## Math Programmes

## Math Olympiad Programme

The Math Olympiad Programme enhances students' mathematical knowledge and problem-solving abilities by equipping them with a variety of strategies for tackling complex problems that require higher-order thinking. Encouraging students to explore and discover, our programme strives to instil a passion for tackling non-routine mathematical challenges and to prepare students for the various Olympiad competitions such as Singapore Mathematical Olympiad for Primary Schools (SMOPS) organised by Hwa Chong Institution, National Mathematical Olympiad of Singapore (NMOS) organised by the NUS High School of Math and Science and Singapore and Asian Schools Math Olympiad (SASMO). Our materials are carefully crafted to suit different levels and many of our students have achieved Platinum, Gold, Silver and Bronze awards.

## ThinkTank Programme

## Calculator Discovery Programme

The Calculator Discovery Programme is a signature programme organised by Zenitant since 2007 to help students learn how to use their Casio calculators efficiently and effectively, especially during examinations. In addition to reducing the time spent solving problems and lowering the probability of making careless mistakes, learning how to use a calculator competently boosts the joy of learning Math. Order the Casio fx-97SGX calculators with us at a special price of only $30.00 per calculator (Normal Retail Price: $35.50) and receive a complimentary 1 to 2 hours workshop. We can also throw in a free teachers workshop for your school. During the workshop, students will have fun working on a series of interesting activities, targeted to equip them with the skills of using calculators and to stretch their thinking skills in line with mathematical problem solving. The activities will also encourage students to make exploration and investigation part of their habits of the mind in learning mathematics.

## Math Magic Programme

Magic is a performing art that entertains audiences by staging tricks or creating illusions of seemingly impossible feats using natural means (Reference: Wikipedia). Magic tricks have been in existence since 1584. The Math Magic programme uses magic tricks to create a sense of wonder and curiosity about math. The magic tricks used in the programme provides a new context for students to engage in mathematical reasoning as they investigate the mathematics behind numerical magic tricks. With this, students go beyond "What's the answer?" to explore "What's the trick?" This programme aims to help students develop facility with basic math facts and operations, develop their problem solving techniques, explain their thinking in mathematical terms, develop their ability to present mathematical ideas, improve their analytical skills and most importantly, increase their self-confidence.

## Let's Learn it Programme

The ThinkTank Programme employs the “Dimensions of Learning” Framework to aid students in learning Mathematics and encourages students to develop a set of positive habits of mind. This is in line with Ministry of Education’s vision of Innovation and Enterprise. Students who have both thinking skills and thinking habits are in a better position to solve unusual problems. With a multidisciplinary approach to the creation of activities and trails to explore problems, the programme helps students to make mathematical connections in everyday life through fun and interesting activities with contents that are in line with school syllabus. It also provides abundant opportunities for them to use thinking skills to acquire, extend, refine and apply their knowledge to various situations. Students would be guided to explore creative ways in which they can employ to solve different types of Mathematics problems and they would also be taught various methods that they can use to critically evaluate their answers. This serves to help students improve their understanding of basic Mathematics concepts, which would help them to achieve better examination results. Our activities are also designed to promote a positive perception of learning Mathematics and to provide opportunities to engage in teamwork and good habits of mind, which include creative thinking, critical thinking and reflective thinking. Non-routine problem solving module can also be provided to expose students, especially the higher ability ones, on problems that are related to the 4 Big Math ideas – numeracy, number patterns, modelling and visualisation.

The Let’s Learn It Programme aims to reinforce students’ mathematics concepts learnt during normal curriculum by using a progressive and problem based learning approach. Each lesson starts off with a topic-related game or brain teaser to tune students into the programme with interest. Being topic-related, the game indirectly reviews the concepts of the topic in a fun, unobtrusive and interesting way. Next, the programme aims to provide appropriate remedial work in specific topics. Heavy computation will not be given emphasis. Instead, students will be taught appropriate skills and strategies in problem solving. Here, students proceed from an example or recapitulation stage, through a guided learning stage, to a practice stage. Lessons can be designed to cater to 2 or 3 different ability groups. Hands-on learning aids and manipulative may be provided to help the lower ability groups. Classes will end off with another game or brain teaser to boost the students’ confidence in basic mathematics skills. Opportunities will be provided for schools to select enrichment topics to be included to inject a certain element of enrichment into the programme. For some Geometry topics such as Symmetry, Tessellation and Nets, enrichment activities are crucial to provide students with the necessary spatial visual skills.

## Finger Arithmetic Programme

Through the use of both hands, the Finger Arithmetic Programme stimulates the development of the whole brain, as the left hand trains the use of the right brain and vice versa. As such, it aims to increase the reflexes ability and improve the brain’s memory ability, from visual memory, listening memory, linking memory, action memory, impression memory, comprehension memory to long term memory and accuracy. During the learning process, the use of fingers will develop physical imaging thinking skills and the use of numbers will develop the abstract thinking skills. The combined use of both hands and both sides of the brain helps in training the spatial thinking ability, logical thinking skills and increase student’s ability in understanding and analysing information. It also helps to improve student’s concentration skills, which in turn will help to improve their results too.

## Sudoku With

A Difference Programme

Puzzles are a great activity for students. They exercise the brain, help develop logical reasoning, and provide a sense of achievement. The Sudoku with a Difference programme provides a platform for students to learn logic skills while attempting the Sudoku puzzles and a few of its variants. Although no mathematics is needed to complete the traditional Sudoku puzzles, some mathematical concepts have been infused to some of the variants found in our programme such as Maths It! Sudoku, Pento Doku and Sudoku City.

