Description of Convention Competitions
This document was validated for the 2010 convention. Changes, if any, will be posted as soon as possible.
CIPHERING (no calculators allowed)
There will be three rounds of ciphering from which the top four teams will participate in the math bowl competition. In the rounds of ciphering, each school will be allowed to enter as many participants as it wishes in each level. No students from the same school can sit next to each other.
Each individual will be given a booklet with each problem on a separate page. The pages are of varying colorsso that monitors will be able to determine if each participant is working on the correct question. In addition to the printed problem, each page will have space for scratch work, a block for answers, and a space for the individual code of the player. Improper code or lack of code will disqualify an answer.
All answers must be in exact, simplified form unless otherwise written in the problem. All fractions must be reduced and all radicals must be simplified. Remember that 1 / √3 is acceptable but 6 / √3 is not because it can be reduced to 2√3. Units do not have to be indicated unless specifically requested. However, if units are included, they must be correct.
Two minutes are allowed to answer each question. When a student has answered the question, he raises the sheet above his head and a runner takes the answer sheet to the graders. If the question is answered correctly within the first minute, 4 points are awarded. If answered correctly within the second minute, 2 points are awarded. An individual will receive an overall score, while the team totals will be used to determine who will advance to the math bowl. Each school’s players will be ranked and set in teams of four from the top downward, based on individual ciphering scores. The four teams with the highest totals will be in the math bowl.
The first place individual cipherer at each level will receive a trophy, but no points will be earned toward sweepstakes for these awards.
MATH BOWL
Math bowl is the semi-final and final rounds of ciphering. The first and fourth place math bowl teams will be matched and the second and third place teams will be matched in the semifinals. Then, the winners of the semifinals will be matched for first and second places in the finals, and the non-winners of the semifinals will be matched for third and fourth places in the finals.
Math bowl will be conducted in the same fashion as prep quiz bowl.
Each math bowl match will consist of 20 questions -- 10 one-minute tossups and 10 two-minute bonuses -- at 10 points for each correctly answered question. Any team member may answer a tossup question; if he/she answers correctly the team will be allowed a chance to answer a bonus question. The team may confer on bonus questions; however, only the team captain will be allowed to answer a bonus. If there is an incorrect answer to a tossup, the other team may use the remaining time or additional 10 seconds (whichever is longer) to respond. In the event of an incorrect answer to a bonus, the other team does not get a chance to answer. A 10-second warning will be given for tossup and bonus questions. No points will be allowed on a tossup if the team confers in any way. To score on a tossup a student must raise his hand and be recognized by a designated spotter.
Answers must be in simplest form. No penalty will be given for omitting units if a numerical answer is correct. See rules for simplification in the ciphering description above.
GEMINI (no calculators allowed)
There will be three rounds of Gemini questions from which the four highest-scoring teams will move on to a semi-finals/finals round. Each school may enter up to 3 teams per division. However, some teams may have to move to another event if space becomes a problem.
Gemini will be a two-person, cooperative event consisting of a series of timed problems similar to the ciphering format. Each two-member team will work together on questions of varied type and time limit. The packet of questions will contain 3 problems per page, each scored separately. The questions will not be as subject-specific as ciphering, but will incorporate a “potpourri” of mathematics with an emphasis on logical thinking and problem solving. Ciphering simplifying rules apply.
Gemini will consist of four divisions of competition: Mu B, Mu A, Alpha, or Theta. A mixed team will compete at the level of the most advanced student. There are no calculus-based questions in Gemini.
HUSTLE (calculators allowed)
Hustle is a team event in which each team attempts to outscore its opponents by quickly solving more problems. Each team will consist of 4 members. A team can have no more than one Mu Division student and must have at least one Theta Division student. No school may enter more than two Hustle teams.
In each round the teams will receive 125 problems, 25 each on different colored slips of paper. These will be distributed in packets and must remain untouched until the moderator begins the round. A round will consist of several ten-minute hustles. The moderator will announce the beginning of each hustle, give five, two, and one-minute warnings and simultaneously call the end of the hustle and the beginning of the next.
By the end of each hustle, each team will submit answered items as directed by the moderator. A team may submit no more than five items of each color in any one hustle. Up to 5 items of each color must be paper-clipped together and held up before the end of the hustle to be collected by a moderator.
Each correctly answered item submitted in hustle one will score 6 points, in hustle two 5 points, etc. If a team miscounts and submits more than 5 items of one color, the incorrect items will be tallied first and any above the limit will be thrown out, thus scoring the smaller number of points if correct.
