Running head: MATH AND SCRATCH PAPER 1 Math and Scratch Paper: A Method to Enhance Problem-solving Ability in Math Sibo Wang Northwestern University MATH AND SCRATCH PAPER 2 Abstract This paper explores whether the proper use of scratch paper can enhance the problem-solving abilities of people in mathematics. According to cognitive science perspective, the problem-solving abilities of people are capped by the limited capacities of working memory. As a result, writing down crucial details in thinking process on scratch paper should diminish the limitation caused by insufficiency of working memory. This paper constructs a new method called Scratching to Assist Thinking Process (SATP). This method uses scratch paper to apply theory about mathematical methodology and perspectives in cognitive science to problem-solving tasks, and examines the effectiveness of SATP by experiments. MATH AND SCRATCH PAPER 3 Math and Scratch Paper: A Method to Enhance Problem-solving Ability in Math My high school in Beijing emphasized on mathematical skills. As a result of such emphasis, many students in our high school were good at math, and some of them even got IMO (International Mathematics Olympiad) gold medals. Though I studied in such a competitive school and wanted to be good at math, I did not want to study too hard and to be a nerd. Thus, I expected to become a smarter but less nerdy person who has strong mathematical problem-solving ability. Because I do not know how to become smarter, I decided to seek alternative ways to enhance my mathematical problem-solving ability. Thus, I studied computer science. According to theories of computability in computer science, all modern computers, which are Turing complete, are capable to perform the same tasks, but at different speeds. For example, an old 286 machine is able to perform the same tasks as the most advanced super-computer, but at a much slower speed. Consequently, 286 seemingly will never finish the task and have weaker problem-solving ability. But improving either its CPU or RAM will increase its problem-solving ability. Changing the CPU is the same as changing the brain of a person, so such unrealistic idea cannot be applied on human. But people may adopt the idea of improving RAM to increase their problem-solving abilities. Though the innate capacities of working memory are unalterable, people can extend their working memories by scratching their thoughts on paper. Theoretically, people, with infinite scratch paper used appropriately, have infinite capacities of working memory. Therefore, using scratch paper efficiently can improve mathematical problem-solving abilities of people. But how can people use scratch paper efficiently so that scratch paper can actually improve our problem-solving ability? MATH AND SCRATCH PAPER 4 Scratch paper has been used by mathematicians since long ago, and it is still widely used by people to help with math. However, scratch paper is scarcely used efficiently. People mostly use scratch paper to do calculation they cannot do in their heads. Such traditional method of using scratch paper is inefficient, because this method does not enhance the thinking process of problem-solving. People scarcely write down what theorems are related to the problem or what formulas they have tried but did not work. I hypothesize that as an assist for thinking about possible solutions, a new method of using scratch paper, writing down thoughts of crucial steps of finding solutions on scratch paper, will improve people’s mathematical problem-solving abilities. Such new method, called Scratching to Assist Thinking Process (SATP), cannot only be theoretically constructed, but also be tested through experiments. General Procedure of Mathematical Problem-solving To outline SATP, a general model of mathematical problem-solving is necessary. In How to Solve it, G. Polya (1945) describes a classical four-step-procedure for solving mathematical problems: First, we have to understand the problem; we have to see clearly what is required. Second, we have to see how various items are connected, how the unknown is linked to the data, in order to obtain the idea of the solution, to make a plan. Third, we carry out the plan. Fourth, we look back at the completed solution, we review and discuss it. (P. 5) Such four-step-procedure is a good model for representing the mathematical problem-solving process. However, because the second step of the traditional four-step-procedure is hard to perform, the conventional procedure needs to be improved to MATH AND SCRATCH PAPER 5 outline SATP. Usually, when people feel that they have no idea about how to solve problems, they stuck on the step of devising the plan. Therefore, I decide to divide the second