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Edwards, M. T. (2006). Shutting the box: Fostering collaboration among early grades and
secondary preservice teachers through authentic problem solving. Contemporary Issues in Technology and Teacher Education [Online serial], 6(4). Available: http://www.citejournal.org/vol6/iss4/mathematics/article1.cfm
"Shutting the Box": Fostering Collaboration Among Early Grades and
Secondary Preservice Teachers Through Authentic Problem Solving
Michael Todd Edwards
Miami University (Ohio)
Abstract
In this paper are discussed recent efforts to provide preservice mathematics teachers with opportunities to connect elementary teaching methods and content with the content and methods of secondary school mathematics. Through an
in-depth exploration of the game, Shut the Box, preservice elementary and
secondary mathematics teachers thoughtfully analyzed and manipulated computer-generated
output, developed and tested their own conjectures, and collaboratively answered
questions involving theoretical probabilities across courses and content
levels. Through their collaboration, the preservice teachers gained a
better appreciation of mathematics content and pedagogical strategies that
lie beyond the grades they will likely teach, as they reconsidered the importance
of content and pedagogical knowledge at every level of mathematics instruction.
These interactions are considered in this document through a discussion of
the mathematical underpinnings of the popular board game.
Results of curricular and classroom investigations of the Third International
Mathematics and Science Study (TIMSS, 1995) reported that time in the American
mathematics classroom is more likely spent learning specific concepts and skills—at
a somewhat shallow level—without providing the deep connections that experts
believe will “improve students’ ability to learn and understand a subject in
an integrated way” (National Center for Educational Statistics, 1997).
This state of affairs lies in direct contrast to recommendations set forth
in the Curriculum Principle and the Connections Standard of the Principles
and Standards for School Mathematics (National Council Teachers of Mathematics
[NCTM], 2000). Two major goals for American mathematics classrooms detail the
need for a coherent curriculum and classroom experiences that help students
develop a connected, integrated, holistic view of mathematics, rather than experience
it from year to year, or grade to grade, as a disconnected discipline (NCTM,
2000).
Against this backdrop of the K-12 mathematics classrooms, I sought a preventive
approach that might build on a specific recommendation for teacher preparation.
It highlights the need for prospective teachers to make connections extending
beyond their specific grade-level boundaries (Conference Board of the Mathematical
Sciences [CBMS], 2001). Perhaps successful classroom teachers—particularly those
with significant, varied classroom teaching experience—ably and meaningfully
communicate connections among various mathematical concepts and levels of mathematics.
Unfortunately, prospective mathematics teachers (hereafter referred to as preservice
teachers or PSTs) often struggle to make these same connections for their students.
As a result many PSTs do not have a good sense of where their students "came
from" or where they “are going" mathematically. They may, therefore,
benefit from experiences in pedagogy and content courses that prepare them to
make mathematical connections beyond their particular level of certification
(or licensure).
In this article, is described an approach and the resulting benefits in which
various technology-based mathematics and communication tools (e.g., programming
and data analysis utilities, computer algebra systems, flowcharting software,
and Internet-based research applications) were used to explore connections between
elementary- and secondary-level mathematics. While building new mathematical
knowledge related to probability elementary and secondary mathematics, PSTs
collaboratively engaged in authentic mathematical activity: generating original
conjectures, testing hypotheses, and taking "wrong turns.”
The elementary mathematics PSTs need college mathematics experiences in which
their ideas for solving problems are elicited and taken seriously, their
sound reasoning affirmed, and their missteps challenged in ways that help them
make sense of their errors (CBMS, 2001, p. 17). To further enrich their mathematical
understanding they also need to explore and develop connections to the mathematical
concepts that extend beyond the grades for which they will be licensed (CBMS,
2001).
Similarly, secondary mathematics PSTs need knowledge of the mathematical concepts
and skills that students acquire before they reach the high school years (CBMS,
2001). When provided with opportunities to collaborate—particularly when engaged
in authentic, long-term problem-solving projects—both groups (elementary and
secondary mathematics PSTs) may begin to break the "cycle of disconnect"
that exists between their respective groups and become better prepared for teaching
mathematics to their prospective students.
Recent efforts to provide mathematics PSTs with opportunities to connect elementary
teaching methods and content with the methods and content of secondary school
mathematics are shared in this article. Through an in-depth exploration of
the popular board game, Shut the Box (Red Fern Enterprises, 2006), elementary
and secondary PSTs thoughtfully analyzed and manipulated computer-generated
output, developed and tested their own conjectures, and collaboratively answered
questions involving theoretical probabilities across courses and content
levels.
Through their collaboration, the PSTs gained a better appreciation of mathematics
content and pedagogical strategies that lie beyond the grades they will likely
teach. They reconsidered the importance of content and pedagogical knowledge
at many levels of mathematics instruction and, as hoped, they experienced “their
own capacity for mathematical thought” (in the words of CBMS, 2001, p. 24). These
interactions are considered in the context of discussions of the mathematical
underpinnings of Shut the Box.
Basics of the Game
According to legend, the game originated in northern France more than 200
years ago as a recreation for fishermen and sailors (Masters, 2006). In typical
versions of the game, players use standard dice and a playing tray that features
a row of tiles numbered 1-9. Each tile on the playing tray is moveable. Typically,
tiles may be "flipped over" or
"slid" by means of a hinge or sliding cover. Figure 1 illustrates
two variations of the traditional gameboard.

