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Classifying
Polygons
Classifying
Polygons
worksheet
3-‐4
2)
3)
2)
3)
What
impact
has
the
Rubik’s
Cube
had
over
the
years?
1)
2)
3)
What
else?
(fun
&
random
facts
about
the
Rubik’s
Cube)
1)
2)
3)
What
do
you
think
was
the
greatest
influence
in
young
Ernö’s
life
that
lead
him
to
develop
the
Rubik’s
Cube?
Why do you think the Rubik’s Cube became such a cultural phenomenon?
What impresses you the most about Ernö Rubik and his cube?
2
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
www.youcandothecube.com
Classifying
Polygons
Find
the
following
definitions.
Two Dimensional –
Line Segment –
Polygon –
Congruent –
Regular polygon –
Irregular polygon –
Convex polygon –
Concave polygon –
3 = 4 = 5 = 6 =
7 = 8 = 9 = 10 = Deca
11 = 12 = 20 = 100 = Centi
©1974
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Ltd.
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3
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3
5
1
ex
7
4
8
10
6
2
9
Fill
in
the
blanks
using
the
shapes
above.
shape
#
concave/convex
regular/irregular
#
of
sides
name
1)
2)
3)
4)
5)
6)
7)
8)
9)
10)
4
©1974
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The
Third
Dimension
Define
the
following
words.
Space figure –
Polyhedron –
Edge –
Vertex –
Special Polyhedrons
Concave,
Truncated,
etc...
Name
the
shape
that
is
both
Name
the
shape
that
is
both
a
prism
and
a
platonic
solid:
a
pyramid
and
a
platonic
solid:
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Classifying
Polyhedrons
Visit
each
of
t he
shape
stations.
At
each
station,
attempt
t o
correctly
name
each
space
figure
(using
two
words).
Then
document
t he
number
of
faces,
e dges,
and
vertices
of
each
shape.
Leave
t he
last
column
blank.
It
will
be
used
later
in
t he
lesson.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
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rights
reserved.
www.youcandothecube.com
6
Writing
Rules
Prisms
1) Count
the
faces,
edges,
and
vertices
of
the
following
prisms.
2) Find the patterns in the table above and use it to make a prediction.
4) Write
function
rules
that
describe
the
shortcuts
in
finding
the
number
of
faces,
edges,
and
vertices
of
a
prism.
(Vertices
is
already
completed
as
an
example)
Faces: F =
Edges: E =
Pyramids
1) Count
the
faces,
edges,
and
vertices
of
the
following
pyramids.
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7
2) Find
the
patterns
in
the
previous
table
and
use
it
to
make
a
prediction.
4) Write
function
rules
that
describe
the
shortcuts
in
finding
the
number
of
faces,
edges,
and
vertices
of
a
prism.
Faces: F =
Edges: E =
Vertices: V =
Platonic Solids
What
shortcuts
could
be
used
to
count
the
faces,
edges,
and
vertices
of
these
regular
polyhedrons?
Write
a
description
and
try
it.
Euler’s Formula
Go
back
to
the
Classifying
Polyhedrons
worksheet.
Label
the
blank
column
“F
+
V”,
and
in
each
row
add
the
number
of
faces
to
the
number
of
vertices
and
record
that
in
the
new
column.
When
you
get
done
with
that,
compare
column
“F
+
V”
with
column
“E”,
and
write
down
a
function
rule
describing
the
pattern.
8
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license
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Brand
Ltd.
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rights
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9
11
13
15
17
15
Testing
Net
Variations
Polyhedrons
may
have
more
than
one
net.
Your
goal
is
to
compile
a
list
of
unique
nets
that,
when
folded,
make
a
regular
hexahedron
(cube).
A
net
of
a
cube
must
consist
of
six
congruent
squares.
Cut
out
the
six
squares
on
the
next
page,
and
use
them
along
with
a
Rubik’s®
Cube
to
create
and
test
different
possible
net
variations.
Here
are
a
couple
of
examples
of
how
to
do
this:
1) Make
a
formation
with
the
squares.
2) Set
a
Rubik’s
Cube
on
one
of
the
squares.
3) As
you
flip
the
Rubik’s
Cube
onto
the
other
squares,
document
which
colors
contact
each
square.
4) If
a
formation
ends
with
each
color
being
used
exactly
once,
then
it
is
a
net.
Example 1 Example 2
Green
White
Green
Red
O
G
Y
O G R W
W R G
B Y
This
one
is
a
n et
of
a
cube
b ecause
each
This
one
is
NOT
a
net
of
a
cube
because
color
has
b een
used
exactly
once.
each
color
was
not
used
exactly
once.
Green
showed
up
twice.
(Blue
zero
times).