step of traditional model into smaller and more applicable steps. First, people search for related concepts, theorems, and formulas to find the appropriate ones to solve the problems, and list the search results out in their working memories. The process of problem-solving contains following elements: a starting state, a goal state, rules of transition, and heuristics.1 The starting state is all data and conditions people know when people start to solve the problems, while the goal state is the conclusion people want to derive from starting state. Those two elements describe the problems that need to be solved. Rules of transition are the rules move the system of problem from one state to another. For example, theorems and formulas make people know more about the problem in mathematics and move closer to the goal state, so theorems and formulas are rules of transition of math problems. And the heuristics are principles to determine what operations need to be done. Without heuristics, people cannot rationally know how to find a solution to problem. In this step, people find out all possible rules of transitions, so they can test about different heuristics later by combining different rules of transitions. Next, people try different heuristics they came up with by combining different rules of transition in the previous step. If there is an existed heuristics which solve the problem directly, people will use that heuristics as their plan to solve the problem. Professionals in a certain field usually have smarter heuristics, so they have great advantage in this step.2 1 See Pretz, J. E., Naples, A. J., Sternberg, R. J. (2003). Recognizing, defining, and representing problems. In Davidson, J. E.& Sternberg, R. J. (Eds.), The psychology of problem-solving (pp. 1 - 30). Cambridge, UK: Cambridge University Press. 2 See Raab, M. & Gigerenzer, G. (2005). Intelligence as smart heuristics. In Pretz, J. E. & Sternberg, R. J. (Eds.), Cognition & intelligence: Indentifying the mechanisms of the mind (pp. 188-207). Cambridge, UK: Cambridge University Press. MATH AND SCRATCH PAPER 6 Professional who is more efficient at solving problems usually practices more in certain fields. As a result of practices, the person has better knowledge about what rules of transition shall be used in various situations. In other words, by practicing, people acquire better heuristics, so they can solve the problems in the field better. For example, if two theorems are usually used together in order to calculate a variable, people will realize this fact, and use those two theorems together after practicing. Therefore, finding appropriate heuristics faster improves mathematical problem-solving abilities of people. If people cannot find a heuristics which can solve the problem directly because of the difficulties of problems, they will choose the seemingly best heuristics to simplify the problem and to get more information. Repeating the simplification process, people simplify the problems to easy ones, and solve them. This model also explains why difficult problems for normal people may seem easy to professionals. Professionals usually skip this step in problem-solving process, because they have good enough heuristics. As a result, professional solve problems faster than others. In a brief summary, the general mathematics problem-solving model we are going to use in SATP is understanding the problem, brainstorming related information, choosing the best heuristics, repeating the previous steps to simplify the problem, carrying out all heuristics to find the solution, and checking the answer. Specific Steps in SATP After the general model for mathematical problem-solving constructed, I will specify how to use scratch paper in each step to enhance the problem-solving abilities of people. Scratch paper is an extension of working memory. And according to Hambrick and Engle MATH AND SCRATCH PAPER 7 (2003), “in order to solve problems successfully, people need ability to maintain goals, action plans, and other task-relevant information in a highly activated and accessible state, and when necessary, to inhibit activation of irrelevant or distracting information” (p. 179). Therefore, the functions of scratch paper in SATP are maintaining and managing task-relevant information. By using those functions of scratch paper, people can enhance their mathematical problem-solving ability based on the general model of mathematical problem-solving. Understanding problem The first step of the general model is to understand the problem. This step seems easy, and most people think they understand the problem smoothly. However, when the problems are too long and have too much information, people sometimes forget crucial information about problems