The four teams with the highest cumulative scores after the preliminary rounds will enter the finals, which will consist of two shortened rounds. The final ranking of these four teams will be determined by the total scores of the two final rounds, with the preliminary round scores considered only if necessary to break a tie.
Rules for simplification in Ciphering and Math Bowl will be followed unless otherwise specified.
DESCARTES (no calculators allowed)
The objective of Descartes is to accumulate more points than one’s opponent. There are four divisions – Mu B, Mu A, Alpha, and Theta. Each school may enter up to three students per division. This is an individual competition in which two (or three) opponents, facing each other, compete. At the beginning of each round, the moderator gives each player an envelope with 50 points worth of cards. Each card has a question on one side with a point value of 1, 2, 3, 5, or 10 according to estimated difficulty and the answer on the other side. There three periods in each round. A period consists of opponents playing each other twice. At the end of a period, players will move as instructed and the next period will begin with players having new opponents.
Each period is divided into two parts, each consisting of three phases. The first phase is the bidding time. The bidder chooses the combination of cards that he wants to play for a total of 10 points, but a limit of five cards. Each player removes that combination of cards from his envelope. The bidder may have to compromise according to what cards are available to his opponents as the game progresses. Each player places the chosen combination of cards, question side up, on the table in front of his opponent. The second phase of play is the playing time. During this time each player works the questions presented to him. A player must not pick up any card during the playing time. When a player finishes working a question, he covers that card with his answer sheet. A player may work problems in any order and may leave one temporarily to work another. A player may not consult any person except a moderator. When time is called, all pencils must be placed on the table. The third phase is the scoringtime. The cards are turned over with their respective answer sheets so both players can see all cards answer-side-up and solutions to facilitate quick agreement. If an answer is correct, the player who solved it keeps the card. If the answer is incorrect, his opponent keeps the card. If there is a point of confusion, a moderator will come to the table in response to a raised hand. A moderator may give a 10-point penalty to a player for withholding or mutilating cards. Players then put all the cards they now have into the envelope and part two of the period begins. Part two of the period is a repeat of part one with the exception that the opponent of the player who bid in part one will bid. Repeat phases 1-3. At the conclusion of the period, each player counts the points on his cards and records the total. He then exchanges cards with his opponent to verify the total.
Second period begins with the players keeping the cards that they have from the first period and changing seats to compete against another opponent. Follow the instructions for first period. Once second period is complete, third period begins.
Semifinals and Finals: The top four scorers at the end of all three rounds proceed to the final rounds. The first and fourth place scorers will be matched and the second and third place scorers will be matched in the semifinals. Then the winners of the semifinals will be matched for first and second place in the finals and the non-winners of the semifinals will be matched for third and fourth place in the finals.
INDIVIDUAL TESTS: SCHOLARSHIP TEST AND NATIONAL CONVENTION STIPEND TEST
One of the oldest events in the convention is the scholarship test. This is provided for in the constitution, is limited to graduating seniors and should be promoted by the sponsors.
Graduating seniors may take the Scholarship Test or their division test. There is a special award for the first place winners in the Theta Individual Test, Alpha Individual Test, Mu A Individual Test, and Mu B Individual Test. A stipend equivalent to 50% of the cost for the National Mu Alpha Theta Convention will be paid for the 1st place individual winner in each division. If the first place winner does not use this stipend, then each of the subsequent winners from 2nd through 5th place in turn will be given an opportunity to claim it for the same purpose. A student who takes a test out of his division will be ineligible for an award for the test. Students are responsible for supplying their own pencils for these tests.
AREA TESTS
Area tests will be divided into four divisions (Mu A, Mu B, Alpha, and Theta), and the open division. Students must take the area test in their appropriate division unless they elect to take a test in the open division.
- The Mu Divisions Tests:
- Mu A: Differentials
- Mu A: Integration
- Mu B
- The Alpha Division Tests:
- Pre-Calculus (without Trig): logs and exponents, conics, and polynomials
- Discrete Math: probability, sequences and series, permutations and combinations
- Trigonometry
- The Theta Division Tests:
- Equations and Inequalities: equations and inequalities, systems of equations, and rational expressions
- Advanced Algebra: conics, complex numbers, radicals, exponents and logs
- Geometry
- The Open Division Tests:
- The History of Math: emphasizes the historical development of mathematics. (1910-1930)
- Functions: emphasizes graphs, domain and range, composition and inverses of functions, limits and continuity, functions in more than one variable, and periodic functions.