## Logical Thinking Programme

The Logical Thinking Programme is designed to help students strengthen their logical thinking skills and learn to solve challenging problems in a fun and interactive manner. Our lessons will be presented such that students will be able to understand the close relationship between Mathematics and logical thinking. Students will start off with an Instruction Quiz that focuses on the importance of following instructions and allows students to realise that every part/detail of a question has a role to play – they exist for a reason. It is a common mistake made by many students of neglecting details in questions and thus unable to score well. Mathematics concepts are infused into magic tricks for fun learning in subsequent lessons while heuristics are used in deriving the solutions for these problems. Students will be exposed to many hands-on manipulative and games during the programme.

## Mathematical Thinking with International Chess Programme

Playing International Chess is similar to solving mathematical problems that involves application of various Math concepts and logical thinking. For example, to do well in Math and Chess, players are required to workout mentally, think ahead, plan, be systematic, and determine the outcomes of certain moves. Hence, it is no surprise that chess helps improve students’ visual memory, attention span, spatial reasoning skills, capacity to predict and anticipate consequences and ability to use criteria to drive decision making and evaluate alternatives. All these attributes are critical to mathematical problem solving. Through the Mathematical Thinking with International Chess Programme, students will not only learn the basics moves required to play chess, but also competencies such as visualisation, attention span, spatial reasoning and critical thinking skills. In addition to these competencies, Math topics such as Whole Numbers, Fractions, Symmetry, Ratio, Area and Perimeter and various problem-solving heuristics will be explored by students in an enjoyable way using chess.

## Mathematical Kites Programme

Kites have been constructed and flown for thousands of years. The kite is an educational tool for learning a variety of subject – mathematics, science, art, history, geography, culture and most importantly, fun! Kites inherently educate. By their very nature, kites are a great shape to study. Basic diamond shape kites can be used to teach geometry skills, by measuring the area of the triangles that make up the kite itself. Talking about parts equal a whole can also be included as students calculate the area of the entire kite based on the area of each individual part. In the Mathematical Kites Programme, students will be able to understand the different parts of a kite and how they help the kite to fly, construct a simple kite so that it flies, measure the kite and discuss the symmetrical properties of a kite, measure the angles and discuss geometric concepts of a kite, use their knowledge of ratio to scale the size of a kite and use their knowledge of angles to tessellate kite shapes. From learning how to measure the lengths and angles of their kites to calculating the area and perimeter of the kites, students are not only extending mathematical concepts learnt during normal curriculum to real-life applications but also applying logical thinking to ensure they construct a kite that can eventually take flight. Hence, the construction and flying of kites is not only a fun way to help students revise important mathematical concepts learnt in class but also aim to help them see the relevance and importance of what they are learning.

## Math with ICT Workshops

STEM Game Design and Creation Workshop

The STEM Game Design and Creation Workshop combines making Math games with technology and coding. Students love games and learn best when they enjoy what they learn. Hence, games can be excellent tools in helping them learn about mathematics and to practice it. The process of every member in the group joining together to design and construct the game will help strengthen the friendship and also show students how learning mathematics with the use of technology and coding can be fun. Students will recap on the design thinking methodology, especially on how to enhance their creativity and innovative thinking skills with the use of design thinking pedagogy (i.e., 5-stages of Empathy-Define-Ideate-Prototype). To nurture a ‘problem-solution’ mind-set for students and to help them generate new, innovative ideas that can help with a meaningful theme such as school improvement ideas or carnival games for the school, we will share with them the different prototypes that other students and professionals have developed to enhance their school and how design thinking and related Math concepts were applied in the development of those prototypes.

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Students will start by learning the functions of a micro:bit and how to code a micro:bit with different application of Math such as the micro:bit as a random number generator, compass, clinometer and step tracker. Next, students will learn how to connect and code different external electronic components including light sensor, LEDs and Buzzers with micro;bit and Makecode to create games with light and sound effects. They will recap Math concepts, learn computational thinking skills and how technology together with Math can help students solve real world problems. Students will reflect on what they have learnt, what each component can do and apply both their design thinking as well as computational thinking/problem solving skills to create a Math game in groups of 4 using those components. Last but not least, students will have to infuse at least one Math concept into the creation of their games. Based on the game they have conceived, students will then be guided on how to write game instructions, use upcycled materials such as cardboard, micro:bit and the components to create their game. Each group will present their game at the end of the lesson. Other groups will be invited to play their friends’ games.

Smart Dustbin in the Hall that will alert cleaner when dustbin is 75% full

Minecraft Adventures:

Application of Math in a 3D Digital World

The Minecraft Adventures Programme aims to nurture a new generation of digital natives with a passion to create and innovate with Math. The goal is to grow a community of digital creators who are passionate in embracing a culture of innovation and co-creation to solve real-world problems with technology whilst applying Math concepts and computational thinking skills learnt during class. Here, students will recap basics of Math concepts such as Algebra, Ratio, Percentage, Angles, Triangles, Polygons, etc, explore how number patterns are used in buildings and how to code their Agent to help build objects and solve different real-life problems. They will create a simple Math learning journey in Minecraft through Minecraft Education which their friends can visit and solve.

Basketball game with sensors and digital counter