after they understood the problems. This phenomenon happens because of the limited capacities of working memory. People store the information they understood from problems in their working memories. Working memory, in this situation, is maintaining the relevant information. When a problem contains too much information, working memory will fail to maintain all the information because of its limited capacity. People may still run out of working memory even if working memories have enough capacity to hold all the information of the problem. People need to maintain the significance of the information they got, the possible heuristics, related rules of transitions, and comparison among those heuristics in their mind. Consequently, releasing more capacity to maintain more relevant information will help with the problem-solving process. Therefore, if people use scratch paper to maintain the relevant information, they would have less chance to run out of working memory, and putting MATH AND SCRATCH PAPER 8 understanding of problems on scratch paper releases more capacity of our working memory, so such capacity can be used in future. People may move some of the information from our working memory to scratch paper by following procedure: write down or highlight the conditions, question and data at first, and then write down the analysis about the characteristics of those elements. For proofs, please write down or highlight the statement you need to proof. Also, analyzing the key characteristics of conditions, questions, or data is important and cannot be omitted. Here is an example of analyzing key characteristics: Problem: solve the equation: x3+3x2+3x+1=27 Analysis: on the left side of the equation, it is a cubic equation, with coefficient 1,3,3,1. The coefficient of the equation is a characteristic regarding the binominal theorem, and (x+1)3=x3+3x2+3x+1. Brainstorming related concepts People will brainstorm about suitable heuristics and related rules of transitions after they understood the problems. For easy problems, people will get the suitable heuristics and related rules of transitions in glance. However, for more difficult problems, people need more actions after they finish the search for applicable heuristics. Therefore, when people do not have enough working memory to hold the search results, they would not be able to continue. If they wrote the search results on scratch paper, they could test each heuristics without forgetting the results. As a comparison to SATP, traditional method of using scratch paper enforces this step in people’s mind, so people may run out of working memory in this step. In some problems, the linkage between the known information and possible unknown but MATH AND SCRATCH PAPER 9 useful information is not explicit. Sometimes such linkage needs to be found by construction. For example, drawing a line on a diagram to link the condition and related concepts is a construction. Here is an example of how to brainstorm and construct in a proof problem: Problem: (Menelaus Theorem) Aj F E B C D As the diagram shows, in △ABC, line DF intersects AC at point E. Proof that: AF BD CE ∙ ∙ =1 BF CD AE Proof: we are trying to use our own method to find the solution. By the first step we have talked about, the most significant characteristic of the statement we need to proof is that it contains lots of ratio between segments. When brainstorming about rations between segments, we first came up with the idea about similar triangles. There are two basic form of using similarity of triangles: MATH AND SCRATCH PAPER 10 We select the second model or heuristics to approach the problem, so we are trying to construct the second model in our diagram by drawing a parallel line CG. Aj F G B E C D With this construction we can get information that: EC GF = AE AF And: BD BF = CD GF We can also find out information with the construction of heuristics 1 of similarity. Try different heuristics and simplify the problem recursively After the brainstorming process, people need to test different heuristics. If problems are easy, people try different heuristics directly to see which ones are working. However, when problems are difficult, people will not be able to try out all heuristics easily, because they need many heuristics linked together to solve the problems. In this process, working memory maintains all of possible heuristics and the test results of them. If any of relevant information was forgotten, people would fail in solving the problem, especially when the heuristics that would generate the correct solution was forgotten. Therefore, people need a systematic way to test heuristics and use them to simplify problems on scratch paper. How to simplify a problem with heuristics on a