New Jersey Mathematics Curriculum Framework - Preliminary Version
(January 1995)
© Copyright 1995 New Jersey Mathematics Coalition
STANDARD 17: DISCRETE MATHEMATICS
| All students will develop their understanding of the concepts and applications of discrete
mathematics through experiences which enable them to use a variety of tools of contemporary
mathematics to explore and model a variety of real-world situations.
|
5-6 Overview
Discrete mathematics includes a number of mathematical topics and techniques that arise in everyday life.
What is the best route for a letter carrier, or for a visitor to an amusement park? How does a store manager
schedule employees or a project manager schedule tasks? What is a good strategy for tic-tac-toe or for solving
logic puzzles or for sorting alphabetically a long list of names? Since it encompasses all the questions on this
diverse list of questions, and many others, there is no simple definition for discrete mathematics.
Students should learn to recognize examples of discrete mathematics in familiar settings, and should explore
and solve a variety of problems for which discrete techniques have proved useful. These ideas should be
pursued throughout the school years. Students should start with many of the basic ideas in concrete settings,
including games and general play, and progressively develop these ideas in more complicated settings and
more abstract forms. Five major themes of discrete mathematics should be addressed at all K-12 grade levels
-- systematic listing, counting, and reasoning; discrete mathematical modeling using graphs and trees;
repetitive patterns and processes; organizing and processing information; and finding the best solution to
problems using algorithms.(8)
Despite their formidable titles, these themes can be represented with activities at the elementary grade levels
which involve purposeful play and simple analysis. These five themes are discussed in the paragraphs below.
The following discussion of activities at the 5-6 grade levels in discrete mathematics presupposes that
corresponding activities have taken place at the K-4 grade levels. Hence 5-6 grade teachers should review the
K-2 and 3-4 discussions of discrete mathematics and use activities similar to those described there before
introducing these activities.
Activities involving systematic listing, counting, and reasoning at K-4 grade levels can be extended to the
5-6 grade level. For example, they might determine the number of possible license plates with three letters
followed by three numbers, and make a determination as to whether this total provides an adequate number
of license plates for New Jersey drivers. They should also become familiar with the idea of permutations,
that is, the different ways in which a group of items can be arranged. Thus, for example, if three children
are standing by the blackboard, there are altogether six different permutations; for example if the three
children are Amy (A), Bethamy (B), and Coriander (C), the six different permutations can be described as
ABC, ACB, BAC, BCA, CAB, and CBA. Similarly, the number of different ways in which three students
out of a class of thirty can be arranged at the blackboard is altogether 30x29x28.
An important discrete mathematical model is that of a graph, which consists of dots and lines joining the
dots; the dots are often called vertices (vertex is the singular) and the lines are often called edges. (This is
different from other mathematical uses of the term "graph".) Graphs can be used to represent islands and
bridges, or buildings and roads, or houses and telephone cables; wherever a collection of things are joined by
connectors, the mathematical model used is that of a graph. At the 5-6 level, students should be familiar with
the notion of a graph and recognize situations in which graphs can be an appropriate model. For example,
they should be familiar with problems involving routes for garbage pick-ups, school buses, mail deliveries,
snow removal, etc. and be able to solve problems by using graphs to model them, and then finding suitable
paths.
Children can recognize and work with repetitive patterns and processes involving numbers and shapes, with
classroom objects and in the world around them. Building on these explorations, children at the 5-6 grade
levels can also recognize and work with iterative and recursive processes. They can explore iteration using
LOGO, where they can recreate a variety of interesting patterns (such as a checkerboard) by iterating the
construction of a simple component of the pattern (in this case a square). As with younger children, 5-6
graders are fascinated with the Fibonacci sequence of numbers 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, ... where
every number is the sum of the previous two numbers (see 3-4 activities), and can now also begin to
understand this and other sequences recursively -- where each term of the sequence can be described in terms
of preceding terms.