Figure 1. Examples of typical Shut the Box gameboards.
Permission to use images provided by Red Fern Enterprises (left image) and Independent
Living Aids (right image).
Players take turns rolling dice. After each roll, a player "flips"
one or two tiles with a sum equal to the value of the dice roll. Once tiles
are flipped over, players cannot flip them again. In other words, no tile may
be flipped more than once. When the sum of the unflipped tiles is less than
or equal to 6, a single die is rolled. A round ends when tiles can no longer
be flipped. A score for a particular round is the sum of the numbers on unflipped
tiles. Lower scores are more desirable. In fact, the ultimate goal of each
round is to flip over all nine tiles, at which point players "shut the
box." Figure 2 illustrates a typical round, along with possible
moves after each dice roll.

Figure 2. Typical game of Shut the Box.
The game is interesting (and applicable) for both elementary and secondary
mathematics teachers. Several features of the game make it appealing and mathematically
relevant to a wide audience.
- In the lower grades, the game may be used to motivate practice with addition
and subtraction of whole numbers. Students practice addition facts as they
calculate dice rolls, final scores, and possible tile flips.
- In the middle
grades, the game may be used to explore fundamental notions of probability.
- In
the secondary grades, the game may be used to motivate the study of concepts
such as independence and probabilities of compound events.
- For all grade levels,
the study of the distribution of final scores of various rounds of game-play
provides students with opportunities to engage in meaningful data collection
and analysis tasks.
With these observations in mind, the game was presented to PSTs in two very
different courses: Adolescent Education Special Methods (ED 337), a mathematics
methods course offered to secondary mathematics PSTs, and Mathematics for Elementary
School Teachers (MT 171), a mathematics content course offered to elementary
PSTs. As students in both courses analyzed, they engaged in discussions of
mathematics and pedagogy across traditional course boundaries.
Several unexpected instructional twists and turns associated with the analysis
of the game led to genuinely meaningful collaboration among the groups.
Instructional Design Phases
In the remainder of this article, let us consider the PSTs’ investigation of
Shut the Box in four distinct phases: (a) Introduction to Shut the Box; (b)
Preliminary Investigation of Probabilities; (c) Internet-based Research; and
(d) Verification of Findings. Typically the two classes worked in parallel,
with findings and artifacts constructed in one class informing the work of the
other. The level of teacher interaction across courses varied throughout the
investigation. On one occasion, elementary PSTs presented materials and content
to secondary PSTs. In numerous instances, they shared ideas asynchronously
(e.g., simulation code, diagrams, and articles) via our university’s Blackboard™
courseware system. The parallel configuration of the courses, phases of the
study, and the interaction between the PSTs are illustrated in Figure 3 and
clarified further in this article.