scratch paper? A typical way to do this is MATH AND SCRATCH PAPER 11 to rewrite the original problem to a simplified version using the information you have got. Following in the example of proofing Menelaus theorem, here is an example of organizing the information to a simplified problem: Conditions: EC GF = AE AF And: BD BF = CD GF Statement need to be proved: AF BD CE ∙ ∙ =1 BF CD AE By writing down what we have, we simplify the original complicated geometric problem to a simple algebra problem. We can prove the statement by plugging in the two known equations. If the simplified version of problem is still difficult, people then need to simplify the problem on scratch paper again. By repeating the brainstorming process and the simplification process, the problem will become easier and easier. Also such recursion is indeed creating better heuristics for the problems. Smarter heuristics simplify the problem by combining worse heuristics together, and recursion process simplifies the problem by decomposing it to simpler problems. They are both making problems easier to people. After people finish this process, the problem should be simplified to an easy problem, and plan to solve a difficult problem is completed at this moment. Carry out the plan and checking the answer After the previous steps, people shall have enough information to finish solutions to MATH AND SCRATCH PAPER 12 problems and to check their answers. So in this step people just enforce their plans, and get the correct results. Testing SATP Procedure of testing SATP Now SATP has been constructed, but its effect has not been tested yet, so an experiment needs to be conducted. The goal of this experiment is to measure how much problem-solving ability can be improved by SATP. In the test, I will compare SATP to the traditional way of using scratch paper to do limited calculation. Here is the test procedure: 1) Distribute instructions, problem sets, formula sheets, and handouts of SATP to test-takers. Problems in the problem sets are arranged in sequence of difficulties. 2) Test-takers start working on the problem sets with the traditional method. Record the difficulty of problem they first stuck on. This difficulty is the problem-solving ability of the individual using scratch paper traditionally. 3) Test-takers continue to work on the problems with SATP. Record the difficulty of problem they stuck on using SATP. This difficulty is the problem-solving ability of the individual using SATP. 4) Test end after the two difficulties are recorded. The improvements of mathematical problem-solving abilities by SATP are the differences between the problem-solving abilities of individuals using SATP and traditional method. 5) No limitation about time will be placed. Test-takers have unlimited time to work on problems. In addition, breaks are allowed during test. In the experiment, to simplify the comparison, I presume SATP will improve the MATH AND SCRATCH PAPER 13 problem-solving ability of test-takers. So in the test procedure, test-takers will continue to work on the same problem set instead of starting over on a new problem set after they switch to SATP. Such test procedure based on the presumption brings two advantages. First this procedure decreases the time of test. As a result, test-takers’ problem-solving abilities will be less affected by their impatience. Second, both SATP and the traditional method are working on the same problem set, so the measurement of problem-solving abilities will be more accurate. Some may argue that such presumption might be wrong. Normally, if our presumption is right that the SATP helped with the problem-solving abilities of people, the test-takers would be able to solve the problem they stuck on, and do more problems in the test. The difference reflects the increase in problem-solving ability with the SATP. In the abnormal case, if our presumption was wrong, the test-taker would not benefit from using the SATP. As a result, they would not work out more problems after switching to SATP. Instead, they would stick on the same problem. If this case happens, I will record the SATP does not work well on this individual. Such accuracy of results is enough for our purpose. For problem sets, I selected problems from 2D geometry and basic high school algebra to ensure that the test-takers are capable to solve all problems. I limited problems to 2D geometry and basic algebra problems because this method may fail to reflect the true problem-solving ability of a test-taker if the person does not know the related rules of transitions required to solve the problem. Also, a theorem and formula sheet with all required rules of transitions will be provided, so test-takers will not stuck on the problems because