The page below is designed to be customised to your school's needs. It consists of five regions which contain different types of information about ATHGYM. By clicking on the checkbox in that region the information will be included in the letter to students. Simply click as many checkboxes as you wish and then click the button "Create" at the bottom of the page. A generic letter will be produced which you can print out by clicking the printer icon on your browser, and then make as many multiple copies as you require. If you are introducing your students to the Free Tutorial for the first time I suggest that you use regions A and B, (and possibly E). If you are introducing them to SETs E to A I suggest that you use regions A, C, and D. This message will not appear on the letter.
Hi there! I'm coach Cal, and want to tell you about MATHGYM a Mathematical Problem solving tutorial on the Internet. To help you develop your problem solving skills your teacher is going to show you how to access MATHGYM and how to register and use the tutorial. You should have this information with you each time you use MATHGYM in the future as it contains useful information to make using the tutorial easier.
MATHGYM contains challenging mathematics problems similar to ones found in most mathematics competitions. The problems occur in ten pairs. In the first of the pair, the "Training Problem", I introduce you to the strategies and skills needed to solve that particular type of problem. As this is the "teaching" problem, I also provide you with hints and background theory to help you solve the problem. The second of the pair, the "Bonus Problem" is often a "parallel" type of problem. That is, the strategy introduced in the Training Problem is useful in the solution to the Bonus Problem. After you have completed the problems, you can print out a certificate which summarises your progress. At MATHGYM you can also learn about some of the History of Mathematics and play some interesting logic and number facts games.
Because MATHGYM is on the internet, you can access it from anywhere in the world at any time. It is designed so that when you log on you can continue from where you finished your last session - I keep a running record of your progress.
To get started, you first need to register with MATHGYM by following these steps:
Your teacher will give you a letter to take home to get permission and payment so that you can register with MATHGYM. When you get permission, fill out the tables at the bottom of the permission slip (leaving the User Number box empty as I will supply this when I register you) and return it to your teacher. The school will send off your registration and in a couple of days your teacher will return one of the tables to you with your User Number.
Log-on to MATHGYM by following these steps:
The Tutorial works as follows:
STEP 1 - Read and solve the problem. I will give you a TRAINING problem to solve. Each time you start a TRAINING problem you will be given 10 points. Read through the problem carefully, get a solution and enter it in the space 'Answer here:' provided at top left of screen.
STEP 2 - Check your answer. Then click the button 'Ballpark' to see if your answer is in the 'ballpark' of my solution, or click the button 'Answer' if you are confident of your solution and you want to see if you have had success.
If your solution is correct you will score the 10 points. If your solution is incorrect you will lose 1 point.
You are not penalised for clicking 'Ballpark' because trying to 'guess' an answer is a good problem solving starting strategy. If you click on the button 'Strategies' you can get more tips on Mathematical Problem Solving.
STEP 3 - Get a Hint? If you are having difficulty, you can buy a HINT by clicking the button 'Hint' (the first hint is free but the next two will cost you 2 points each) - then try the problem again. You will be given up to three hints to help you with the solution. The hints often have a short lesson on the theory behind the TRAINING problem. At any time, you can look at the theory behind the problems by clicking the 'Theory Notes' button.
STEP 4 - No Success? When you have lost the 10 points for the TRAINING problem you will be shown the correct solution. Make sure you study this solution.
STEP 5 - Solve the Bonus question. After you have found the correct solutionfor te TRAINING problem or it is shown to you, you are instructed to click the button 'Bonus' which gives you a similar type of problem to solve. If you have learnt the techniques of the first problem you can pick up 5 bonus points for a perfectly correct answer. No hints or 'Ballparks' are given for the bonus question, so it is essential that you understand the solution to the TRAINING Problem. To make sure that you do understand this type of problem I won't let you progress until you have the solution. This may sound a bit tough but I know that you want to learn and this is one way that I can help. I suggest, that if you are really stuck you should talk it over with your teacher or some other mathematical friend. Just discussing the problem sometimes helps.
STEP 6 - Next Problem After you have solved the Bonus problem you start all over again on a completely new type of TRAINING problem by clicking the button 'Next Problem'.
If all this is a bit confusing don't worry, if you don't know what to do next - just click the 'What do I do Now?' button and I will tell you what you need to do next.
STEP 7 - Award Time! After you have finished a SET (of 10 question types) you will be shown a certificate which awards medals for your attemps on each question. You win a GOLD medal if you have lost only 2 points total for the TRAINING and BONUS problem; a SILVER medal if you are able to get 6 or more points; otherwise you will be awarded a BRONZE medal (for getting out the BONUS problem). You can also print this certificate out.
STEP 8 - Finished for the day? When it is time for you to finish, click on the button 'End Session' and your progress to date will be saved for you. When you join me again you can pick up where you left off.