How
many
different
net
variations
can
you
find?
*Note:
The
following
nets
are
examples
of
what
would
be
considered
the
same
net.
Nets
are
congruent
if
one
net
can
be
made
by
rotating
and/or
reflecting
the
other.
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Testing
Net
Variations
Use
this
space
to
record
all
of
the
net
variations
for
cubes
that
you
find.
20
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Rubik’s®
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license
Rubik’s
Brand
Ltd.
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rights
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Squares
cut-‐outs
sheet
for
testing
net
variations
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Brand
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rights
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Rubik’s®
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21
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Mix
&
Map
&
Match
Part
1:
1) Scramble
your
Rubik’s®
Cube.
2) Using
crayons,
markers
or
colored
pencils,
map
the
scrambled
Rubik’s
Cube
onto
a
templated
net.
3) Hand
in
your
net
and
Rubik’s
Cube.
The
nets
will
be
shuffled
and
displayed,
and
the
Rubik’s
Cubes
will
be
randomly
given
back
out.
4) Find the net that corresponds to your new Rubik’s Cube.
5) Once you have matched the net and cube, verify the net’s accuracy (use rolling method).
6) Then, using a different templated net, map the Rubik’s Cube again.
7) Compare the two nets. What is similar about them? What is different about them?
Part
2:
8) Find
a
partner.
Without
your
partner
seeing,
make
exactly
one
90°
turn
on
one
of
the
faces
of
your
Rubik’s
Cube
(keep
track
of
what
face
you
turned
by
looking
at
the
color
on
the
middle
square).
Your
partner
will
do
the
same.
9) Trade
puzzles
with
your
partner.
Using
their
nets,
try
to
figure
out
which
face
was
turned.
*Do
your
best
to
make
sure
that
your
Rubik’s
Cube
gets
realigned
to
match
its
net
when
done.
Part
3:
10) The
teacher
is
going
to
collect
all
of
the
nets
(from
parts
1
&
2),
shuffle
them,
label
them
1,2,3,…,
and
then
display
them
for
the
class
to
view.
11) Walk
around
and
examine
the
different
nets.
Try
to
find
the
pairs
of
nets
that
display
the
same
mixed
up
Rubik’s
Cube.
Make
a
list
of
your
matches
by
writing
down
their
numbers.
12) Compare your list with classmates to determine the answer key.
Part
4:
13) Find
and
take
the
pair
of
nets
that
matches
the
scrambled
Rubik’s
Cube
you
have.
Then
find
a
partner
again.
14) Put your Rubik’s Cube and one of your nets out of view of your partner.
15) Cut
out
the
six
squares
of
the
other
net,
shuffle
them
up,
and
then
hand
the
cut-‐up
net
to
your
partner.
They
will
do
the
same.
16) See
if
you
can
figure
out
how
to
configure
the
six
squares
so
that
they
will
make
a
net
that
matches
your
partner’s
mixed
up
cube.
17) When done, ask for their cube, and use it to see if you were successful (use rolling method).
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
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www.youcandothecube.com
23
Meeting
the
Cube
In
a
previous
lesson,
we
discovered
that
a
cube
has
6
faces,
12
edges,
and
8
corners
(vertices).
Take
a
look
at
this
disassembled
Rubik’s®
Cube
and
notice
those
same
numbers.
The
6
faces
are
all
connected
together
as
one
piece
called
the
core.
Since
they
are
connected,
it
means
that
the
alignment
of
the
face
colors
cannot
be
changed.
The
white
face
will
always
be
opposite
of
the
yellow
face,
red
opposite
orange,
and
green
opposite
blue.
There
are
12
pieces
in
the
middle
group.
These
are
our
edge
pieces.
Notice
how
each
of
the
edge
pieces
has
two
colored
tiles
on
it.
That
is
because
an
edge
of
a
polyhedron
connects
two
faces.
Therefore
these
12
edge
pieces
will
always
be
set
between
two
face
components
of
the
core.
On
the
left
side
of
the
picture,
we
find
our
corner
pieces.
Notice
how
there
are
8
of
them,
and
that
each
of
them
has
3
colored
tiles.
This
is
because
a
cube
has
8
corners
(vertices),
and
each
of
a
cube’s
corners
connects
3
edges
of
3
faces.
Now,
when
you
look
at
an
assembled
cube,
you
may
start
to
see
how
it
is
held
together.
Focus
on
a
piece
that
has
2
tiles
on
it
(an
edge).
It
is
between
exactly
2
centers
(face
pieces).
Then
focus
on
a
piece
that
has
3
tiles
on
it
(a
corner).
It
is
held
in
place
by
3
edge
pieces,
and
is
diagonal
from
3
centers.