they do not know some formulas. MATH AND SCRATCH PAPER 14 In addition, I did not set time limit for this test. Some may have less mathematical problem-solving ability under time pressure, and others may do better under the same pressure. Therefore, time limit would affect the test results, so setting the time limit is not appropriate for this test. Measuring difficulties of problems The major obstacle in this experiment is measurement of difficulties of problems. Without a proper quantitative measurement, no one can find the differences between problem-solving abilities mathematically. To construct such quantitative measurement, I started with the fact that the difficulties of problems are related to heuristics. Usually problems, which can be solved by a single heuristic, are easy, because people are able to devise the plan easily. A problem that needs three different heuristics to solve would be a lot harder, because people hardly come up with a plan to solve such a problem by staring at it. According to such fact, I define that the absolute difficulty of a problem is the heuristics that needed to solve the problem. For example, the absolute difficulty of the problem, calculating the hypotenuse given the length of two other sides of a right triangle, is one because a heuristic of using Pythagorean Theorem is enough to solve the problem. But difficulty of a problem differs by people, because heuristics of people are different. Therefore problems have the same absolute difficulty are different in difficulties for people. People, who know more heuristics either by knowing more math theorems or by practicing more on small tricks, often perceive problems easier than those who know fewer theorems. In other words, accumulating heuristics makes the relative difficulty decrease. For example, if one who does not know the formula to solve quadratic equation is asked to solve a quadratic MATH AND SCRATCH PAPER 15 equation, the person would perceive this question as a hard question because he or she will need approximately three heuristics to solve the problem. However, once the person knows the formula, he or she will perceive this problem as an easy problem. So the absolute difficulty of a problem does not accurately represent the difficulty perceived by people. Instead, the absolute difficulty only gives an approximation. And such approximation is accurate enough for our purpose. Because most people who have similar education background in mathematics would have similar sets of heuristics, using the absolute difficulty I defined to measure the difficulty of problem would be appropriate to our experiment if I pick the samples carefully. Sampling To validate my definition of absolute difficulty, the sample of experiment will only include Chinese students in Northwestern University who studied in China in their middle school. Because the materials are unified in Chinese middle school, Chinese students have similar heuristics. Consequently, I minimize the unexpected effect of education background by narrowing the sample to the specific range of Chinese students in Northwestern. Such a sampling strategy also has its limitation. Logically I am only able to draw conclusion from this experiment about Chinese students. But because I only have limited time and no fund support, I am unable to have larger sample size. But because such restriction of sampling makes our conclusion more accurately in the changes caused by SATP than random sampling, I would rather trade generality of the experiment to accuracy. Data MATH AND SCRATCH PAPER 16 Table: Test data No. 1st stuck 2nd stuck Improvement 1 4 5 1 2 3 5 2 3 4 5 1 Analysis In the test, the average improvement after using SATP is 1.3. The result means after switching to the SATP test-takers on average solve 1.3 problems than originally they could. This reflects that SATP improved the problem-solving ability of the test-takers. However, the average improvement of 1.3 is not a great improvement. Such fact demonstrates that SATP cannot improve the problem-solving abilities of people in a large scale. In short, SATP has an effect of improving problem-solving ability, but such improvement is not huge enough to change the problem-solving abilities of people totally. Therefore SATP cannot be relied as an ultimate weapon to attack the most difficult problems around the world, but can be a good tool to solve the hard ones in problem sets. Limitations The study has some limitations, although I successfully construct SATP and prove that SATP is effective by experiment. Redundancy of SATP People have to write a lot to use SATP. Indeed, people are trading off their speed to increase their problem-solving ability. So using SATP in a test with time pressure is not a