Problem
Reasoning · Grade 4-2 Counting Shortest Routes
Draw the hidden wires and count the corners
With hidden wires drawn there are 12 corners.
Two cubes stuck together share a square face, and drawing every wire — including the ones a solid box would hide — is what stops routes from being overlooked.
1.G.A.2Draw A DiagramWork out how long a shortest route is
A shortest route uses 4 wires.
Adding up how far you must travel in each direction gives the shortest possible number of steps, exactly as it does on a flat map of city blocks.
4.OA.A.3Solve An Easier Related ProblemUse the flat-grid rule: add the routes coming in
As on a grid, add the routes coming in.
Every route to a corner ends with one last wire, so grouping the routes by which wire they arrive on turns counting into simple addition.
4.OA.C.5Solve An Easier Related ProblemThe number of routes into a corner is the sum of the routes into the corners that feed it.
Why?
Every route into a corner arrives along exactly one of the wires that end there, so the routes split by which wire they used.
Why?
Each route into a feeding corner extends to exactly one route into this corner, so the counts carry across unchanged.
Label the frame corner by corner
Label the corners one by one.
Filling the labels in order of distance from A guarantees that whenever a corner is reached, all the corners feeding it are already known.
4.OA.A.3Draw A DiagramRead off the answer at B
The number at B is 12.
The last addition collects every route in the frame exactly once, because each route arrives on exactly one of the three final wires.
4.OA.A.3Draw A DiagramCheck by listing the orders of the four moves
Counting the move orders also gives 12.
Writing the routes as short words and listing them alphabetically makes it obvious that none has been repeated and none forgotten.
4.OA.C.5Make A Systematic ListDraw the hidden wires, write 1 at the start, then keep adding the numbers that flow into each corner — the 3-D frame counts exactly like a flat street map.
- Draw the hidden wires and count the corners
- Work out how long a shortest route is
- Use the flat-grid rule: add the routes coming in
- Label the frame corner by corner
- Read off the answer at B
- Check by listing the orders of the four moves