- Puzzlements: emphasizes various aspects of geometry and algebra in problem solving form.
- Applications of Calculus
- Statistics
On the area tests, students may use only the types of calculators described in the CALCULATOR section of the convention packet. They must supply their own calculators and #2 pencils.Only a #2 pencil can be used, and answer choices must be marked carefully. Students must write their names, their school codes, and the test title on answer sheets. Area test tickets will be issued at registration according to the numbers registered online. No student will be allowed to take a test without a ticket for that test.
INTERSCHOOL TEST
The Interschool Test is the oldest event of the convention and should give your team a sense of school spirit. Your team consists only of those students attending the convention from your school. Teachers, sponsors, graduates, or other adult s cannot be in the room unless they are moderators. Moderators cannot help any team. Each school will be given a sealed envelope containing the official answer sheet and one test for every three students from the school participating in the Interschool Test. A minimum of two tests will be provided for a smaller school. Scratch paper will be distributed before the test begins. The sealed envelope must be held in the air by a member until the signal to start is given by the moderator. Any school that opens its envelope before the test officially starts will be disqualified.
There are two divisions: lower-level interschool and upper-level interschool. Theta students can only compete in lower-level interschool. Alpha, Mu A, and Mu B students can only compete in upper-level interschool.
The test will last 45 minutes with a 10 minute warning, a 5 minute warning, a 1 minute warning, and a final signal indicating the absolute deadline for returning the official answer sheet. No answer sheets will be accepted by the moderator after this final signal. A tiebreaker item on the test will have priority in breaking ties.
The official answer sheets will be numbered according to the order turned in to the moderator who will be located in the center for easy accessibility. The sooner, the better!
Your official answer sheet must have the name of your school and code on it. Be sure that your team comes to this event equipped with a pencil for each team member. Calculators are limited to those listed in the CALCULATORS section.
BANNER COMPETITION
Judging will be based on a point system. Points will be awarded by judges each using an overall score from 1 to 10, 10 points representing maximum quality and 1 representing minimum quality. Banners will be judged on the criteria of relevance to math, creativity, neatness, and attractiveness, with greater emphasis placed on relevance to mathematics and creativity.
Due to limited display space, banners which exceed 3' by 4' by 4" (thick) will receive no more than 5 points from each of the judges.
All banners must be labeled with the name of the school in one of the following ways: A. The school's name may be part of the banner so that the judges can scrutinize it at a distance of 15 ft. and clearly identify which school entered it, or B. The school's name may be on an artistically and/or simply designed label attached to the bottom of the banner so that the judges can read it clearly at 15 ft. The label should not be larger than one square ft. in area and will not be considered part of the banner.
All banners must be on a sturdy rod, must be new, and must be registered at the convention registration table upon arrival. Each chapter is responsible for retrieving its banner from the convention headquarters after the dance.
SCRAPBOOK COMPETITION
Judging will be based on a point system. Points will be awarded by using an overall score from 1 to 10, 10 points representing maximum quality and 1 representing minimum quality. Scrapbooks will be judged on the criteria of relevance to math, thoroughness, neatness, attractiveness, and creativity, with greater emphasis placed on relevance to mathematics events throughout the year and on thoroughness.
Schools are allowed to bring scrapbooks from former years to display, but only scrapbooks or portions of scrapbooks dealing with chapter activities since the last convention will be judged. All scrapbooks must be registered at the convention registration table upon arrival. Each chapter is responsible for retrieving its own scrapbook from the display area after the dance.
The maximum dimensions will be 2 feet x 2 feet x 1 foot. The scrapbook must be an actual book with pages that one can turn.
T-SHIRT COMPETITION
Judging for the T-Shirt Competition will be the same as the scoring for the Banner Competition (see above).
NOTE: Judges of the scrapbook, banner, and t-shirt competitions will include one sponsor or chaperone from every school with an entry. The point systems used are part of the scoring process which in turn will enable a ranking. Sweepstakes points will be based on ranking, not scoring. Banners, scrapbooks, and t-shirts are judged separately; therefore, use of a single theme is not a requirement.
POSTER CONTEST
Each school may enter up to five students to participate in the poster contest during the interschool test. Schools will get the theme for the poster at registration. Poster boards will be distributed at the time of the contest. Each school will enter only one poster. Each participating school must supply their own materials. Nothing may be attached to the poster in any manner – glued, taped, etc. NO GLITTER (GLITTER PENS, ETC.). NO OPEN CONTAINERS OF PAINT!
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