good idea. Also, the trade off perspective explains why SATP cannot solve every problem. MATH AND SCRATCH PAPER 17 Because whenever one wants to improve his or her problem-solving ability, one has to trade off his or her speed. One, who is working on the problem with an extremely slow speed, would lose his or her patience to work on the problem. This happens during the experiment, and becomes the reason that test-taker gave up on the problem. If I have more time and resource to continue on this research, I will try to delete some redundant step of SATP, so it becomes a more efficient tool. Sample size Because I only tested SATP on Chinese students, the conclusion of the research is not perfectly right. As I mentioned before, the limitation of time and energy prevents me from doing a test with large enough sample size. If I have more time, energy, and funds, I will cooperate with Searle Center of Teaching or SESP to conduct tests with enlarged sample size and to see the effect of SATP. Individual differences Because individuals are different, people are expected to have different performance after they use SATP. Some may have a habit using scratch paper similar to SATP before they know it. For those people, the effect of SATP would be limited. Also, for those who know enormous amount of heuristics, the effect of SATP would be insignificant too. A person, who can solve any problems with less than three heuristics, does not need to use SATP to enlarge his or her working memory, because the person will not need to put much information in his or her working memory. Individual differences also affect the experiment results if I enlarge the sample size. Though with the education background fixed this limitation would not affect the result of MATH AND SCRATCH PAPER 18 tests too much, differences in education background, intelligence, and patience are inevitable in large sample size experiment. Those uncontrolled variables will affect the result of further studies tremendously. Definition of absolute difficulty Though I have defined the absolute difficulty of problems, I have not defined a standard set of heuristics to measure the difficulties of problems. Therefore a problem may have two absolute difficulty based on two sets of heuristics. For example, some people who know Menelaus Theorem can solve certain problems easily, but others who do not know Menelaus Theorem may think the same problem difficult. If we count Menelaus Theorem as possible heuristics, the problem will be easy. Otherwise, the problem will be hard. Thus, heuristics should be weighted according to their internal difficulty, so the measurement of problem-solving abilities will be more precise. But because too much works are needed to evaluate different heuristics accurately, I cannot do it with limited time, energy, and funds. I will try to weight theorems if I have chance to continue this study. Suggestion and emotion Because in the instruction, test-takers are told that SATP will be used to attack harder problem. Therefore, the suggestion that people will do better using SATP may affect the result of the test. However, such effect is inevitable in the current frame of experiment, because the test-takers shall always know the procedure of experiment. Also, the emotion can affect the experiment. If test-takers are happy, they may do better on the test. Because those two factors are hard to control, I decide to ignore such effects in experiment to simplify the study, or the test would be too complicated to design. MATH AND SCRATCH PAPER Conclusion According to our test results, the construction of SATP is partly successful, because SATP improves problem-solving abilities of people, although it still has lots of limitation. Other from limitation, SATP can also be specified to work better. Based on the model of SATP, I can build other models specified to solve problems in economics, physics, or other fields. By specification, some relatively useless step of SATP will be discarded, and SATP can run in a higher efficiency. Also, using part of SATP to do some smaller task, such as construction and proof of lemma, will be much less time consuming than solving the whole problem. As a result, using SATP as a part of problem-solving is not bad. In future, with proper specification and more research, SATP can be a more useful tool for people. 19 MATH AND SCRATCH PAPER 20 References Hambrick, D. & Engle, R. (2003). The role of working memory in problem-solving. In Davidson, J. & Sternberg, R. (Eds.), The psychology of problem-solving (pp. 176 – 206). Cambridge, UK: Cambridge University Press. Herrmann, D. J., Yoder, C.Y., Gruneberg, M., & Payne, D. G. (2006), Applied cognitive psychology: A textbook. Mahwah, NJ: Lawrence Erlbaum Associates. Pretz, J. E., Naples, A. J., Sternberg, R. J. (2003). Recognizing, defining, and representing problems. In Davidson, J. E.