Figure 3. Instructional phases of Shut the Box activities.
Introduction to Shut the Box
Initially, Shut the Box was introduced to elementary and secondary PSTs using
technology-oriented tools with slightly different emphases based on the mathematical
relevance of the game to each class of PSTs and instructional aims of each
course.
Introduction to ED 337 students. Because ED 337 is a teaching methods
course, attention was initially focused on methods for capturing the interest
of secondary students (i.e., instructional "hooks"). To this end,
the secondary PSTs were shown video clips of a popular 1980s game show, High
Rollers (available at the time of this study at www.youtube.com). The rules
of High Rollers are similar to the rules of Shut the Box, with the exception
that players always use two dice when playing High Rollers (whereas
in our variation of Shut the Box, one die is rolled when the sum of the visible
tiles is less than 6).
In the High Rollers clip viewed in class, the contestant shuts the box
in a dramatic fashion, rolling two 1s to clear all numbers from the game board.
The clip was used to motivate several probability-related questions in the ED
337 classroom: (a) What was the probability of the contestant rolling a "2"
on the last roll? and (b) What was the probability of any contestant actually
"shutting the box" during a typical round of High Rollers? What about
during a typical game of Shut the Box?
After a discussion of these probabilities (note that the answer to the second
question is far from trivial) and several rounds of play with a Web-based version
of the game (Garsha, 2006), the secondary PSTs were provided with a Shut the
Box worksheet intended for middle grades mathematics students (Glencoe/McGraw-Hill,
2006, Lesson 11-5). Working in pairs, they identified state academic content
standards addressed by the activity and completed other related tasks for homework.
ED 337 homework. The following Shut the Box tasks were assigned
for homework: (a) Modify and expand the teaching ideas provided within the Glencoe/McGraw
Hill worksheet to develop a mathematics lesson plan suitable for use with high
school students. Identify several state academic content standards addressed
by the modified lesson plan; and (b) use any available tools (including but
not limited to mathematical proof, computer programming, or computer algebra
related techniques) to determine the theoretical probability of shutting the
box with all tiles (i.e., those numbered 1-9) initially visible.
Introduction to MT 171 Students. MT 171 is a content-centered course
offered to prospective elementary mathematics teachers. Typically, the elementary
PSTs enrolled in MT 171 have taken less mathematics coursework than their secondary
counterparts (who must earn a major in mathematics in order to obtain a teaching
license in our state). For these reasons, when Shut the Box was introduced
to elementary PSTs in this course, more emphasis was placed on the mathematics
content of the game. For instance, after playing several rounds of Shut the Box, the elementary PSTs considered the mathematical understanding
required for young children to play the game meaningfully.
MT 171 homework. In contrast to the work assigned to secondary PSTs,
the tasks for elementary PSTs were wholly content oriented. Furthermore, given
the mathematical backgrounds of the elementary PSTs, the Shut the Box tasks
purposefully included more scaffolding as they were asked to complete the following
tasks:
- Using a Shut the Box gameboard, dice, and counters, play 20 rounds of the
game, and keep track of final scores for each round (the results of this task
were ultimately used to compare theoretical and experimental probabilities).
Figure 4 shows a sample scorecard that the MT 171 teachers used to record
Shut the Box score data.
- Determine the theoretical probability of "shutting the box" under
the following conditions:
a. With one dice roll, with 5 the only remaining visible tile.
b. With 1 and 3 the only remaining visible tiles.
c. With tiles 1, 3, and 4 the only remaining visible tiles.
d. With all tiles initially visible.

Figure 4. Shut the Box data collection sheet.
Note that task 2(d) was assigned to both groups of PSTs.
Ultimately, the decision to provide scaffolding for the homework of the elementary
PSTs was fortuitous, because their solutions provided both groups (ED 337
and MT 171) with initial ideas for solving the probability problem.
Preliminary Investigation of Theoretical Probabilities
Both groups of PSTs experienced difficulty when calculating the theoretical
probability of shutting the box with all tiles initially visible. Their approaches
were influenced by previous coursework and the differing nature of the tasks
assigned to each group.
Initial work of secondary PSTs. Prior to their enrollment in ED 337,
the secondary mathematics PSTs successfully completed two computer-related
courses: Introduction to Computer Science (CS 201) and a co-requisite
computer lab course (CS 201L). As such, they had a strong knowledge of basic
computer programming concepts, including variables, assignments, conditionals,
loops, procedures, functions, and parameter passing. Moreover, they were experienced
Computer Algebra System (CAS) users since most used such software extensively
during three semesters as calculus students.
A group of four ED 337 PSTs applied their knowledge of CAS and programming
to construct two (SciFace Software GmbH & Co., 2006) programs that simulate
Shut the Box game-play while calculating experimental probabilities. The first
program, ShutBox_Sim_Verbose,
simulates the step-by-step game-play of a single trial of Shut the Box.
The program uses two random() function
calls to simulate die rolls and utilizes a 9x2 matrix
to represent the Shut the Box gameboard. A revised version of the ShutBox_Sim_Verbose
code is provided in Appendix A.
Annotated output of the program, shown in Figure 5, allows one to trace the
simulated game-play. As the output suggests, the simulation successfully implements
the "one die rule" when the sum of visible tiles is less than or
equal to 6. Furthermore, the code successfully calculates the sum of the remaining
tiles at the end of the game.

Figure 5. Sample output generated by ShutBox_Sim_Verbose simulation.
The second program, ShutBox_Sim_Mult_Trials,
repeatedly executes trials of Shut the Box and stores the resulting score of
each trial into an array. After all trials are completed, a bar graph of various
final scores and the ratio of "box shutting" trials to overall trials
(i.e., the "experimental" probability) are output.
Sample output from the program is shown in Figure 6. The code itself is similar
to the ShutBox_Sim_Verbose code and
is provided in Appendix B.

Figure 6. Sample output generated by ShutBox_Sim_Mult_Trials simulation.
Although the code-based solutions constructed by the secondary PSTs in ED 337
did not adequately answer the question initially posed (recall that they were
asked to calculate theoretical probabilities rather than experimental
ones) their initial work enhanced the instruction I provided to the elementary
PSTs.
- The code was useful for highlighting differences between experimental and
theoretical probability.
- Final scores generated by MuPAD provided teachers
with a context for exploring various data displays and measures of central
tendency.
- The programs helped launch discussions of the "law of large
numbers" and
suitable sample size.
Initial work of elementary PSTs. The solutions to the Shut the Box problems provided by elementary PSTs differed markedly from those
generated by the secondary PSTs. Differences are most likely explained by
the scaffolded nature of the problems given to the elementary PSTs, as well
as the content of the MT 171 course.
Particularly interesting was the tendency of the elementary PSTs to calculate
probabilities using tree diagrams. Having studied tree diagrams prior to the
introduction of the Shut the Box game, several PSTs attempted to answer the
Shut the Box probability problems using them. Figure 7 illustrates a strategy
for calculating the theoretical probability of shutting the box with tiles 1
and 3 remaining. In the diagram, dice rolls are represented as numbers within
parentheses; for example, (4) represents the die roll of 4. Visible tiles are
represented as numbers within brackets, for example [3] represents the 3 tile.

