Untitled Document
Goal: To model a problem using a vertex-edge graph and solving it using Euler paths and Hamilton circuit
Number of players: 2
Materials:
Set-up:
Setting 1: Kindergarten party table
Setting 2: Wedding dinner tables
Instructions:

Example:
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Trial # |
# of chairs |
Who made the first move? |
Win/ Lose |
Comments (Any special moves that you or your opponent made)? |
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1 |
8 |
me |
Win |
None; just guessed my move |
While you are playing the games, here are some questions to think about:
Do you notice any patterns?
Can you identify any winning strategies?
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Trial # |
# of chairs |
Who made the first move? |
Win/ Lose |
Comments (Any special moves that you or your opponent made)? |
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Concluding comments (Any patterns? Winning strategies? Winning moves?):

Example:
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Trial # |
# of chairs |
# of coupled chairs |
Who made the first move? |
Win/ Lose |
Comments (Any special moves that you or your opponent made)? |
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1 |
8 |
4 |
Win |
Lose |
Trying the strategy found in level 1 |
Think about these questions as you play:
Do you notice any patterns? If yes, are they the same patterns that you found in Level 1?
Can you identify any winning strategies?
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Trial # |
# of chairs |
# of coupled chairs |
Who made the first move? |
Win/ Lose |
Comments (Any special moves that you or your opponent made)? |
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Concluding comments (Any patterns? Winning strategies? Winning moves?):

Think about these questions as you play:
Do you notice any patterns? If yes, any same patterns as you found in Level 1 or 2? Can you identify any winning strategies?
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Trial # |
# of chairs |
# of coupled chairs |
Who made the first move? |
Win/ Lose |
Comments (Any special moves that you or your opponent made)? |
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Concluding comments (Any patterns? Winning strategies? Winning moves?):
Conclusions & Take home points:
(After teacher discussion)
Model used:
Goal of the model used:
Winning strategies:
Take home points on the model used (i.e. What did you learn from this game?):
Can you model the game with a vertex-edge graph? What are your vertices and what are your edges? If yes, how do you use the vertex-edge graph in your model? In other words, what are you trying to do using the vertex-edge graph?
Teacher Lesson Plan for: Discrete Math—Euler Paths and Hamilton Circuit
Math Game: Kindergarten Cooties & Jealous Gentlemen
Game Lesson Length : 1 hour
Game Type : Devise Strategies
Grade Level(s) : 9-12 grade high school
Materials:
Learning goals:
investigation and application of Euler Paths and Hamilton Circuits.
NCTM Standards Correlation:
This game satisfies the NCTM Standards for Communication by enabling grades 9-12 students to:
teachers.
This game satisfies the NCTM Standards for Discrete Mathematics by enabling grades 9-12 students to:
paths, critical paths.
related to paths, circuits, networks, and relationships among a finite number of
elements in real-world and abstract settings.
Preparation:
concepts before using the game lesson in class.
Directions:
ask them questions (15 min).
the Euler paths and Hamilton Circuits (10 min)
Discussion and Problem Solution:
This game could be represented as a vertex-edge graph. The vertices represent the seats and the edges connecting two vertices represent the degree of freedom of the opponent’s moves. There are two goals of each move: (1) To connect all possible vertices (2) To minimize the degree of freedom (DOF) of the opponent’s moves. An edge can only be drawn to connect two of the same-colored circles. For example: Level 1 game: Let blue make the first move and red make the second move,

Thus, we want to know what the consequences are if we seat a kindergartener in one of the vertices that is part of our aim, i.e. seat #2, #3, #4, #8, #9, #10, #11. If we seat a blue kindergartener in seat #2 then, there are 6 possible seats for our opponent, player #2, to seat a red kindergartener given the constraints; this means that the DOF of the opponent’s moves is 6. Repeating the same logic to seat #3, #4, #8, #9, #10, #11, it is found that the minimum DOF of the opponent’s moves is 4. Thus, the best move would be to seat a kindergartener in seat #8 or #9. Similarly, player #2 will follow the same technique and find that seating a kindergartener in seat #3 will minimize player #1’s moves.

Again, follow the same logic finding the opponent’s minimum DOF. In this game, each path is determined by finding the opponent’s minimum DOF. You can picture each value of DOF as the cost of traveling the Euler path.
After several repetitions, you can find that there is first-move advantage for odd number of chairs and second-move advantage for even number of chairs. The same strategy could be use to tackle level 2 and level 3 of this game. However, it is important for the students to be able to recognize that a couple can be represented as a single individual with a certain constraints (e.g. the constraint for Level 2 game is that there has to be 2 chairs next to each of the red circle.)
Facilitating questions during game time encourages students to think deeper and develop new strategies:
Do you notice any patterns?
Can you identify any winning strategies?
Can you model the game with a vertex-edge graph? If yes, how do you use the vertex-edge graph in your model? What are your vertices and what are your edges? In other words, what are you trying to do using the vertex-edge graph?
Do you notice any patterns? If yes, any same patterns as you found in level 1? Can you identify any winning strategies?
Can you model the game with the same vertex-edge graph that you used for level 1?
If yes, how do you use the vertex-edge graph for this level? What are your vertices and what are your edges?
If not, what modification did you make to your vertex-edge graph? Did you use a completely different vertex-edge graph?
Wrapping up the game:
Use the “Discussion and Problem Solution” and Examples of answers to the Student Activity Sheet (below) to assess student understanding:
Model used: Vertex-edge graph
Goal of the model used :
(1) To connect all possible vertices
(2) To minimize the DOF of the opponent’s moves.
Winning strategies:
Take home points on the model used (i.e. What did you learn from this game?):
Vertex-edge graph can be used to model a real situation. In this case, the opponent’s DOF to sit a person in a table under certain constraints can be pictured as the cost to travel through the Euler’s path.
This lessons is written by students at Massachusetts Institute of Technology (M.I.T.), as part of their coursework for 11.124, Introduction to Teaching and Learning Science and Math.