©1974
Rubik’s®
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under
license
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Brand
Ltd.
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24
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Labeling
the
Cube
In
the
lessons
to
follow
on
solving
the
Rubik’s®
Cube,
we
will
need
to
be
able
to
read
algorithms.
An
algorithm
is
a
set
of
steps
one
should
follow
to
complete
a
task.
Before
we
get
introduced
to
these
algorithms,
we
need
to
label
the
Rubik’s
Cube
by
the
ways
that
we
can
turn
the
different
faces.
We
are
going
to
label
the
six
faces
according
to
the
way
that
we
are
holding
the
cube.
As
we
hold
the
puzzle,
the
side
that
is
facing
us
will
be
referred
to
as
the
Front
Face.
Then
from
there,
the
side
to
our
right
will
be
identified
as
the
Right
Face;
and
to
our
left,
the
Left
Face.
The
top
and
bottom
of
the
cube
will
be
labeled
the
Up
Face
and
Down
Face.
The
face
hidden
from
our
view,
opposite
the
Front
Face
will
be
described
as
the
Back
Face.
The
algorithms
will
use
abbreviations
to
save
space
by
using
F,
R,
L,
U,
D,
and
B
in
place
of
Front,
Right,
Left,
Up,
Down,
and
Back.
U
L
F
R
B
D
The
next
thing
that
we
need
to
identify
is
which
way
we
want
to
rotate
a
particular
face.
The
algorithms
we
will
learn
utilize
apostrophes
(‘)
to
indicate
a
90°
counterclockwise
turn.
If
a
step
in
an
algorithm
does
not
have
an
apostrophe,
then
we
are
to
make
a
90°
clockwise
turn.
These
clockwise
and
counterclockwise
turns
are
based
on
viewing
that
particular
face
(imagine
a
clock
mounted
on
that
face).
In
the
diagram
below
we
can
see
the
difference
between
a
clockwise
rotation
of
the
Right
Face
compared
to
a
clockwise
rotation
of
the
Left
Face.
F
R
Lastly,
we
may
see
a
2
in
an
algorithm.
If
we
do,
it
will
be
paired
with
one
of
the
letters
F,
R,
L,
U,
D,
or
B.
This
will
stand
for
turning
that
particular
face
twice
(180°).
Since
a
180°
turn
of
a
face
clockwise
or
counterclockwise
will
end
in
the
same
state,
you
can
turn
it
whichever
way
you
prefer.
Here is an example of reading an algorithm: F U2 F’ D’ R
If
we
were
to
follow
this
algorithm,
we
would
turn
the
front
face
90°
clockwise,
then
turn
the
upper
face
180°
clockwise
(or
counter),
then
turn
the
front
face
90°
counterclockwise,
then
turn
the
down
face
(bottom)
90°
counterclockwise,
and
finally
turn
the
right
face
90°
clockwise.
©1974
Rubik’s®
Used
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license
Rubik’s
Brand
Ltd.
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rights
reserved.
www.youcandothecube.com
25
Layer
One
–
Making
a
Cross
(Plus
Sign)
The
white
layer
does
not
need
to
be
solved
first,
but
I
will
recommend
that
you
start
with
that
face
until
you
develop
some
consistency
with
solving
the
Rubik’s®
Cube.
To
make
the
cross,
first
locate
the
white
center
and
hold
the
cube
so
that
it
is
the
upper
face.
Then
you
need
to
locate
the
4
edge
pieces
that
have
a
white
sticker/tile
on
them
(you
are
not
concerned
about
the
corners
with
white
yet).
These
4
white
stickers/tiles
will
be
in
one
of
four
places:
Already
on
top!
Along
the
equator
Along
a
longitude
On
the
bottom
(down
face)
*Position
O
is
where
we
are
going
to
move
the
white
tile
to,
but
b efore
we
do
that,
we
want
to
make
sure
that
If
the
white
we
aren’t
replacing
it
with
a
white
tile
Along
the
equator
tile
is
on
already
on
top.
the
left:
1)
If
there
is
a
white
tile
in
position
O,
turn
U
(upper
face)
until
a
nonwhite
tile
is
in
that
p osition.
If
it
is
a lready
nonwhite,
skip
to
step
2.
2)
Turn
L’
( left
face
counterclockwise)
cube
so
that
the
Hold
the
If
the
white
white
center
is
on
top,
and
tile
is
on
1)
If
there
is
a
white
tile
in
position
O,
a
white
tile
is
on
the
front
the
right:
turn
U
(upper
face)
until
a
nonwhite
face
(side
facing
you).
tile
is
in
that
p osition.
If
it
is
a lready
nonwhite,
skip
to
step
2.
