Ciphering Competition

The ciphering competition is a test of quick problem-solving, in which 4-student teams compete.  Each school may enter as many teams as desired, subject to an overall limit (approximately 60 teams).  The teams are pre-assigned 3-digit codes that allow them to find their seats and (when entered on an answer sheet) ensure that the score is credited to the right school.

At the beginning of the contest, the first member of each team takes the correct labeled seat at the competition tables (4 teams per table).  After answering a test question to make sure they understand the procedure, the first members of all the teams answer four questions.  Each question is on an 8.5x11 inch sheet of paper; the student should write his or her name, the school name, and the school code on the back and put the answer to the question in a box provided on the front.  They can take a total of 120 seconds for each question, but a correct answer counts 5 points if turned in after 40 seconds, 3 points after 80 seconds, and only 1 point after 120 seconds.  The answers are graded immediately and the scores are tallied by computer.  The scores of the top teams are projected on a screen, and updated to reflect each question before the next question is finished, so the current standings are known at all times.  [However, names of teams with low scores are not displayed!]  After the first contestants have answered the 4 questions, they go back to sit in the audience and the second contestants from each team take their places.  These answer another 4 questions, and so on until each of the four team members has answered 4 questions, for a total of 16 questions per team.  The scores on these 16 questions are added to determine the overall team score; plaques are given at the awards ceremony to the top several teams in the high-school category and the top team among math-science magnet schools.

Click here for some snapshots of the 2001, 2002, and 2003 ciphering competitions, taken by Louis Clavelli.