping the visitors solve them. Here are three typical presentations, along with the puzzles in their original form.


1. The Sword of Knowledge

In this booth, the children are offering a puzzle that is very popular at SNAP math fairs. As far as we know, it originated in Quantum magazine.
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Here is the actual puzzle. 
"The dragon of ignorance has three heads and three tails. However, you can slay it with the sword of knowledge by cutting off all its heads and tails. With one swipe of the sword you can cut off one head, two heads, one tail, or two tails.

But . . .

When you cut off one head, a new one grows in its place.

When you cut off one tail, two new tails replace it.

When you cut off two tails, one new head grows.

When you chop off two heads, nothing grows.

Help the world by slaying the dragon of ignorance."

The puzzle has been solved and presented by many elementary school students, and yet it is challenging to people at all levels. A teacher told us that her students were having difficulty with it, spending a fair amount of time without success. One of the students picked up a handful of pencils and erasers and said "OK. Let's use the erasers as the heads and the pencils as the tails." Apparently they solved it quite readily after this.


2. Reverse the Fish

Martin Gardner reports that this puzzle originated in Japan, where it is popular with school children. In the picture below, the children have taken ownership of the puzzle and adapted it to fit with the movie "Finding Nemo".
Picture
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"By moving the button and as few toothpicks as you can, make the fish swim in the opposite direction."

3. Jumping Chips

This is a well-known puzzle that has been around for many years. The students have used a popular film to give a setting for the puzzle.
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The original form of the puzzle:
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"The three red chips and the three green chips have to change positions.

The red chips can only be moved to the right, the green chips can only be moved to the left.

A chip can move to an empty square if it is beside the empty square.

A chip can jump over a different coloured chip as long as there is an empty square to land in.

A chip cannot jump over two chips or over a chip of the same colour."