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49
©1974 Rubik’s® Used under license Rubik’s Brand Ltd. All rights reserved. www.youcandothecube.com Rubik’s Cube Unit Study The Geometry, The Art, The Solution Student Workbook Written by Bryan Kinkel

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©1974  Rubik’s®  Used  under  license  Rubik’s  Brand  Ltd.  All  rights  reserved.  www.youcandothecube.com  

Rubik’s Cube Unit Study The Geometry, The Art, The Solution

Student Workbook

Written by Bryan Kinkel  

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©1974  Rubik’s®  Used  under  license  Rubik’s  Brand  Ltd.  All  rights  reserved.  www.youcandothecube.com    3  

You  CAN  Do  the  Rubik’s  Cube:  Student  Workbook  Table  of  Contents  

Activity     Pages  The  Man,  The  Cube,  Its  Impact  

Notes  from  Student  Presentations  worksheet   4  

Classifying  Polygons  Classifying  Polygons  worksheet   5-­‐6  

Classifying  3-­‐dimensional  Shapes  The  Third  Dimension  worksheet     7  Classifying  Polyhedrons  worksheet   8  Writing  Rules  worksheet   9-­‐10  

Platonic  Solids  

Testing  Net  Variations  11  Testing  Net  Variations  worksheet  

Square Cut-outs  sheet     13  

Mix  &  Map  &  Match  Mix  &  Map  &  Match  worksheet   12  

Solving  the  Rubik’s  Cube  Introductory  Information   15-­‐16  Solution  Guide     17-­‐25  What’s  Next?     26  

How  To  Videos  How  To  Videos  worksheet   27  

Intro  to  Speed  Solving  Intro  to  Speed  Solving  worksheet   28  Writing  Inverse  Algorithms  worksheet     29  Writing  Mirrored  Algorithms  worksheet     30  Exploring  Advanced  Speed  Solving  Algorithms   31  

Creating  Rubik’s  Art  Practice  &  Pixelate  worksheet     32  Building  a  Mini-­‐mosaic  worksheet   33  Designing  a  Rubik’s  Mosaic  using  Gimp  worksheet   34  Designing  a  Rubik’s  Mosaic  using  Twist  the  Web  worksheet   35  

Making  a  2x2  Rubik’s  Cube  Making  a  2x2  Rubik’s  Cube  worksheet   36  Cut-­‐outs  for  a  2x2  sheet     37  Making  a  2x2  Solution  Guide  worksheet   39  

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4  

Notes  from  Student  Presentations  

Write  down  three  interesting  facts  learned  from  each  of  the  different  presentations.  Who  is  Ernö  Rubik?  1)  

2)  

3)  

How  did  the  Rubik’s®  Cube  come  to  be?  1)  

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?  

What  feature(s)  made  the  Rubik’s  Cube  unique?  

Why  do  you  think  the  Rubik’s  Cube  became  such  a  cultural  phenomenon?  

What  impresses  you  the  most  about  Ernö  Rubik  and  his  cube?  

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©1974  Rubik’s®  Used  under  license  Rubik’s  Brand  Ltd.  All  rights  reserved.  www.youcandothecube.com    5  

Classifying  Polygons  

Find  the  following  definitions.  

Two  Dimensional  –  

Line  Segment  –  

Polygon  –  

Congruent  –  

Regular  polygon  –  

Irregular  polygon  –  

Convex  polygon  –  

Concave  polygon  –  

Give  the  prefixes  for  the  following  numbers.  Ex:    Decade  means  10  years,  and  century  means  100  years.  

3  =  

7  =  

11  =  

4  =  

8  =  

12  =  

5  =  

9  =  

20  =  

6  =  

10  =      Deca                          

100  =      Centi                    

What  does  the  suffix  –gon  mean?  

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Fill  in  the  blanks  using  the  shapes  above.  shape  #                      concave/convex     regular/irregular   #  of  sides   name  

     ex)      convex              irregular                                    3                                  triangle  

         1)  

         2)  

         3)  

         4)  

         5)  

         6)  

         7)  

   8)  

         9)  

   10)  

5   ex  1  

4  

3  

2  

8  7  10  

9  6  

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©1974  Rubik’s®  Used  under  license  Rubik’s  Brand  Ltd.  All  rights  reserved.  www.youcandothecube.com    7  

The  Third  Dimension  

Define  the  following  words.  

Space  figure  –  

Polyhedron  –  

Parts  of  a  Polyhedron:   Face  –  

Edge  –                              

Vertex  –  

Special  Polyhedrons  

Prism  -­‐    Platonic  Solid  -­‐   Pyramid  -­‐                Others:  

                 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  the  shape  stations.    At  each  station,  attem

pt  to  correctly  nam

e  each  space  figure  (using  two  w

ords).    Then  docum

ent  the  number  of  faces,  edges,  and  vertices  of  each  shape.    

