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The Tower of Hanoi (also called The problem of Benares Temple, [1] Tower of Brahma or Lucas' Tower, [2] and sometimes pluralized as Towers, or simply pyramid puzzle [3]) is a mathematical game or puzzle consisting of three rods and a number of disks of various diameters, which can slide onto any rod.
Many of the puzzles are well known because they were discussed by Martin Gardner in his "Mathematical Games" column in Scientific American. Mathematical puzzles are sometimes used to motivate students in teaching elementary school math problem solving techniques. [ 1 ]
Math Blaster! is a 1983 educational video game, and the first entry in the "Math Blaster" series within the Blaster Learning System created by Davidson & Associates. The game was developed by former educator Jan Davidson. [2] It would be revised and ported to newer hardware and operating systems, with enhanced versions rebranded as Math Blaster ...
The game host then opens one of the other doors, say 3, to reveal a goat and offers to let the player switch from door 1 to door 2. The Monty Hall problem is a brain teaser, in the form of a probability puzzle, based nominally on the American television game show Let's Make a Deal and named after its original host, Monty Hall.
Treasure MathStorm! is an educational computer game intended to teach children ages five to nine mathematical problem solving. This sequel to Treasure Mountain! is the sixth installment of The Learning Company's Super Seekers games and the second in its "Treasure" series.
The "nine dots" puzzle. The puzzle asks to link all nine dots using four straight lines or fewer, without lifting the pen. The nine dots puzzle is a mathematical puzzle whose task is to connect nine squarely arranged points with a pen by four (or fewer) straight lines without lifting the pen or retracing any lines.
Speak & Math had five distinct learning games: Solve It, Word Problems, Greater Than/Less Than, Write It, and Number Stumper, all playable at three levels of difficulty. Solve It is the classic math problem-solving game where the participant must solve five math problems to the best of their ability.
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.
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