The Canterbury Puzzles
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The Canterbury Puzzles
''The Canterbury Puzzles and Other Curious Problems'' is a 1907 mathematical puzzle book by Henry Dudeney. The first part of the book features a series of puzzles based on the characters from ''The Canterbury Tales'' by Geoffrey Chaucer. References External links * 1908 edition, E. P. Dutton, New York2002 Dover reprint
1907 books Gamebooks Works based on The Canterbury Tales {{game-book-stub ...
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Mathematical Puzzle
Mathematical puzzles make up an integral part of recreational mathematics. They have specific rules, but they do not usually involve competition between two or more players. Instead, to solve such a puzzle, the solver must find a solution that satisfies the given conditions. Mathematical puzzles require mathematics to solve them. Logic puzzles are a common type of mathematical puzzle. Conway's Game of Life and fractals, as two examples, may also be considered mathematical puzzles even though the solver interacts with them only at the beginning by providing a set of initial conditions. After these conditions are set, the rules of the puzzle determine all subsequent changes and moves. Many of the puzzles are well known because they were discussed by Martin Gardner in his "Mathematical Games" column in Scientific American. Mathematical puzzles are sometimes used to motivate students in teaching elementary school math problem solving techniques.Kulkarni, DEnjoying Math: Learning Problem ...
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Henry Dudeney
Henry Ernest Dudeney (10 April 1857 – 23 April 1930) was an English author and mathematician who specialised in logic puzzles and mathematical games. He is known as one of the country's foremost creators of mathematical puzzles. Early life Dudeney was born in the village of Mayfield, East Sussex, England, one of six children of Gilbert and Lucy Dudeney. His grandfather, John Dudeney, was well known as a self-taught mathematician and shepherd; his initiative was much admired by his grandson. Dudeney learned to play chess at an early age, and continued to play frequently throughout his life. This led to a marked interest in mathematics and the composition of puzzles. Chess problems in particular fascinated him during his early years. Career Although Dudeney spent his career in the Civil Service, he continued to devise various problems and puzzles. Dudeney's first puzzle contributions were submissions to newspapers and magazines, often under the pseudonym of "Sphinx." Much of ...
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The Canterbury Tales
''The Canterbury Tales'' ( enm, Tales of Caunterbury) is a collection of twenty-four stories that runs to over 17,000 lines written in Middle English by Geoffrey Chaucer between 1387 and 1400. It is widely regarded as Chaucer's ''Masterpiece, magnum opus''. The tales (mostly written in verse (poetry), verse, although some are in prose) are presented as part of a story-telling contest by a group of pilgrims as they travel together from London to Canterbury to visit the shrine of Saint Thomas Becket at Canterbury Cathedral. The prize for this contest is a free meal at the The Tabard, Tabard Inn at Southwark on their return. It has been suggested that the greatest contribution of ''The Canterbury Tales'' to English literature was the popularisation of the English vernacular in mainstream literature, as opposed to French, Italian or Latin. English had, however, been used as a literary language centuries before Chaucer's time, and several of Chaucer's contemporaries—John Gower, W ...
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Geoffrey Chaucer
Geoffrey Chaucer (; – 25 October 1400) was an English poet, author, and civil servant best known for ''The Canterbury Tales''. He has been called the "father of English literature", or, alternatively, the "father of English poetry". He was the first writer to be buried in what has since come to be called Poets' Corner, in Westminster Abbey. Chaucer also gained fame as a philosopher and astronomer, composing the scientific ''A Treatise on the Astrolabe'' for his 10-year-old son Lewis. He maintained a career in the civil service as a bureaucrat, courtier, diplomat, and member of parliament. Among Chaucer's many other works are ''The Book of the Duchess'', ''The House of Fame'', ''The Legend of Good Women'', and ''Troilus and Criseyde''. He is seen as crucial in legitimising the literary use of Middle English when the dominant literary languages in England were still Anglo-Norman French and Latin. Chaucer's contemporary Thomas Hoccleve hailed him as "the firste fyndere of our ...
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1907 Books
Nineteen or 19 may refer to: * 19 (number), the natural number following 18 and preceding 20 * one of the years 19 BC, AD 19, 1919, 2019 Films * ''19'' (film), a 2001 Japanese film * ''Nineteen'' (film), a 1987 science fiction film Music * 19 (band), a Japanese pop music duo Albums * ''19'' (Adele album), 2008 * ''19'', a 2003 album by Alsou * ''19'', a 2006 album by Evan Yo * ''19'', a 2018 album by MHD * ''19'', one half of the double album ''63/19'' by Kool A.D. * ''Number Nineteen'', a 1971 album by American jazz pianist Mal Waldron * ''XIX'' (EP), a 2019 EP by 1the9 Songs * "19" (song), a 1985 song by British musician Paul Hardcastle. * "Nineteen", a song by Bad4Good from the 1992 album '' Refugee'' * "Nineteen", a song by Karma to Burn from the 2001 album ''Almost Heathen''. * "Nineteen" (song), a 2007 song by American singer Billy Ray Cyrus. * "Nineteen", a song by Tegan and Sara from the 2007 album '' The Con''. * "XIX" (song), a 2014 song by Slipknot. ...
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Gamebooks
A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Each narrative typically does not follow paragraphs in a linear or ordered fashion. Gamebooks are sometimes called choose your own adventure books or CYOA after the influential ''Choose Your Own Adventure'' series originally published by US company Bantam Books. Gamebooks influenced hypertext fiction. Production of new gamebooks in the West decreased dramatically during the 1990s as choice-based stories have moved away from print-based media, although the format may be experiencing a resurgence on mobile and ebook platforms. Such digital gamebooks are considered interactive fiction or visual novels. Description Gamebooks range from branching-plot novels, which require the reader to make choices but are otherwise like regular novels at one end, to what amounts to "solit ...
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