Leave  the  last  column  blank.    It  w

ill  be  used  later  in  the  lesson.  

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Writing  Rules  

Prisms  1) Count  the  faces,  edges,  and  vertices  of  the  following  prisms.

Name                    n                faces              vertices        edges  triangular  prism   3  rectangular  prism   4  pentagonal  prism   5  

*n  represents  the  number  of  sides  ofone  of  the  bases

2) Find  the  patterns  in  the  table  above  and  use  it  to  make  a  prediction.

Name                    n                faces              vertices        edges  hexagonal  prism   6  

3) Draw  a  hexagonal  prism  and  check  your  prediction.

4) Write  function  rules  that  describe  the  shortcuts  in  finding  the  number  of  faces,  edges,  andvertices  of  a  prism.  (Vertices  is  already  completed  as  an  example)

Faces:  F  =

Edges:  E  =

Vertices:  V  =  2n          or          V  =  2·∙n

Pyramids  1) Count  the  faces,  edges,  and  vertices  of  the  following  pyramids.

Name                    n                faces              vertices        edges  triangular  pyramid   3  rectangular  pyramid   4  pentagonal  pyramid   5  

*n  represents  the  number  of  sides  ofthe  base

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10  

2) Find  the  patterns  in  the  previous  table  and  use  it  to  make  a  prediction.

Name                    n                faces              vertices        edges  hexagonal  pyramid   6  

3) Draw  a  hexagonal  pyramid  and  check  your  prediction.

4) Write  function  rules  that  describe  the  shortcuts  in  finding  the  number  of  faces,  edges,  andvertices  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.  

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©1974  Rubik’s®  Used  under  license  Rubik’s  Brand  Ltd.  All  rights  reserved.  www.youcandothecube.com    11  

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  

How  many  different  net  variations  can  you  find?  

*Note:    The  following  nets  are  examples  of  what  would  be  considered  the  same  net.    Nets  arecongruent  if  one  net  can  be  made  by  rotating  and/or  reflecting  the  other.  

Green   Red  

Y  

B  

W  

R  G  O  

Y  

W  

R   G  

O   G  

Green  

White  

This  one  is  a  net  of  a  cube  because  each  color  has  been  used  exactly  once.  

This  one  is  NOT  a  net  of  a  cube  because  each  color  was  not  used  exactly  once.    Green  showed  up  twice  (Blue  zero  times).  

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12  

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  templatednet.

3) Hand  in  your  net  and  Rubik’s  Cube.    The  nets  will  be  shuffled  and  displayed,  and  the  Rubik’sCubes  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  middlesquare).    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  samemixed  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  yourpartner.    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  thatmatches  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).

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Squares  cut-­‐outs  sheet  for  testing  net  variations                                                                                                

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©1974  Rubik’s®  Used  under  license  Rubik’s  Brand  Ltd.  All  rights  reserved.  www.youcandothecube.com    15  

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.  

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16  

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.  

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.  

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.    

L  U  

R  

D  

F   B  

R  F  

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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  before  we  do  that,  we  want  to  make  sure  that  we  aren’t  replacing  it  with  a  white  tile  already  on  top.    1)  If  there  is  a  white  tile  in  position  O,  turn  U  (upper  face)  until  a  nonwhite  tile  is  in  that  position.    If  it  is  already  nonwhite,  skip  to  step  2.    2)  Turn  L’  (left  face  counterclockwise)  

1)  If  there  is  a  white  tile  in  position  O,  turn  U  (upper  face)  until  a  nonwhite  tile  is  in  that  position.    If  it  is  already  nonwhite,  skip  to  step  2.    2)  Turn  R  (right  face  clockwise)  

Along  the  equator  

Hold  the  cube  so  that  the  white  center  is  on  top,  and  a  white  tile  is  on  the  front  face  (side  facing  you).  

If  the  white  tile  is  on  the  left:  

If  the  white  tile  is  on  the  right:  

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Layer  One  –  Making  a  Cross  (Plus  Sign)  continued      

                                                                                 

Along  a  longitude  

Hold  the  cube  so  that  the  white  center  is  on  top,  and  a  white  tile  is  on  the  front  face.  

If  the  white  tile  is  on  the  top:  

If  the  white  tile  is  on  the  bottom:  

1)  In  this  particular  case  there  will  never  be  a  white  tile  in  position  O.    2)  Turn  F    U’    R  

1)  If  there  is  a  white  tile  in  position  O,  turn  U  until  a  nonwhite  tile  is  in  that  position.        2)  Turn  F’    U’    R  

On  the  bottom  

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  nearest  you.  