& Sternberg, R. J. (Eds.), The psychology of problem solving (pp. 1 - 30). Cambridge, UK: Cambridge University Press. Polya, G. (1945). How to solve it: a new aspect of mathematical method. Princeton, NJ: Princeton University Press. Raab, M. & Gigerenzer, G. (2005). Intelligence as smart heuristics. In Pretz, J. E. & Sternberg, R. J. (Eds.), Cognition & intelligence: Indentifying the mechanisms of the mind (pp. 188-207). Cambridge, UK: Cambridge University Press. MATH AND SCRATCH PAPER 21 Appendix I: Problem Set of Test An Experiment on a New Method of Solving Math Problems Instruction: This experiment is dedicated to measure the amount of problem-solving abilities of people can be improved by a new method of using scratch paper. In this experiment, you will be asked to solve 6 problems. Problems in this test are arranged in sequence according to difficulty. You should start with the normal way you deal with math problems until you stuck on a problem. PLEASE DO NOT MAKE ANY GUESSES ON ANY PROBLEMS. Also in this test, you are not asked to write a specific solution to the problem. If you are sure you get the idea to solve the problem, you can continue to work on the next problem. Please report after you feel you stuck on a problem to me, get a handout explaining a new method of thinking about math problems that theoretically can improve your ability of problem-solving, and continue by using the new method mentioned on the handout. If you stuck again, please report the number of problem you stuck on. Pauses during the test are allowed. You can take breaks anytime you want. Also, all theorems and formulas needed to solve problems will be provided. Good luck on dealing with problems! Problems: 1) Solve the equation: x 2 − 16x + 63 = 0 b+c=8 2) For, a, b, c ≥ 0, find all solution of { bc = a2 − 12a + 52 1 3) In the diagram below, D is the midpoint of AB. ∠AED = 2 ∠C + 90°. BC=3, AC=7. Find AE. B D A E C 4) In the diagram below, DF=FE, ∠DGC=∠EHC=90°, ∠GCD=∠HCE. Prove that GF=HF MATH AND SCRATCH PAPER 22 C H G 5) E F D In the diagram below, AB=CD, E, F are midpoints of AD, BC. MN⊥EF. Prove that ∠AMN=∠DNM A E D N M B C F 6) In the diagram below, ABDE, ACGF, BCHI are all squares. L, J, K are the centers of three squares. Prove that AK, BJ, CL pass through the same point D F A L J E G C B K I H MATH AND SCRATCH PAPER 23 Important Theorems and Formulas Algebra: 1) (quadratic equation) For ax2+bx+c=0 (a is not 0), we have: −𝑏 ± √𝑏 2 − 4𝑎𝑐 𝑥= 2𝑎 2) x 2 + y 2 ≥ 2xy Geometry: I) For △ABC and △DEF, if∠D=∠A, ∠E=∠B, we have AB BC AC = ≡ DE EF DF II) For △ABC, if M is the midpoint of AB, N is the midpoint of AC, then MN∥BC, and 1 MN = 2 BC III) Two triangles are congruent if: a) All corresponding sides are equal b) Two corresponding angles and another pair of corresponding sides are equal c) Two corresponding sides and the corresponding angle between the sides are equal IV) The three heights of a triangle pass the same point called orthocenter. V) For right triangle the length of hypotenuse is as twice as the distance between midpoint of hypotenuse and the right triangle. VI) The height of an isosceles triangle on the side which is different to other sides, bisects the angle. MATH AND SCRATCH PAPER 24 Appendix II: Handout of Instructions of SATP Hand out of a new method using scratch paper 1) Understanding the problem: Write down or highlight the conditions, question and data at first, and then write down the analysis about the characteristics of those elements. For proofs, please write down or highlight the statement you need to proof. Also, analyzing the key characteristics of conditions, questions, or data is important and cannot be omitted. Here is an example of analyzing key characteristics: Problem: solve the equation: x3+3x2+3x+1=27 Analysis: on the left side of the equation, it is a cubic equation, with coefficients 1,3,3,1. The coefficient of the equation is a characteristic regarding the binominal theorem, and (x+1)3=x3+3x2+3x+1. 