Figure 7. Tree diagram for calculating theoretical probability
of shutting box with tiles 1 and 3 initially visible.
The initial state of the game is depicted at the left side of the tree diagram
with all possible die rolls from this state that is, (1), (2), (3), (4), (5),
and (6) ― placed to the immediate
right. Each roll is placed in one of three possible categories: winning, losing,
and ambiguous. A winning die roll results in the box being shut. A losing
die roll ends the game with unflipped tiles. An ambiguous die roll fails to
end the game and requires further analysis.
The tree diagram indicates three distinct ways of shutting the box with tiles
1 and 3 initially visible, namely with die rolls (4), (1), (3), and (3), (1). On
the other hand, the chart indicates 13 ways to lose the game. Using the tree
diagram, teachers calculated the probability of shutting the box as 3/16.
Several elementary PSTs were assigned the task of constructing tree diagrams
with OmniGraffle (Omni Group, 2006), a popular charting software. (Note: Demonstration
versions of the software are downloadable at http://www.omnigroup.com/applications/omnigraffle/.)
The diagrams were subsequently uploaded for public download in the Course Documents
sections of both the ED 336 and the MT 171 Blackboard courseware sites.
Tree-diagramming code. Although calculating theoretical probabilities
with tree diagrams can be cumbersome if more than two or three tiles are initially
visible, the secondary PSTs were impressed by the approach. In particular,
they were intrigued by the idea of categorizing rolls as winning, losing, or
ambiguous and saw possibilities for automating the technique through computer
programming. In fact, one group of secondary PSTs successfully implemented
the tree diagramming strategy depicted in Figure 7 in two related MuPAD programs
― ShutBox_Theory_Verbose and Shutbox_Theory_Terse. Both programs calculate
theoretical probabilities by categorizing rolls as winning, losing, or ambiguous.
Sample output from the verbose program is provided in Figure 8 for a game in
which tiles 1 and 3 are initially visible.

Figure 8. Output generated by ShutBox_Theory_Verbose code.
The ShutBox_Theory_Terse code is
similar to the verbose code; however, its output is limited to lists of final
winning and losing rolls and a final theoretical probability. The output is
identical to the totals section of the verbose code shown in Figure 8. Note
that in Figure 8, the theoretical probability generated by the verbose program
matches that calculated by elementary PSTs using tree diagramming methods.
This was consistently the case.
Unfortunately, when either the verbose or terse code is executed with more
than three or four tiles initially visible, run times are quite long. For
instance, when attempting to calculate the theoretical probability of shutting
the box with tiles 1-9 initially visible, the program executed continuously
for more than 3 days, using more than 300 MB of machine memory (using
an Apple Powerbook with a 1.67 GHz Power PC G4 processor and 512 MB of SDRAM),
until execution was finally halted. The brute force nature of the tree diagramming
algorithm, despite its usefulness, was simply too inefficient to solve large
problems.
Comparing simulation results to teacher data.
Simulation data generated by the secondary PSTs’ ShutBox_Sim_Mult_Trials code
(refer to Appendix B ) was compared with aggregate Shut
the Box data compiled by 13 elementary PSTs. Simulation data and aggregate
data were stored into a text file and analyzed using a java applet provided
with the NCTM Navigating
Through Data Analysis in Grades 6-8 text (Bright, 2003). A screenshot
of the applet, provided in Figure 9, highlights dot plots of two datasets:
one consisting of scores from 500 simulated rounds of Shut the Box,
and the other consisting of scores generated by the 13 elementary PSTs (n =
260).