2)
Turn
R
(right
face
clockwise)
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
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rights
reserved.
26
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Layer
One
–
Making
a
Cross
(Plus
Sign)
continued
1)
In
this
particular
case
there
will
If
the
white
Along
a
longitude
tile
is
on
never
b e
a
white
tile
in
position
O.
the
top:
2)
Turn
F
U’
R
1)
If
there
is
a
white
tile
in
position
O,
turn
U
until
a
n onwhite
tile
is
in
that
Hold
the
cube
so
that
If
the
white
position.
the
white
center
is
on
tile
is
on
top,
and
a
white
tile
is
the
bottom:
2)
Turn
F’
U’
R
on
t
he
front
face.
On
the
bottom
1)
If
there
is
a
white
tile
in
position
O,
turn
U
until
a
nonwhite
tile
is
in
that
position.
2)
Turn
F 2
(front
face
180°)
Hold
the
cube
so
that
the
white
center
is
on
top,
and
the
white
tile
that
is
on
the
bottom
(down
face)
is
in
the
position
n earest
you.
Rubik’s
Brand
Ltd.
All
rights
reserved.
©1974
Rubik’s®
Used
under
license
www.youcandothecube.com
27
Layer
One
–
Permuting
the
Cross
We
have
made
the
cross!
Now
we
need
to
permute
the
cross.
This
means
that
we
need
our
cross
to
match
up
with
the
core.
In
other
words,
the
four
edge
pieces
that
our
making
up
our
white
cross
need
to
also
match
the
center
tiles
on
the
front,
right,
left,
and
back
sides
(assuming
white
is
still
on
top).
When
examining
how
well
our
cross
is
permuted
(seeing
if
any
of
the
four
edge
pieces
match
on
the
sides),
we
will
notice
one
of
four
cases:
none
of
them
match,
one
of
them
matches,
two
of
them
match,
or
all
four
of
them
match.
The
following
algorithms
require
that
exactly
two
of
the
edges
are
matching
(if
all
four
are
matching,
we
get
to
skip
this
step).
The
good
news
is
that
by
simply
by
turning
the
upper
face,
we
can
always
obtain
two
or
four
matching
edges.
2) Once
we
have
our
two
matching
edges,
we
need
to
swap
(permute)
the
other
two.
We
will
do
this
one
of
two
ways:
If the two edges are adjacent: If the two edges are opposite:
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
28
www.youcandothecube.com
Layer
One
–
Solving
the
Corners
Now
that
our
cross
(on
the
upper
face)
is
matching
on
all
four
sides,
we
need
to
solve
the
four
white
corners.
Each
piece
of
this
puzzle
has
a
specific
spot
it
needs
to
go,
so
we
need
to
be
careful
which
white
tile
we
put
in
each
corner.
Take
a
look
at
the
two
diagrams:
Bad Good
In
both
cases
a
white
tile
is
on
top,
however
there
is
only
one
piece
that
truly
goes
in
that
spot.
Since
we
are
trying
to
put
a
corner
piece
in
that
connects
the
white,
red,
and
blue
faces,
the
corner
piece
needs
to
comprise
of
those
same
colors.
The
following
algorithm
that
we
will
use
affects
many
pieces,
however
it
will
swap
the
following
two
corners
(without
scrambling
our
cross):
1) Find
a
corner
piece
in
layer
three
that
contains
a
white
tile.
Turn
D
(down
face)
until
the
corner
piece
is
directly
below
the
spot
it
belongs.
3) Repeat these steps for the other three corners containing a white tile.
*If
piece
containing
a
white
tile
is
in
layer
one
and
not
in
the
right
spot,
R’
D’
R
D
will
bring
the
corner
piece
to
layer
three.
From
there,
go
back
to
step
1.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
www.youcandothecube.com
29
Layer
Two
–
Solving
the
Edges
Layer
two
comprises
of
four
center
pieces
and
four
edge
pieces.
Our
goal
is
to
find
the
four
correct
edge
pieces
and
get
them
in
their
correct
spots
(the
correct
way).
If the edge needs to go right: If the edge need to go left:
*If
a
needed
edge
piece
is
already
in
layer
two
(but
not
solved),
you
will
need
to
do
one
of
the
two
algorithms
to
remove
it.
Then
go
back
and
follow
the
above
steps.
U’
L’
U
L
U
F
U’
F’
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
30
www.youcandothecube.com
Layer
3
–
Making
a
Cross
Layer
3,
or
Last
Layer,
is
actually
referring
to
the
top
layer
with
the
method
we
are
using
(since
we
flipped
the
cube
over
after
working
on
layer
1).
When
solving
this
layer,
you
may
notice
a
similar
theme
(making
a
cross,
permuting
the
cross,
solving
the
corners)
even
though
we
will
see
some
new
algorithms.
