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In 1981, Gardner's column alternated with a new column by Douglas Hofstadter called "Metamagical Themas" (an anagram of "Mathematical Games"). [1] The table below lists Gardner's columns. [2] Twelve of Gardner's columns provided the cover art for that month's magazine, indicated by "[cover]" in the table with a hyperlink to the cover. [3]
This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education). This list aims to list games ...
The column inch size for advertisements that spread over more than one column is determined by multiplying the number of inches high by number of columns. For example, an advertisement that is 3 columns wide by 6 inches high takes up 18 column inches (3 columns wide multiplied by 6 inches high). To determine the cost of the advertisement ...
The Twenty-One Card Trick, also known as the 11th card trick or three column trick, is a simple self-working card trick that uses basic mathematics to reveal the user's selected card. The game uses a selection of 21 cards out of a standard deck. These are shuffled and the player selects one at random.
Conway's Game of Life and fractals, as two examples, may also be considered mathematical puzzles even though the solver interacts with them only at the beginning by providing a set of initial conditions. After these conditions are set, the rules of the puzzle determine all subsequent changes and moves.
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