2) Devising the plan: In this phase you are going to develop a plan about how to solve your problem. a) Brainstorming: Brainstorm the concepts, formulas, and theorems related to the characteristics of conditions and questions on scratch paper. In some problems, the linkage between the known information and possible unknown but useful information is not explicit. Sometimes such linkage needs to be found by construction. For example, drawing a line on a diagram to link the condition and related concepts is a construction. Here is an example of how to brain storming and construct in a MATH AND SCRATCH PAPER 25 proof problem: Problem: (Menelaus Theorem) Aj F E B C D As the diagram shows, in △ABC, line DF intersects AC at point E. Proof that: AF BD CE ∙ ∙ =1 BF CD AE Proof: we are trying to use our own method to find the solution. By the first step we have talked about, the most significant characteristic of the statement we need to proof is that it contains lots of ratio between segments. When brainstorming about rations between segments, we first came up with the idea about similar triangles. There are two basic form of using similar: We select the second model or heuristics to approach the problem, so we are trying to construct the second model in our diagram by drawing a parallel line MATH AND SCRATCH PAPER 26 CG. Aj F G E B C D With this construction we can get information that: EC GF = AE AF and: BD BF = CD GF And the rest is simple. b) Simplification: You should rewrite the original problem to a simplified version using the information you have got on the scratch paper right now. Following in the example of proofing Menelaus theorem, here is an example of organizing the information to a simplified problem: Conditions: EC GF = AE AF And: BD BF = CD GF Statement need to be proved: MATH AND SCRATCH PAPER 27 AF BD CE ∙ ∙ =1 BF CD AE By writing down what we have, we simplify the original complicated geometric problem to a simple algebra problem. We can prove the statement by plugging in the two known equations. c) Recursion: If the simplified version of problem is still not that obvious, you need to simplify the simplified problem on scratch paper again. By repeating the brainstorming process and the simplification process, you should simplify the problem recursively. PLEASE DO ALL THE PROCESS ON SCRATCH PAPER! Finishing this process, the problem should be simplified to an easy problem. 3) Carrying out the plan This step means write down the actual proof or the actual process 4) Check the result In this step, just check the result of your proof or calculation. MATH AND SCRATCH PAPER 28 Appendix III: Previous Problem Set of Test Note: this is the first version of the problem set. But because the difficult of problem 2 and 3 is then found inappropriate, I changed the problem set to another version and redid the test. An Experiment on a New Method of Solving Math Problems Instruction: This experiment is dedicated to measure the amount of problem-solving abilities of people can be improved by a new method of using scratch paper. In this experiment, you will be asked to solve 6 problems. Problems in this test are arranged in sequence according to difficulty. You should start with the normal way you deal with math problems until you stuck on a problem. PLEASE DO NOT MAKE ANY GUESSES ON ANY PROBLEMS. Also in this test, you are not asked to write a specific solution to the problem. If you are sure you get the idea to solve the problem, you can continue to work on the next problem. Please report after you feel you stuck on a problem to me, get a handout explaining a new method of thinking about math problems that theoretically can improve your ability of problem-solving, and continue by using the new method mentioned on the handout. If you stuck again, please report the number of problem you stuck on. Pauses during the test are allowed. You can take breaks anytime you want. Also, all theorems and formulas needed to solve problems will be provided. Good luck on dealing with problems! Problems: 7) Solve the equation: x 2 − 16x + 63 = 0 8) In the diagram, ∠ABC = ∠ADB C A D B MATH AND SCRATCH PAPER 29 Prove that: AB 2 = AC × AD b+c=8 9) For, a, b, c ≥ 0, find all solution of { bc = a2 − 12a + 52 10) In the diagram below, DF=FE, ∠DGC=∠EHC=90°, ∠GCD=∠HCE. Prove that GF=HF C H G E F D 11) In the diagram below, AB=CD, E, F are midpoints of AD, BC. MN⊥EF. Prove that ∠AMN=∠DNM A E D N M B C F 12) In the diagram below, ABDE, ACGF, BCHI are all squares. L, J, K are the centers of three squares. Prove that AK, BJ, CL pass through the same point D F A L J E G C B K I H MATH AND SCRATCH PAPER 30 Important Theorems and Formulas Algebra: 3) (quadratic equation) For ax2+bx+c=0 (a is not 0), we have: −𝑏 ± √𝑏 2 − 4𝑎𝑐 𝑥= 2𝑎 4) x 2 + y 2 ≥ 2xy Geometry: VII) For △ABC and △DEF, if∠D=∠A, ∠E=∠B, we have AB BC AC = ≡ DE EF DF VIII) For △ABC, if M is the midpoint of AB, N is the midpoint of AC, then MN∥BC, and 1 MN = 2 BC IX) Two triangles are congruent if: a) All corresponding sides are equal b) Two corresponding angles and another pair of corresponding sides are equal c) Two corresponding sides and the corresponding angle between the sides are equal X) The three heights of a triangle pass the same point called orthocenter. XI) For right triangle the length of hypotenuse is as twice as the distance between midpoint of hypotenuse and the right triangle.