To
make
a
yellow
cross
(without
scrambling
layers
1
or
2)
we
will
need
only
one
algorithm.
Looking
at
the
yellow
face
(ignore
corners),
we
should
see
one
of
four
cases:
Determine
which
case
you
are
starting
at
and
skip
to
that
step.
*The
color
of
the
front
face
is
irrelevant.
What
matters
is
the
placement
of
the
yellow
tiles.
4) Done!
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
31
www.youcandothecube.com
Layer
3
–
Permuting
the
Cross
Now
that
we
have
the
yellow
cross,
we
need
to
match
it
to
the
core
(just
like
with
layer
1).
So,
similar
to
before,
we
are
going
to
turn
U
until
either
two
or
four
edges
are
matching.
Below
are
the
three
cases
that
you
will
encounter
and
what
you
should
do.
1) Turn U until either two or four edges are matching. Then go to the corresponding case.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
32
www.youcandothecube.com
Layer
3
–
Permuting
the
Corners
Just
like
with
layer
one,
we
are
now
going
to
solve
the
corners.
However,
since
we
don’t
want
to
scramble
layers
1
or
2,
we
are
going
to
break
up
solving
the
corners
into
two
parts:
first
we
will
permute
the
corners
(get
them
in
their
right
spots),
and
then
we
will
orient
the
corners
(turn
them
so
the
yellow
tiles
are
facing
up).
So
for
now,
we
don’t
care
if
the
corner
pieces
are
yellow
tile
up.
We
want
to
see
how
many
of
the
corner
pieces
are
in
their
right
spots.
When
we
go
to
check,
we
will
either
see:
none
of
the
corner
pieces
in
their
right
spots,
one
in
the
right
spot,
or
all
four
in
their
right
spots.
This
will
lead
us
to
one
of
four
cases.
1) Determine which of the following cases your cube is in, and then follow the algorithm.
Case
1:
One
corner
piece
is
in
the
right
spot.
Spin
the
entire
cube
in
your
hand
until
that
corner
piece
on
the
front
face
in
the
upper-‐right
position.
Then
use
the
algorithm
to
the
right.
U
R
U’
L’
U
R’
U’
L
*Depending
on
how
your
cube
is
scrambled,
you
may
need
to
do
the
algorithm
twice.
Cases
2
&
3:
None
of
the
corner
pieces
are
in
the
right
spots.
We
are
going
to
utilize
the
same
algorithm
as
in
case
1.
Your
cube
should
match
one
of
the
following:
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
33
www.youcandothecube.com
Layer
3
–
Orienting
the
Corners
All
of
the
corners
pieces
are
in
the
right
spots,
but
now
we
might
need
to
turn
some
of
them.
If
none
of
them
need
to
be
oriented
(turned),
then
we
are
done!
Otherwise,
we
will
need
to
orient
two,
three,
or
all
four
of
the
corners.
Congratulations!
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
34
www.youcandothecube.com
“I
Can
Solve
the
Rubik’s®
Cube!
What’s
Next?”
1) How
fast
can
you
solve
the
Rubik’s®
Cube?
Grab
a
stop
watch
and
find
out.
You
could
also
go
to
http://www.cubetimer.com.
This
site
is
nice
for
testing
your
speed.
Besides
a
timer,
this
site
also
gives
scrambling
instructions
and
keeps
track
of
your
times/attempts.
2) Can
you
solve
the
Rubik’s
Cube
from
memory?
If
not,
while
practicing,
try
to
notice
(focus
on)
patterns
in
what
you
are
doing
rather
than
the
letters
of
the
algorithm.
This
could
make
it
easier
to
remember
the
turns
that
need
to
be
made.
3) Can
you
“unsolve”
the
Rubik’s
Cube?
See
if
you
can
solve
the
Rubik’s
Cube
in
a
way
that
you
replicate
some
of
the
designs
below.
All
of
these
designs
can
be
replicated
without
learning
any
new
algorithms.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
www.youcandothecube.com
35
How
To
Videos
Partner’s
name:
Stage
assigned:
□ Meeting
the
Cube
□ Reading
Algorithms
□ Layer
1
–
Making
a
Cross
(Plus
Sign)
□ Layer
1
–
Permuting
the
Cross
□ Layer
1
–
Solving
the
Corners
□ Solving
Layer
2
□ Layer
3
–
Making
a
Cross
□ Layer
3
–
Permuting
the
Cross
□ Layer
3
–
Permuting
the
Corners
□ Layer
3
–
Orienting
the
Corners
How many Rubik’s® Cubes are needed for video, and how should they be set up?
What things need to be said, and who is going to say each part?