Figure 9. Dot plots of simulated and teacher data as generated
by an NCTM Navigations (Bright, 2003) java applet by Koeno Gravemeijer, Paul
Cobb, and Kay McClain © 1998 Vanderbilt University.
As the plots in Figure 9 suggest, the simulation code appears to generate
scores that, on average, are smaller than PST-generated scores. In particular,
the box was shut more frequently by the simulation than by the elementary PSTs
using actual dice. This finding aroused the curiosity of both groups of PSTs. Were
the apparent differences attributable to faulty programming? Or was the computer
choosing tile flips more strategically? Was there a way to determine best
moves for the game for particular dice rolls?
Without knowing the theoretical probabilities associated with ending the game,
it was difficult (if not impossible) to answer such questions.
At this point, curiosity regarding Shut the Box was heightened both by incomplete
results provided by brute force methods and by apparent discrepancies between
PST- and simulation-generated scores. We continued exploration beyond the amount
of time initially allocated for the activity. Ultimately, through Internet-based
research and collaboration, the PSTs were able to answer many of the previously
generated questions while uncovering significant errors in their previous work.
Internet-Based Research
Numerous Web sites are devoted to the game-play or history of Shut the Box,
yet relatively few discuss the mathematical underpinnings of the game. Two
noteworthy exceptions include the Web sites Durango Bill's “Shut the Box” Analysis
(Butler, 2006) and An Analysis of the Game Shut the Box (Hunt, 2003).
Both sites discuss optimal strategies for shutting the box and probabilities
associated with shutting the box for particular board configurations. In particular,
both make reference to recursive strategies for calculating theoretical probabilities.
Hunt (2003) provided C++ source code that implements
a recursive approach. However, the PSTs—even those with considerable programming
experience—were unable to explain significant portions of the code. Hunt
(2003) noted that it the code “was knocked up in an afternoon and it seems
to work. That is the only claim I am prepared to make about it. There are
probably better ways of writing this program" (Hunt, 2003).
Butler (2006), on the other hand, clearly described
the recursive process for calculating probabilities (as
"pseudocode"), but does not provide actual computer code on his site. Benjamin
and Stanford (1995) described specifics for calculating Shut the Box probabilities
as an example of dynamic programming. Like Butler, however, they did not provide
source code.
In the absence of well-documented code to determine Shut the Box probabilities,
the secondary PSTs converted the recursive pseudocode of Benjamin, Stanford,
and Butler into a working C++ program. The code, which comprised the bulk
of the PSTs’ ED 337 final project, is described in detail in the following
section. Aspects of the continued collaboration between secondary and elementary
PSTs are also further elaborated.
Coding Specifics
Facets of the recursive pseudocode of Benjamin and Stanford (1995) and Butler
(2006) relevant to both elementary and secondary PSTs are highlighted as follows.
Binary numbers and Shut the Box. Butler (2006) described a method
for representing all possible gameboard configurations that is clearly connected
to the content of a typical "mathematics for elementary school teachers" course.
For ease of coding, Butler (and others) considered the tiles of a Shut the Box gameboard to be arranged in descending order from left to
right (in reverse order of the tiles on the Shut the Box gameboard; see
Figure 10).

Figure 10. For ease of coding, the Shut the Box gameboard
is considered in reverse order.
Such a configuration mimics the conventional Hindu-Arabic numbering system
more closely, with the most significant digits occurring in the left-most positions.
Butler’s (2006) pseudocode shows he recognized that each game tile must be
in exactly one of two possible states, flipped or unflipped. In the pseudocode,
a placeholder is assigned to keep track of the state of each tile (see Figure
11). When a tile is flipped, a 1 is stored in the tile's placeholder. When
a tile is unflipped, a 0 is stored in the tile's placeholder. For instance,
001000101 represents the configuration with tiles 1, 3, and 7 flipped and all
others unflipped as depicted in Figure 11.

