Instructional Objectives:
1. Students will
explore the challenge of “pentominoes”.
2.
Students may play with pentominoes online
by visiting the following websites:
http://scholastic.com/titles/chasingvermeer/
http://scholastic.com/titles/chasingvermeer/pentominoes.pdf
3. Students get
a “hands on” feel to actually experience what the characters in the
book were doing.
4.
Working in groups, in math class students will solve pentomino
puzzles.
Time Required:
Day 11. 40-minute period
Advanced
Preparation: Teacher,
along with cooperation of math teacher, previews pentomino
interactive websites such as
http://math.clemson.edu/~rsimms/java/pentominoes/index2.html
Materials:
prepared worksheets, checkerboard, several sets of 12 pentomino
pieces made using wood square, cardboard, or construction paper.
Vocabulary:
-
http://creativecrafthouse.com/pentominoes.html
Procedure:
1.
While listening to a book review
excerpt, students will prepare to solve the “pentomino code.”
(downloadable pdf worksheet)
Chasing Vermeer in a day
“I
highly recommend this book I personally could not put it down it had
perfect descriptions of every character which made it very
imaginative which is very good I also loved the illustrations
because I am a huge Snicket fan and Brett Helquist did this book and
the Snicket series which I found very outstanding and in this book
there is little pentominoes in this story and in every illustration
you have to find a little shape which I believe is very creative and
wants the reader to go on any way buy this book it's worth every
penny.”
2. Give students a
worksheet with this info:
A pentomino
is an arrangement of 5 unit squares (or sometimes cubes) that are
joined along their edges. Up to isomorphism (rotating and flipping),
there are 12 possible shapes, which are illustrated below. Each
piece is labeled by the letter that most
accurately reflects its shape.
3. If
possible, project this web site and explore the question posed in
this applet:
http://godel.hws.edu/xJava/PentominosSolver/index.html
4)
Play a game using a checkerboard and the 12 pentomino pieces (sized
appropriately). Two players play by alternately placing one of the
pentominoes on the board. The loser is the player who cannot place a
piece, either because there are no more pieces or there is no room
left on
the board.
Thought
provoking questions might be:
1.
What did you learn playing this game?
2.
What is the minimum number of moves the game can
last?
3.
What's the maximum?
4.
What does MATH have to do with ART?
Homework:
Bring in results of pentomino puzzles you have solved online or in
math class.