1)  If  there  is  a  white  tile  in  position  O,  turn  U  until  a  nonwhite  tile  is  in  that  position.        2)  Turn  F2  (front  face  180°)  

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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.  

1) Get  two  or  four  matching  edges.a. If  no  edges  are  matching,  turn  U,  or  U’,  or  U2.    One  of  those  three  moves  will  result  in  two  or  fouredges  matching.

b. If  one  edge  is  matching,  turn  U,  or  U’,  or  U2.    One  of  those  three  moves  will  result  in  two  or  fouredges  matching.

c. If  two  edges  are  matching,  skip  to  step  2.d. If  four  edges  are  matching,  skip  to  Solving  the  Corners.

2) Once  we  have  our  two  matching  edges,  we  need  to  swap  (permute)  the  other  two.    We  will  do  thisone  of  two  ways:

Permute  –  to  change  the  order  of;  rearrange  

If  the  two  edges  are  adjacent:   If  the  two  edges  are  opposite:  

R    U’    R’    U    R   R    U2    R’    U2    R  

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20  

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:  

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  pieceis  directly  below  the  spot  it  belongs.

2) Turn    R’    D’    R    D.    This  willput  the  corner  piece  in  the  rightspot,  but  may  not  put  white  ontop.    If  not,  do  the  same  algorithmtwo  or  four  for  times  until  it  is  inthe  right  spot  and  white  is  on  top.

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  thecorner  piece  to  layer  three.    From  there,  go  back  to  step  1.

Good  Bad  

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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).    1)  Flip  the  cube  upside-­‐down  (making  D  the  white  face).    2)  Look  for  one  of  the  four  edges  in  the  (new)  top  layer.    Turn  U  until  that  piece  matches  up  with  the  center  (core)  on  the  side.          3)  Determine  if  the  piece  will  need  to  go  to  the  left,  or  to  the  right  when  going  into  layer  two.        4)  Pick  the  needed  case,  and  follow  the  corresponding  algorithm.       If  the  edge  needs  to  go  right:       If  the  edge  need  to  go  left:                          U    R    U’    R’    U’    F’    U    F       U’    L’    U    L    U    F    U’    F’    5)  Repeat  these  steps  for  the  three  other  edges.    *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.  

*In  this  particular  diagram,  the  edge  piece  would  need  to  go  to  the  right  because  the  piece  consists  of  red  and  green.  

U’    L’    U    L    U    F    U’    F’  

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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:        Case  1                Case  2                        Case  3       Case  4                          No  yellow  edges                            Two  adjacent     Two  yellow  edges                      Completed     showing       yellow  edges     opposite  each  other                            Cross!      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.    1)  Turn    F    R    U    R’    U’    F’.    This  will  bring  you  to  case  2,  two  adjacent  yellows.    However,  we  will  to  either:    spin  the  cube  180°,  or  turn  U2  to  be  set  up  for  case  2.        2)  Turn    F    R    U    R’    U’    F’.                3)  Turn    F    R    U    R’    U’    F’.        4)  Done!    

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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  casesthat  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.

Case  1:    The  two  matching  edges  are  adjacent.    Use  the  algorithm  to  the  right.  

Case  2:    The  two  matching  edges  are  opposite  each  other.    You  will  essentially  do  the  same  algorithm  as  case  1,  but  twice  and  with  one  step  in  the  middle.  

Case  3:    All  four  edges  are  matching;  done!  

R    U    R’    U    R    U2    R’    U  

R    U    R’    U    R    U2    R’    U  

R    U    R’    U    R    U2    R’    U  U2  

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24  

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.    *Depending  on  how  your  cube  is  scrambled,you  may  need  to  do  the  algorithm  twice.

The  algorithm  that  we  are  using  swaps  the  positions    of  the  three  corners  that  are  out  of  place.  

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:  

Case  4:    All  of  the  corner  pieces  are  in  their  right  spots.    Done!  

U    R    U’    L’    U    R’    U’    L  

U    R    U’    L’    U    R’    U’    L  

U    R    U’    L’    U    R’    U’    L  U    R    U’    L’    U    R’    U’    L  

U    R    U’    L’    U    R’    U’    L  spin  the  cube  so  that  the  Left  Face  becomes  your  Front  Face.  

spin  the  cube  so  that  the  Right  Face  becomes  your  Front  Face.  

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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.  

We  are  going  to  refer  to  the  upper-­‐right  position  of  the  Front  Face  as  the  fixing  spot.  

1) Pick  a  Front  Face  that  already  has  ascrambled  corner  in  the  fixing  spot.    Usethe  given  algorithm  either  two  or  fourtimes  (until  the  particular  corner  is  fixed).*Layers  1  &  2  will  appear  to  bescrambled,  but  if  you  continue  to  followthe  steps,  layers  1  &  2  will  fix  themselves.