Is
every
case
covered?
In
other
words,
when
the
viewer
gets
to
this
stage,
will
this
video
walk
them
through
the
stage
no
matter
what
their
starting
point?
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
36
www.youcandothecube.com
Intro
to
Speed
Solving
Part
1:
The
algorithms
that
we
use
have
cycles.
This
means
that
if
you
do
the
same
algorithm
over
and
over
again,
the
puzzle
will
eventually
go
back
to
the
state
it
started
in
prior
to
the
repeated
steps.
Examples:
Layer
3
–
Permute
the
Cross
(U
R
U
R’
U
R
U2
R’
U)
has
a
cycle
of
3.
Layer 1 – Orient the Cross (R U’ R’ U R) has a cycle of 12.
Layer 2 algorithm U R U’ R’ U’ F’ U F has a cycle of 15.
Starting
with
a
solved
Rubik’s
Cube,
test
examples
1
&
2
by
repeating
each
given
algorithm
the
specified
number
of
times.
When
you
are
done,
the
puzzle
should
be
returned
to
the
solved
state.
Part
2:
Determine
the
cycle
values
of
the
following
algorithms:
1) Layer 1 – Solving the Corners (R’ D’ R D) has a cycle of ______.
2) Layer 3 – Orienting the Cross (F R U R’ U’ F’) has a cycle of ______.
3) Layer 3 – Permute the Corners (U R U’ L’ U R’ U’ L) has a cycle of ______.
Part
3:
Make
up
your
own
algorithm
consisting
of
3-‐5
turns.
The
algorithm
can
be
completely
random;
it
does
not
need
to
contribute
to
solving
the
cube.
Once
you
have
made
your
algorithm,
test
it
to
determine
its
cycle
value.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
www.youcandothecube.com
37
Writing
Inverse
Algorithms
Inverse
operations
can
be
seen
in
writing
“return”
directions
off
of
a
map,
or
solving
an
algebraic
equation
(as
seen
below).
#$%&
Looking
at
the
equation
5 =
'
Inverse
operations
have
us
“undo”
everything
that
has
been
done.
In
other
words,
inverse
operations
make
us
do
the
opposite
of
each
step
AND
in
the
reverse
order.
Here
is
an
example
(this
is
not
one
of
the
learned
algorithms):
Original
algorithm:
L,
U’,
R’,
U
4) When done, compare answers with a neighbor. Then test out your new algorithms.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
38 www.youcandothecube.com
Writing
Mirrored
Algorithms
Mirrored
(or
reflective)
operations
can
be
seen
by
observing
movements
in
a
mirror.
Let’s
compile
some
observations
by
simulating
mirrors.
Find
a
partner
and
stand
facing
each
other.
Indicate
who
will
be
the
“model”
and
who
will
be
the
mirror.
The
model
will
perform
a
couple
of
movements,
and
the
partner
will
act
as
if
they
were
the
reflection
in
the
mirror.
Movements
by
model
Movements
by
mirror
Wave
with
left
hand
What
hand
is
Mirror
waving
with?
Pat
your
head
w/right
hand
Is
Mirror
patting
head?
With
what
hand?
Put
hands
behind
your
back
Where
are
Mirror’s
hands?
Slowly
rotate
right
arm
clockwise
Which
direction
is
Mirror’s
arm
rotating?
Turn
body
right,
rotating
90°
clockwise
Which
way
did
Mirror
rotate?
Lower
your
chin,
then
raise
it
When
did
Mirror’s
chin
go
down?
Up?
What
we
hopefully
noticed,
was
that
with
mirrored
operations,
up
is
still
up,
down
is
still
down,
front
is
still
front,
and
back
is
still
back.
We
may
have
also
noticed
that
right
becomes
left,
left
becomes
right,
clockwise
becomes
counterclockwise,
and
counterclockwise
becomes
clockwise.
4) When done, compare answers with a neighbor. Then test out your new algorithms.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
www.youcandothecube.com
39
Exploring
Advanced
Speed
Solving
Algorithms
1) What
does
acronym
OLL
stand
for?
What
does
OLL
mean?
(search
the
internet)
2) What does acronym PLL stand for? What does PLL mean? (search the internet)
In
order
to
use
them,
we
will
need
more
abbreviated
notations.
Here
are
the
notations
we
have
used
and
some
of
the
new
letters/sets
that
may
come
up
in
more
complex
algorithms:
• F
(front)
–
the
side
facing
toward,
as
viewed
by
the
solver
• B
(back)
–
the
side
that
is
opposite
the
front,
as
viewed
by
the
solver
• L
(left)
–
the
side
to
the
left
of
the
front,
as
viewed
by
the
solver
• R
(right)
–
the
side
to
the
right
of
the
front,
as
viewed
by
the
solver
• U
(up)
-‐
the
side
on
top,
as
viewed
by
the
solver
• D
(down)
–
the
side
on
bottom,
as
viewed
by
the
solver
*The
six
letters
above
assume
a
90°
clockwise
rotation.