Children at the 5-6 grade levels should investigate sorting items using Venn diagrams, continue their
explorations of recovering hidden information by decoding messages, and should begin to explore how
codes are used to communicate information, by traditional methods such as Morse code or semaphore (flags
used for ship-to-ship messages) and also by current methods such as zip codes, which describe a location in
the United States by a five-digit (or nine-digit) number. Students should also explore modular arithmetic
through applications involving clocks, calendars, and binary codes.
Finally, at the 5-6 grade levels, children should be able to describe, devise, and test algorithms for solving
a variety of problems. These include finding the shortest route from one location to another, fairly dividing
a cake, planning a tournament schedule, and planning layouts for a class newspaper.
(8) An important resource on discrete mathematics for teachers at all grade levels is the 1991 Yearbook of the National Council
of Teachers of Mathematics, Discrete Mathematics Across the Curriculum K-12, Margaret J. Kenney, editor, NCTM, 1991,
Reston, VA.
STANDARD 17: DISCRETE MATHEMATICS
| All students will develop their understanding of the concepts and applications of discrete
mathematics through experiences which enable them to use a variety of tools of contemporary
mathematics to explore and model a variety of real-world situations.
|
5-6 Expectations and Activities
The expectations for these grade levels appear below in boldface type. Each expectation is followed by
activities which illustrate how the expectation can be addressed in the classroom.
Experiences will be such that all students in grades 5-6, building upon the K-4 expectations:
F. use systematic listing, counting, and reasoning in a variety of different contexts.
- Students determine the number of different sandwiches or hamburgers that can be made
at the local eateries.
- Students determine the number of ways any five items (or six, or more items) can be
arranged in order, understand the concept of permutation, and explain and evaluate n! for
various numbers.
- Students determine the number of ways there are of asking three different students in the
class to write their solutions to three homework problems on the blackboard.
- Students determine the number of possible telephone numbers with a given area code and
the number of possible license plates with three letters followed by three numbers. They can
also investigate why several years ago the telephone company introduced a new area code
(908) in New Jersey and why the state license bureau tried (unsuccessfully) to introduce
license plates with seven characters.
- Students look for patterns in the diagonals of Pascal's triangle, and the differences of
consecutive terms in these diagonals.
- Beth wins the game whenever the two dice give an even total, and Hobart wins whenever
the two dice give an odd total. Students should analyze this game and others like it, both
experimentally and theoretically, to see whether the game is fair, and if not which player is
more likely to win.
- Students make a table which indicates how many of each of the coins of the fictitious
country "Ternamy" -- in denominations of 81, 27, 9, 3, and 1 -- are needed to make up any
amount from 1 to 200. This table can be used to introduce base 3 ("ternary") numbers, and
then numbers in other bases.
G. recognize discrete mathematical models that occur frequently, explore their properties, and
design them for specific situations.
- Students color maps (e.g., the fifty states) so that adjacent states have different colors, with
as few colors as possible, and use the associated graph (whose vertices correspond to
countries) to explain why the map cannot be colored with fewer colors.
- Students convert a street map to a graph where vertices on the graph correspond to
intersections on the street map, and use this graph to determine whether a garbage truck can
complete its sector without repeating any streets.
- Students play Lewis Carroll's map coloring game, where Player A draws a fictitious map
and Player B tries to color the map (adjacent countries must have different colors) using as
few colors as possible; Player A's goal is to force Player B to use as many colors as possible.
- Students find paths in graphs which pass through each vertex once, or which pass through
each edge once.
- Students play games using graphs -- for example, in the strolling game, two players start
with any graph and stroll down a path: Bob starts at any vertex and strolls down an edge to
another vertex, then Carol strolls from that vertex along an edge to another vertex, the Bob
strolls from that vertex along an edge to another vertex, etc. If each player is only permitted
to stroll down unused edges (although vertices may be revisited), and the last stroller wins,
who will win the game? How does it depend on the graph that you're using?
- Students write graph problems based on their own real life situations.
- Students plan emergency evacuation routes at school or at home using graphs.