Figure 11. Placeholders with tiles 1, 3, and 7 flipped.
Viewed as a binary (base 2) value, the number 001000101 equals
= 64 + 4 + 1 = 69.
In a similar manner, every configuration of flipped and unflipped tiles
can be represented by a binary number ranging from 000000000 (no tiles flipped)
to 111111111 (all tiles flipped). Converted to base 10, these numbers range
from 0 to 511 and represent exactly 512 different configurations of flipped
and unflipped tiles for the Shut the Box game.
Surprisingly enough, representing an integer in a different base (such as
base 2) is an unfamiliar topic for most secondary PSTs. On the other hand,
alternate number bases are a foundational topic for elementary PSTs studying
basic integer operations. Because the PSTs wishing to implement the recursive
pseudocode needed to understand binary numbers, several elementary PSTs agreed
to construct an alternate number base tutorial (i.e., a guided mini-lesson)
for them and discuss the lesson during one of the ED 337 class meetings. While
contributing to conversations across these groups, the lesson construction
and teaching tasks were graded as part of the presentation component for the
elementary PSTs in the MT 171 course.
Recursive problem solving. Benjamin and Stanford
(1995) described dynamic programming in the following terms.
Dynamic programming can be thought of as the art
of working backwards. We find optimal strategies to problems by building
on already-computed optimal strategies to "smaller"
problems. Usually, we need to specify the optimal solutions to only the simplest
(often trivial) problems, together with a recurrence that builds upon solutions
to smaller problems to create solutions to larger ones. (p. 12)
The dynamic programming strategies discussed by Butler (2006), Benjamin and
Stanford (1995), and Hunt (2004) suggested that students calculate the probabilities
of easy board configurations first, then use those probabilities to calculate
the probabilities of more difficult board configurations. This strategy is
both powerful and applicable to a wide variety of problems.
Recognizing that it is easier to calculate the probability of shutting the
box when more tiles are flipped, the PSTs initiated a recursive problem-solving
method by sorting the various board configurations from easiest to most difficult. Butler
(2006) recommended using the sum of unflipped tiles as a measure of the relative
difficulty of a particular board configuration.
This measure agrees with the PSTs' previous tree diagramming experiences, since
calculating theoretical probabilities was far easier when all but one or two
tiles were already flipped.
Calculating probabilities. To determine the probability of shutting
the box from a particular board configuration, one calculates the probability
of shutting the box from the configuration for every possible dice sum. Since
any two dice sums are mutually exclusive (e.g., you can not roll a 3
and a 5 simultaneously), the probabilities associated with each roll are added
to calculate an overall probability. Furthermore, to calculate the probability
of shutting the box from a particular board configuration for a specific dice
sum, one should multiply the probability of rolling that specific sum by the
probability of shutting the box after tiles have been flipped.
To make the details of these calculations more concrete, the elementary and
secondary PSTs calculated the probability of shutting the box for the four
simplest board configurations (boards 511, 510, 509, and 508, respectively)
by hand. The calculations, similar to those discussed by Butler (2006), are
provided in tabular format (Appendix C).
The most easily obtained probability (i.e., that associated with shutting
the box from configuration 511) was used to calculate the probabilities for
configurations 508, 509, and 510. In this way, the examples (Appendix
C) illustrate
the recursive nature of dynamic programming.
After this initial introduction, elementary PSTs applied this technique to
calculate the probability of shutting the box for the next 10 configurations
and stored the results in a spreadsheet. The results were shared via Blackboard and
used by the secondary PSTs as they tested dynamic programming code.
Verification of Findings
Ultimately, the secondary PSTs successfully translated the pseudocode into
a working program (shutbox_dynamic.cpp)
that calculated theoretical probabilities for "shutting the box" for
each of the 512 possible board configurations. Unlike the MuPAD trees code,
which literally consumed hours of processing time, the C++ code terminated
successfully in less than 5 seconds. A portion of the output is provided
in Figure 12 (the entire output, along with the C++ source code appears in Appendix
D and Appendix E.

Figure 12. Partial output generated from shutbox_dynamic.cpp code.
Interpreting the output. Every possible board configuration, with
easiest ones appearing first, is listed in the leftmost (Config) column of
the program output. Individual rows of the output contain information regarding
particular configurations. For example, information pertaining to configuration 123###### (i.e.,
tiles 1, 2, and 3 initially visible) is listed in the 123###### row (shaded light blue in Figure
12).
Probabilities of shutting the box for various configurations are listed on
the corresponding rows in the P(Shut) column
(shaded pink). For example, the probability of shutting the box for configuration 123###### is
0.333333 or 1/3.
The "n = 3" column (shaded green in Figure 12)
lists optimal next flips for various configurations when a 3 is rolled. For
instance, if a player rolls a 3 from the 123###### configuration,
the probability of shutting the box by flipping tile 3 (i.e., by transforming 123###### into 12#######) changes the probability from 1/3 to
2/9 (shown
as 0.222222).
For the PSTs, it was particularly interesting to note that the C++ program
reports that when all tiles are initially unflipped, a player can expect to
shut the box slightly more than 9% of the time (0.091253) This value, typically
larger than the probabilities reported by the PSTs' simulation code (refer
to Figure 6), aroused concerns regarding the efficiency of the simulation code.
A closer inspection of the shutbox_dynamic.cpp
output was simultaneously encouraging and troubling. Although the probabilities
of shutting the box for various configurations matched the hand calculations
performed by the PSTs' (see Appendix C), the probabilities
did not match earlier results derived from tree diagramming. For instance,
the shutbox_dynamic.cpp code reports that the probability
of shutting the box from configuration 1#3###### is 2/9 (or 0.222222), whereas
the tree diagrams of the PSTs (refer to Figure 7) indicated a probability of
3/16 (or 0.1875).
For more than an hour of class time, secondary PSTs in the ED 337 course attempted
(in vain) to determine why the probabilities generated from dynamic programming
conflicted with those generated from tree diagramming. Ultimately, a pair
of elementary PSTs identified the source of the conflicting results. Namely,
their initial tree diagrams overlooked differences in probabilities associated
with specific "wins." This oversight also explained differences in
data generated by the secondary PSTs' simulation code and actual dice rolls
of the elementary PSTs illustrated in Figure 9). For instance, when tiles
1 and 3 are initially visible, the rolls (4) and (1,3) both shut the box. However,
theoretically the probability of rolling a 1 followed by a 3 is 1/36, while
the theoretical probability of rolling a 4 is only 1/6. When tree diagrams were revised
to take these differences into account, the two approaches (simulation code
and tree diagramming) generated the same probabilities (see Figure 13).