• 2
(two)
–
turn
the
given
face
twice
• ‘
(apostrophe)
–
turn
counterclockwise
• f
(front
two
faces)
• b
(back
two
faces)
• l
(left
two
faces)
y
• r
(right
two
faces)
• u
(upper
two
faces)
• d
(downward
two
faces)
• x
(rotate
entire
cube)
–
D
will
become
F
• y
(rotate
entire
cube)
–
R
will
become
F
x
• z
(rotate
entire
cube)
–
U
will
become
R
z
3) Solve
layers
1
and
2
of
a
scrambled
Rubik’s
Cube,
but
not
the
last
layer.
Then
go
to
one
of
the
following
sites
(top
preferred):
• http://www.cubezone.be/oll.html
• https://ruwix.com/the-‐rubiks-‐cube/rubiks-‐cube-‐solution-‐with-‐advanced-‐
friedrich-‐method-‐tutorial/orient-‐the-‐last-‐layer-‐oll/
• https://www.speedsolving.com/wiki/index.php/OLL
Match
up
your
mixed-‐up
third
layer
to
the
same
scenario
from
the
site’s
list.
Then
follow
the
provided
algorithm
to
orient
the
last
layer.
4) When
successful
in
part
3,
go
to
one
of
the
following
sites
(top
preferred):
• http://www.cubezone.be/pll.html
• https://ruwix.com/the-‐rubiks-‐cube/rubiks-‐cube-‐solution-‐with-‐advanced-‐
friedrich-‐method-‐tutorial/permutate-‐the-‐last-‐layer-‐pll/
• https://www.speedsolving.com/wiki/index.php/PLL
Match
your
puzzle
to
the
same
scenario
on
the
site
and
follow
the
corresponding
algorithm.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
40 www.youcandothecube.com
Practice
&
Pixelate
1) Try
to
make
one
of
the
faces
of
your
Rubik’s®
Cube
match
each
of
the
following
configurations.
(It
is
not
possible
to
have
them
all
completed
at
the
same
time.)
a b c
2) Describe
how
you
went
about
the
process
of
making
these
configurations.
What
techniques,
strategies,
or
algorithms
did
you
use
to
complete
your
tasks?
3) Design
a
template
(or
blueprint)
for
a
mini-‐mosaic
using
only
white,
yellow,
green,
blue,
red,
and
orange
to
design
a
picture
or
pattern.
Each
individual
square
may
consist
of
only
one
color.
Cut
out
your
9
mini-‐templates.
Hand
a
mini-‐template
and
a
Rubik’s
Cube
to
eight
different
students.
The
nine
of
you
will
each
solve
a
particular
portion
of
the
mosaic.
Then
collect
all
nine
cubes
back
up
and
place
them
together
to
display
your
mini-‐mosaic.
Take
a
picture,
and
then
let
the
next
student
distribute
the
Rubik’s
Cubes
and
their
mini-‐templates.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
42 www.youcandothecube.com
Designing
a
Rubik’s
Mosaic
using
Gimp
You
are
going
to
learn
how
to
turn
a
picture
into
a
Rubik’s
Cube
mosaic
using
the
program
GIMP
2
to
do
photo
editing.
The
steps
below
will
have
two
components:
objective
(what
you
want
to
happen)
and
task
(how
you
are
going
to
do
it).
3) Objective:
Cut
out
the
desired
portion
of
the
picture
selected.
Task:
Crop
the
image
by
using
the
rectangle
select
tool,
found
on
the
left
panel,
to
outline
the
desired
portion
of
the
picture.
Then
click
IMAGE
→
CROP
TO
SELECT.
4) Objective:
Reconfigure
how
many
pixels
are
in
the
picture
to
align
with
the
number
of
Rubik’s
Cubes
there
are
to
use
for
the
mosaic.
Task:
Reformat
the
resolution
by
first
going
to
IMAGE
→
SCALE
IMAGE.
With
a
calculator,
recalculate
a
new
Width
by
using
the
original
width
shown,
the
original
height
shown,
and
the
number
of
Rubik’s
Cubes
available.
9∙𝑛∙𝑤
𝑛𝑒𝑤
𝑤𝑖𝑑𝑡ℎ =
ℎ
Type
the
new
width
into
the
width
textbox
and
press
enter.
*The
height
should
auto
correct
when
typing
in
the
new
width.
Then
click
scale.
