Problem
Reasoning · Grade 4-2 One-Stroke Drawing
Name the six rooms
Give the six rooms names.
Naming the parts of a picture before counting anything is what stops the mistake of losing track of which of two similar-looking rooms a door leads into.
4.G.A.1Draw A DiagramList all nine doors
List all nine doors.
Walking through the walls in a fixed order — left wall, right wall, then the horizontals — guarantees a complete list, and the total 9 is a built-in check that nothing was skipped.
4.G.A.1Make A Systematic ListRedraw the building as dots and lines
Redraw rooms as dots and doors as lines.
Rooms and doors behave just like dots and lines: what matters is only what is joined to what, so throwing away the shapes and sizes loses nothing and makes the counting easy.
4.G.A.1Organize Information In More WaysCount the doors of each room
The door counts are 2, 3, 4, 4, 3, 2.
Every door gets counted once from each of the two rooms it joins, so the six counts must add up to twice the number of doors — 18 for 9 doors, which is a free check that the counting is right.
4.OA.A.3Make A Systematic ListSee why odd rooms have to be the ends
In-and-out pairing makes every middle room even.
Pairing things off two at a time is exactly the test for even and odd that children learn early — here the pairs are 'the door I came in by' and 'the door I left by'.
2.OA.C.3Organize Information In More WaysA room with an odd number of doors has to be where the walk starts or where it ends.
Why?
Every visit to a middle room uses one door coming in and one going out, so the doors of such a room pair off evenly.
Why?
Each door joins exactly two rooms and is counted once from each, which is why the door counts have to fit together so tidily.
Find the odd rooms
The odd rooms are lower-left and upper-right.
Two odd rooms is exactly the lucky case: too few or too many odd rooms and the walk would be impossible, but with exactly two the odd rooms tell you where to begin and where you will end up.
2.OA.C.3Make A Systematic ListWalk one actual route
So she starts in the lower-left room.
Knowing where to start turns the puzzle from a hunt into a stroll — from the right starting room you can go almost greedily, only taking care not to cut off a part of the building you still need to reach.
4.OA.A.3Draw A DiagramTurn rooms into dots and doors into lines, then count: a room with an odd number of doors has to be where you start or where you stop.
- Name the six rooms
- List all nine doors
- Redraw the building as dots and lines
- Count the doors of each room
- See why odd rooms have to be the ends
- Find the odd rooms
- Walk one actual route