H. experiment with iterative and recursive processes, with the aid of calculators and computers.
- Students write a description for solving the Tower of Hanoi problem: There are three
pegs, on one of which is stacked a number of disks, each smaller than the ones below; the
problem is to move the entire stack to another peg, moving them one at a time from one peg
to either of the other two pegs, with no disk ever placed upon a smaller one. How many
moves are required to do this with 5 disks? with 6 disks? How long would it take to do this
with 64 disks? (An ancient legend predicts that when this task is completed, the world will
end; should we worry?)
- Students use iteration in LOGO to draw checkerboards, stars, and other designs -- iterating
the construction of a simple component of the pattern (such as a square) to recreate (for
example) an entire checkerboard design.
- Students explore their surroundings to find rectangular objects whose ratio of length to
width is the "golden ratio" -- approximately the ratio of two successive Fibonacci numbers;
to assist in these explorations, they might cut a rectangular peephole of dimensions 21mm x
34 mm out of a piece of cardboard.
- Students construct "Koch snowflakes of stage 5" by adding 1/9" triangles to the Koch
snowflakes of stage 4 described in the grade level 3-4 expectations.
- Students mark a long string midway between the two ends and at one end, and then
continue marking it by following some simple rule such as: make a new mark midway
between the last midway mark and the marked end and then repeat this instruction. Have
students investigate the relationship of the lengths of the segments between marks; what
number of marks are possible in this process if it is assume that the marks take up no space
on the string, and what happens if you lay the string down in a spiral so that each of the marks
line up in a straight line through the center of the spiral. What happens if the rule is changed
to "make a new mark midway between the last two marks"?
- Students study the patterns of patchwork quilts, and make one of their own.
I. explore methods for storing, processing, and communicating information.
- After discussing possible methods for communicating messages across a football field,
teams of students devise methods for transmitting a short message (using flags, flashlights,
arm signals, etc.). Each team receives a message of the same length and must transmit it to
members of the team at the other end of the field as quickly and accurately as possible.
- Students devise rules so that arithmetic expressions without parentheses (e.g., 5 x 8 - 2 /
7) can be evaluated unambiguously; they can then experiment with calculators to discover
their built-in rules.
- Students explore modular arithmetic through applications involving clocks, calendars, and
binary codes.
- Students assign each letter in the alphabet a numerical value (possibly negative) and then
look for with words worth a specified number of points.
- Students send and decode messages in which
letters of the message are systematically replaced
by other letters.
- Students use Venn diagrams to sort and then
report on their findings in a survey. For example,
then can seek responses to the question "When I
grow up I want to be a) rich and famous, b) a
parent, c) in a profession I love", where
respondents can choose more than one option. The
results can be sorted into a Venn diagram like that
at the right, where entries "m" and "f" are used
for male and female students. The class can then
determine answers to questions like "Are males or
females in our class more likely to have a single
focus?"
- Students bring in zip codes of their relatives, paste them to a map of the United States, and
look for patterns which reveal how zip codes may be assigned. They then compare their
conclusions with post office materials to see whether they are consistent with the way that zip
codes are actually assigned.
- Students use LOGO to make a rectangle procedure that uses variables so that they can
create a graphic scene and use their procedure to make objects, such as buildings, of varying
sizes.
[Graphic Not Available]
J. devise, describe, and test algorithms for solving optimization and search problems.
- Students find the shortest route from one location in their town to another.
- Students use flowcharts to represent visually the instructions for carrying out a complex
project.
- Students discuss various methods of dividing a cake fairly, such as the "divider/chooser
method" for two people (one person divides, the other chooses) and the "lone chooser
method" for three people (two people divide the cake using the divider/chooser method, then
each cuts his/her half into thirds, and then the third person takes one piece from each of the
others).
- Students conduct a class survey for the top ten songs and discuss different ways to use the
information to select the winners.
- Students devise a telephone tree for disseminating messages to all 6th grade students and
their parents.
- Students schedule the matches of a volleyball tournament where each team plays each
other team once.
- Students plan and develop efficient and attractive layouts for a class newspaper.
New Jersey Mathematics Curriculum Framework - Preliminary Version
(January 1995)
© Copyright 1995 New Jersey Mathematics Coalition