Math Module Ch3
Math Module Ch3
College : Engineering
Campus: Bambang
This lesson provides the students an Introduction to Mathematics in the Modern World. This module
deals with the nature of mathematics, appreciation of its practical, intellectual and aesthetic
dimensions and application of mathematical tools in daily life.
Mathematics is the study of the relationships among numbers, quantities and shapes. It includes
arithmetic, algebra, trigonometry, geometry, statistics and calculus. It helps organize patterns and
regularities in the world. The geometry of most patterns in nature can be associated either directly
or indirectly, to mathematical numbers.
Mathematics, being a science of patterns, helps students to utilize, recognize and generalize
patterns that exist in numbers, in shapes and in the world around them.
1. Use different types of reasoning to justify statements and arguments made about mathematics and
mathematical concepts;
2. Write clear and logical proofs;
3. Solve problems involving patterns and recreational problems following Polya’s four steps; and
4. Organize one’s method and approaches for proving and solving problems.
1. INDUCTIVE REASONING
-refers to the process of making generalized decisions after observing, and/or witnessing,
repeated specific instances of something.
2. DEDUCTIVE REASONING
-is the process of reaching conclusions based on previously known facts. It is correct and valid.
3. INTUITION
- is the ability to understand something instinctively, without the need for conscious reasoning.
4. MATHEMATICAL PROOF
- is an argument which convinces other people that something is true.
5. PROOF
- is an inferential argument for mathematical statement. It is a conclusive evidence or an argument
that serves to establish a fact or the truth of something.
6. CERTAINTY
- is total continuity and validity of inquiries to the highest degree of precision.
In direct proof , the conclusion is established by logically combining the axioms, definitions and earlier
theorems.
For example, direct proof can be used to establish that the sum of two integers is always even: consider
two even integers x and y. Since they are even, they can be written as x = 2a and y = 2b, respectively for
integers a and b. Then the x + y = 2a + 2b = 2(a+b). Therefore x + y has 2 as a factor and, by definitions,
is even. Hence the sum of any two integers is even. This proof uses the definition of even integers, the
integer properties of closure under addition and multiplication and distributivity.
Example 1: Twice the difference of a number and 1 is 4 more than that number. Find the number.
Step 1: Understand the problem.
Make sure that you read the question carefully several times.
x = a number
Step 2: Devise a plan (translate).
That's just to name a few. We can observe patterns visually, numerically, or algebraically within this
chart. Patterns, in general, show up all around us in the real world, and as it turns out, they're quite
useful!
We see that if you continue at the pace you are at, then by extending the pattern, we find that at
13.1 miles, you will be a little over 130 minutes. To be more exact, the equation shows that you would
finish in 131 minutes, or 2 hours and 11 minutes. Wow, speedy! You're going to crush your goal! Way
to go!
This is a great example of using patterns to solve math problems. Just like we saw in this example,
there are a number of ways to use patterns to solve problems such as extending the pattern or setting
up an equation. Regardless of the exact method you choose, solving math problems using patterns
involves these two steps:
Therefore, a very important part of using patterns to solve problems involves identifying and extending
the patterns.
EXAMPLE 2
Can you find the sum of the first 100 even positive numbers? Find the pattern.
The sum of first 1 even positive no. is 2 or 1(1+1) = 1(2)
The sum of first 2 even positive no. is 2+4=6 or 2(2+1) = 2(3)
The sum of first 3 even positive no. is 2+4+6 = 12 or 3(3+1) = 3(4)
The sum of first 4 even positive no. is 2+4+6+8=20 or 4(4+1) = 4(5)
Pattern: The sum of the first 100 even positive numbers is 2+4+6+…..=?
Or 100(100+1) = 100(101) or 10 100
When it comes to math, games could provide the key to generating interest and unlocking a
student’s true abilities. Recreational math has become a popular topic with teachers who want to
maximize young student’s chances of succeeding in math. Recreational math uses games to
help students understand many of the concepts in mathematics at a very young age. For
teachers who are searching for ways to get students engaged in math, it provides another
strategy.
Recreational mathematics involves problems, riddles, puzzles, brain- teasers and games carried out for
recreation or leisure rather than as a research or application-based professional activity. Recreational
mathematics employs creative problem-solving, logical reasoning approaches, reflective thinking and
algebra techniques.
Some of the more well-known topics in recreational mathematics are Rubik's Cubes, magic
squares, fractals, logic puzzles and mathematical chess problems, but this area of mathematics includes
the aesthetics and culture of mathematics, peculiar or amusing stories and coincidences about
mathematics, and the personal lives of mathematicians.
Mathematical games
Mathematical games are multiplayer games whose rules, strategies, and outcomes can be studied and
explained using mathematics. The players of the game may not need to use explicit mathematics in order
to play mathematical games. For example, Mancala is studied in the mathematical field of combinatorial
game theory, but no mathematics is necessary in order to play it.
Mathematical puzzles
Mathematical puzzles require mathematics in order to solve them. They have specific rules, as
do multiplayer games, but mathematical puzzles don't usually involve competition between two or more
players. Instead, in order to solve such a puzzle, the solver must find a solution that satisfies the given
conditions.
Logic puzzles and classical ciphers are common examples of mathematical puzzles. Cellular
automata and fractals are also considered mathematical puzzles, even though the solver only interacts
with them by providing a set of initial conditions.
As they often include or require game-like features or thinking, mathematical puzzles are sometimes also
called mathematical games.
MatheMagics
Many world-famous magicians use tricks that rely on mathematics. In fact, there is a whole area of
recreational mathematics that involves magic tricks that can be explained via mathematics. For instance,
some mathematical tricks use Hamming Code to identify when a volunteer is lying, see Mathemagics: A
Magical Journey through Advanced Mathematics [3].
Other activities
Other curiosities and pastimes of non-trivial mathematical interest include:
• patterns in juggling
• the sometimes profound algorithmic and geometrical characteristics of origami
• patterns and process in creating string figures such as Cat's cradles, etc.
• fractal-generating software
V. LEARNING ACTIVITIES
1. Definition of Terms
a) Deductive Reasoning
b) Inductive Reasoning
c) Intuition
d) Mathematical Proof
e) Proof
f) Certainty
2. Enumerate Polya’s steps to problem solving
3. Give an examples of recreational mathematics ( at least 10 )
VI. ASSIGNMENTS
VII. REFERENCES
A) Book/Printed Resources
Marie-Franie J. Frany et al. Fundamentals of Probability and Statistics for Engineering
Ronald H. Howell et al., (2013).Principles of Heating Ventilating and Air Conditioning 7th Edition
David V. Chadderton, (2014).Air conditioning a Practical Introduction 3rd Edition
Adam, John A. Mathematics in Nature: Modelling Patterns in the Natural World
Adam, John A. Mathematical Nature Walk
Aufman, R. et al. mathematical Excursions ( Chaps 1,2,3,4,5,8,11, and 13) 3 rd Ed (International Edition)
COMAO Inc. For all Practical Purposes, Introduction to Contemporary Mathematics, 2 nd Ed.
Fisher, Carol Burns, The Language of Mathematics
Fisher, Carol Burns, The Language and Grammar of Mathematics
Hersh, R., What is Mathematics Really? (Chaps. 4 & 5)
Johnson and Mowry. Mathematics a Practical Odyssey ( Chap 12)
Moser and Chen. A Student Guide to Coding and Information Theory
Stewart, Ian. Nature’sw Numbers
Vistro-Yu, C. Geometry: Shapes, Patterns and Designs
B) e-Resources
https://nptel.ac.in/courses/112105128/