Figure 13. Revised "tree diagram" for configuration
1#3######.
Conclusions and Implications for Future Research
Although the extent of collaboration (primarily sharing files and code asynchronously)
among the elementary and secondary PSTs during the study of Shut the Box was
modest, the benefits of the shared problem exploration were evident. In the
following paragraphs, general reactions of the PSTs are shared and ideas for
future study are provided.
Reactions of Elementary and Secondary PSTs
The experience of investigating a single "big problem" for multiple
weeks (approximately 4 weeks) was a new experience for most, if not all, of
the PSTs. The collaboration across traditional course and content boundaries,
however modest, was equally unfamiliar. Uncharted experiences presented the
PSTs with challenges and opportunities. Although some PSTs found the open-ended
nature of the problem investigation unsettling (comments such as “Where is class
heading?” “Will we ever finish this problem?” and “Do
you know the answers to these questions?” were not uncommon),
others cited benefits of the exploration. Several of the more positive benefits
cited may be summarized with these three themes: (a) a reconsideration of teacher
myths; (b) a recognition of mathematics as a connected discipline; and (c) a
better understanding of authentic mathematics instruction.
A reconsideration of teacher myths. The interaction among the PSTs
encouraged them to reconsider myths and stereotypes of those preparing to teach
at other levels. For instance, at the end of the study, several secondary PSTs
expressed genuine surprise regarding the problem-solving skills of the elementary
PSTs (e.g., "I was surprised that the elementary teachers were able to
see things that I couldn't," "I didn't think [elementary teachers]
liked math or knew much about it"). Likewise, at the end of the study,
several elementary PSTs noted that they discovered that "high school teachers
don't know everything"—a revelation for many. During my office hours,
one elementary PST commented that the experience represented the "first
time ever someone valued the way I solve math problems."
A recognition of mathematics as a connected discipline.
The investigation of Shut the Box encouraged PSTs to see connections between
elementary and secondary mathematics. The game itself appeals to a wide
audience, with various aspects of game-play equally well-suited for study
by students in the elementary and secondary grades. In several instances,
the mathematical content knowledge of one group was instrumental in the problem-solving
efforts of the other group. For instance, the elementary PSTs' understanding
of binary numbers and tree diagrams aided secondary PSTs as they calculated
probabilities. Through classroom discussions of the game, secondary PSTs
learned about the emphasis on invented algorithms in the elementary years. Each
PST level gained a better understanding of the important role of recursion
in the problem solving process.
A better understanding of authentic mathematics instruction.
The experience of exploring unsolved problems collaboratively represented an
authentic learning experience for the PSTs. The importance of such activity
is noted in the Curriculum Principle of the Principles and Standards of
School Mathematics (NCTM, 2000).
The curriculum also must focus on important mathematics—mathematics that
is worth the time and attention of students ... Topics such as recursion,
iteration, and the comparison of algorithms have emerged and deserve increased
attention because of their relevance. (p. 15)
Through their exploration of Shut the Box—in particular, through a comparison
of tree diagramming and dynamic programming solutions—teachers experienced
the relevance of recursion, iteration, and the comparison of algorithms. In
a sense, the entire experience represented an
"iterative process" since teachers generated conjectures then constructed
and tested possible solutions at each stage of the investigation.
For many of the PSTs, engagement in mathematical study of this sort was new.
When the answer to a particular question was unknown or when they had to rely
on one another rather than the "back of the book" or the "tutoring
center,” the PSTs felt uncomfortable. As such, engaging PSTs in activities such
as Shut the Box has the potential to impact future practice. Open-ended, authentic
mathematical tasks (such as the Shut the Box project) provide teachers with
opportunities to experience ways in which a series of problems can be differentiated
and stretched to meet learners’ needs at many levels. Here some PSTs constructed
different mathematical products (e.g., hand-drawn tree diagrams, computer programs,
written explanations of mathematics concepts), used different mathematical processes
to solve problems (e.g., software, pencil-and-paper calculations), and explored
different mathematical content (e.g., theoretical probability, experimental
probability, binary numbers, recursion) as they explored significant mathematical
topics. Such experiences provide new teachers with models for differentiating
instruction in their own lesson planning and in their own practice.
Future Steps
The benefits of even modest levels of collaboration suggest that increased
collaboration among content and methods courses, beyond that explored in this
study, would likely benefit PSTs. Although the use of technology aided in this
collaboration, tools such as wikis or videoconferencing, would certainly expand
the collaboration beyond asynchronous interaction. I plan to develop more problems
conducive to collaboration and explore them in a more collaborative fashion.
Presenting problems and their solutions with wikis opens up the possibility
of including practicing teachers more easily in discussions of content and pedagogy.
A collection of wikis discussing big problems and their solutions would serve
as a worthwhile resource for practicing and preservice teachers as well as teacher
educators.
At the conclusion of the project, I recognized the enormous potential of such
projects for encouraging teacher reflection with respect to the use of technology
to support/encourage differentiated instruction. As PSTs solve authentic, inquiry-based
mathematical problems, they should be encouraged to reflect upon the implementation
of similar tasks in their own classrooms.
For instance, as teachers collaboratively solve open-ended mathematics tasks,
they may be asked to construct lesson plans that provide similar experiences
for their own students (although perhaps, on a smaller scale initially). Shut
the Box provides teachers with opportunities to envision how they can use technology
s an inquiry tool in their own instruction, and how even the “least expert” students
can contribute to collaborative problem solving efforts in meaningful ways.
References
Benjamin, A. & Stanford, D. (1995). Optimal Klappenspiel. The UMAP Journal 16(1),
11-20. Available online at http://www.math.hmc.edu/~benjamin/papers/Klappenspiel.pdf
Bright, G. (2003). Navigating through data analysis in Grades 6–8 (CD
ROM). Reston, VA: National Council of Teachers of Mathematics.
Butler, B. (2006). Durango Bill's shut the box analysis. Retrieved
April 20, 2006, from http://www.durangobill.com/ShutTheBox.html
Conference Board of the Mathematical Sciences. (2001). The mathematical
education of teachers: Part I. Washington, DC: Mathematical Association
of America.
Garsha, L. (2006). ShutBox (Java Applet).
Retrieved March 27, 2006, from http://www.angelfire.com/games2/ShutBox/sb.html
Glencoe/McGraw-Hill (2006). Mathematics: Applications and concepts - Course
1. Columbus, OH: Author.
Hunt, T. (2003). An analysis of the game shut the box. Retrieved April
20, 2006, from http://www.timhunt.me.uk/shut_the_box/index.html
Independent Living Aids, Inc. (2006). Accessible
math games. Retrieved May 25, 2006, from http://www.independentliving.com/departments.asp?dept=177
&deptname=Math.
Masters, James (2006). The online guide to traditional games: Shut the
box - History and useful information. Retrieved May 25, 2006, from http://www.tradgames.org.uk/games/Shut-The-Box.htm
National Center for Education Statistics. (1997).
Pursuing excellence: A study of U.S. eighth-grade mathematics and science
teaching, learning, curriculum, and achievement in international context.
Retrieved September 15, 2006, from http://www.nces.ed.gov/pubs97/timss/97198-6.asp
National Council of Teachers of Mathematics. (2000).
Principles and standards for school mathematics. Reston, VA: Author.
Omni Group. (2006). OmniGraffle Pro (Version
4.1.1). Seattle, WA: Author. (Demonstration versions available for download
at http://omnigroup.com/applications/omnigraffle/)
Red Fern Enterprises, Inc. (2006). Shut the box.
Retrieved May 25, 2006, from http://www.backporchgames.com/shut-the-box.html
SciFace Software GmbH & Co. (2004). MuPAD (Version
3.1). Patterborn, Germany: Author. (Demonstration versions available for download
at http://www.mupad.com)
Authors Note:
Michael Todd
Edwards
Miami University (Ohio)
m.todd.edwards@gmail.com
Appendix A
ShutBox_Sim_Verbose
Code (MuPAD 3.1).
The code simulates the game play of one trial of Shut the Box.