5) Objective:
Get
a
better
look
at
your
picture
by
zooming
in.
Task:
Zoom
in
by
using
the
zoom
tool
found
on
the
left
panel.
6) Objective:
You
are
only
allowed
to
use
6
colors,
so
you
are
going
to
reduce
the
number
of
colors
used
in
the
picture.
Task:
Change
the
#
of
colors
by
opening
IMAGE
→
MODE
→
INDEXED,
replacing
256
with
6,
and
then
clicking
convert.
7) Objective:
You
need
to
specify
which
6
colors
are
to
be
used
(red,
orange,
yellow,
green,
blue,
white).
Task:
Change
the
6
current
colors
to
that
of
the
Rubik’s
Cube
by
first
opening
WINDOWS
→
DOCKABLE
DIALOGS
→
COLORMAP.
To
replace
each
color,
click
on
one
at
a
time
and
replace
the
HTML
notation
with
one
of
the
following:
Red:
f60000
Green:
00d900
Orange:
ff9c00
Blue:
3737b3
Yellow:
ffff00
White:
ffffff
*Determine
which
colors
will
be
switched
with
which
before
typing
in
the
HTMLs.
8) Optional:
transfer
image
to
Microsoft
Paint
for
more
detailed
editing.
To
do
this,
click
on
SELECT
→
ALL,
then
click
ctrl
+
c.
Open
up
Paint
and
paste
in
the
image
by
clicking
ctrl
+
v.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
www.youcandothecube.com
43
Designing
a
Rubik’s
Mosaic
using
Twist
the
Web
Using
Gimp
2,
we
were
able
to
walk
through
how
a
picture
is
transformed
into
a
template
for
a
Rubik’s
Cube
mosaic.
Now
we
will
use
a
web-‐based
program
that
might
be
seen
as
a
quicker
method.
1) Take or find a picture, and download it onto your computer’s desktop.
2) Open
the
picture
in
Microsoft
Paint
to
crop
it.
Leave
only
the
rectangular
portion
of
the
picture
desired
for
the
mosaic.
*Make
sure
to
eliminate
any
white
border
around
your
picture,
if
there
is
any.
5) Drag your picture from the desktop into the dotted box on the website.
6) Enter
the
number
of
Rubik’s
Cubes
that
you
have
available
for
your
mosaic.
Then
click
on
the
right
arrow
7) Optional:
On
this
next
page,
you
can
alter
the
threshold
of
the
colors
by
moving
the
slider.
To
move
past
this,
click
the
right
arrow.
8) On
the
“Assembly
Guide”
page,
I
recommend
selecting
Blocks
of
3x3
cubes.
Even
though
this
will
use
more
paper,
it
is
better
for
Mosaic
Builders
who
are
less
experienced.
Then
click
the
right
arrow.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
44 www.youcandothecube.com
Making
a
2x2
Rubik’s®
Cube
You
are
going
to
make
a
2x2
Rubik’s
Cube.
1) Cut
out
24
squares
(found
on
the
Cut-‐Outs
page).
Color
them:
4
yellow,
4
blue,
4
orange,
4
red,
and
4
green
(leaving
4
white).
The
squares
should
measure
about
1”
x
1”.
2) Tape
the
squares
onto
the
corner
pieces
of
the
corresponding
sides.
*Do
not
do
any
taping
on
the
edge
pieces.
3) You
now
have
a
2x2
Rubik’s
Cube.
Turn
it
slowly
to
begin,
as
some
pieces
of
paper
may
catch.
If
so,
curl
those
edges
upward.
4) Mix
it
up
and
then
solve
it.
Have
some
tape
nearby
just
in
case
some
of
your
squares
come
loose.
5) What
are
the
similarities
and
differences
between
solving
the
3x3
and
the
2x2?
Similarities:
Differences:
Rubik’s
Brand
Ltd.
All
rights
reserved.
©1974
Rubik’s®
Used
under
license
www.youcandothecube.com
45
Making
a
2x2
Solution
Guide
Let’s
make
a
solution
guide
for
the
2x2
Rubik’s
Cube.
Use
our
3x3
guide,
and
cross
out
any
step
that
applies
to
an
edge
piece.
We
n ow
have
a
guide
for
solving
the
2x2
Rubik’s
Cube.
Try
it
out.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
www.youcandothecube.com
46
Cut outs
for
a
2x2
Rubik’s
Cube
Color
4
of
these
squares
yellow,
color
4
blue,
color
4
orange,
color
4
red,
color
4
green,
and
leave
4
of
them
white.
Then
cut
all
24
of
the
squares
out.
©1974
Rubik’s®
Used
under
license
Rubik’s
Brand
Ltd.
All
rights
reserved.
www.youcandothecube.com
47