Appendix B
ShutBox_Sim_Mult_Trials Code

Appendix C
Hand-Calculated Probabilities for Configurations 511, 510, 509,
and 508
Configuration 511:
Since the box is already shut, the probability of shutting the box from this
board is 100%. A probability of 1 is stored for this configuration.
Configuration 510:
| Possible
dice sum |
Probability
of rolling dice sum |
Results
of optimal "flipping" |
Probability
of "shutting box" after "flipping" |
Probability
of "shutting box" with dice sum |
1 |
1/6 |

|
1 |
(1/6)*1=1/6 |
2 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
3 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
4 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
5 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
6 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
| |
|
|
Total Probability: |
1/6+0+0+0+0+0=1/6 |
Configuration 509:
| Possible
dice sum |
Probability
of rolling dice sum |
Results
of optimal "flipping" |
Probability
of "shutting box" after "flipping" |
Probability
of "shutting box" with dice sum |
1 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
2 |
1/6 |

|
1 |
(1/6)*1=1/6 |
3 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
4 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
5 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
6 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
| |
|
|
Total Probability: |
0+1/6+0+0+0+0=1/6 |
Configuration 508: 
| Possible
dice sum |
Probability
of rolling dice sum |
Results
of optimal "flipping" |
Probability
of "shutting box" after "flipping" |
Probability
of "shutting box" with dice sum |
1 |
1/6 |

|
1/6 |
(1/6)*(1/6)=1/36 |
2 |
1/6 |

|
1/6 |
(1/6)*(1/6)=1/36 |
3 |
1/6 |

|
1 |
(1/6)*1=1/6 |
4 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
5 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
6 |
1/6 |
No
flips possible. Game lost. |
0 |
(1/6)*0=0 |
| |
|
|
Total Probability: |
1/36+1/36+1/6+0+0+0=2/9 |
Appendix D
Output generated from shutbox_dynamic.cpp code

|