2) Turn  U  until  the  next  scrambledcorner  is  in  the  fixing  spot.    *Do  notchange  your  Front  Face.

3) Repeat  steps  1  &  2  until  all  four  corners  are  fixed.

Congratulations!  

Orient  –  to  relate  something  to  its  surroundings;  align;  turn  

R’    D’    R    D

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“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.                      Front                                                                                        Back                                                                                                  Front                                                                                        Back                                                                

 

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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

What  algorithms/information  is  needed  for  this  stage?  

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?  

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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.        

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Writing  Inverse  Algorithms    Inverse  operations  can  be  seen  in  writing  “return”  directions  off  of  a  map,  or  solving  an  algebraic  equation  (as  seen  below).                    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           Inverse  algorithm:      U’,  R,  U,  L’    

1)   Layer  1/3  –  Solving  the  Corners:    R’  D’  R  D       Write  the  inverse  algorithm:      

2)   Layer  3  –  Permute  the  Cross:    U  R  U  R’  U  R  U2  R’  U       Write  the  inverse  algorithm:      

3)   Layer  3  –  Permute  the  Corners:    U  R  U’  L’  U  R’  U’  L       Write  the  inverse  algorithm:      

4)   When  done,  compare  answers  with  a  neighbor.    Then  test  out  your  new  algorithms.      

5)   When  will  these  algorithms  be  beneficial?    

Looking  at  the  equation    5 = #$%&'

   Following  the  order  of  operations     Following  inverse  operations  Start  at  x           End  at  what  x  equals  1)  multiply  by  3           3)  divide  by  3  2)  add  2           2)  subtract  2  3)  divide  by  4           1)  multiply  by  4  Get  an  answer  of  5         Start  at  the  answer  5    

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30  

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.  

Here  is  an  example:  Original  algorithm:        L,    U’,  R’,  U  

Mirrored  algorithm:    R’,  U,    L,    U’  

1) Layer  1/3  –  Solving  the  Corners:    R’  D’  R  DWrite  the  mirrored  algorithm:  

2) Layer  3  –  Permute  the  Cross:    U  R  U  R’  U  R  U2  R’  UWrite  the  mirrored  algorithm:  

3) Layer  3  –  Permute  the  Corners:    U  R  U’  L’  U  R’  U’  LWrite  the  mirrored  algorithm:  

4) When  done,  compare  answers  with  a  neighbor.    Then  test  out  your  new  algorithms.

5) When  will  these  algorithms  be  beneficial?

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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)  •   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  •   z  (rotate  entire  cube)  –  U  will  become  R  

   

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.  

x  

y  

z  

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32  

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,  andorange  to  design  a  picture  or  pattern.    Each  individual  square  may  consist  of  only  one  color.

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Building  a  Mini-­‐mosaic  

Take  your  picture/design  from  the  previous  page  and  translate  it  onto  these  templates  that  represent  faces  of  9  different  Rubik’s  Cubes.  

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.    

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34  

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).  

1) Objective:    Get  a  picture  to  turn  into  a  mosaic.Task:    Take  a  picture,  or  find  one  online,  and  download  it  to  the  desktop  of  your  computer.

2) Objective:    Get  the  picture  into  the  GIMP  2  program.Task:    Open  the  program  GIMP  2  and  upload  the  picture  by  going  to  FILE  →  OPEN.    Then  selectthe  picture  from  the  desktop.

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  thedesired  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’sCubes  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  thenumber  of  Rubik’s  Cubes  available.

𝑛𝑒𝑤  𝑤𝑖𝑑𝑡ℎ =  9 ∙ 𝑛 ∙ 𝑤

ℎType  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  colorsused  in  the  picture.Task:    Change  the  #  of  colors  by  opening  IMAGE  →  MODE  →  INDEXED,  replacing  256  with  6,  andthen  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  replacethe  HTML  notation  with  one  of  the  following:

Red:    f60000  Orange:    ff9c00  Yellow:    ffff00  

Green:    00d900  Blue:    3737b3  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  onSELECT  →  ALL,  then  click  ctrl  +  c.    Open  up  Paint  and  paste  in  the  image  by  clicking  ctrl  +  v.

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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  picturedesired  for  the  mosaic.    *Make  sure  to  eliminate  any  white  border  around  your  picture,  if  thereis  any.

3) Resave  it  to  your  desktop.

4) In  Google  Chrome,  go  to  www.mosaic.twisttheweb.com.

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  theright  arrow

7) Optional:  On  this  next  page,  you  can  alter  the  threshold  of  the  colors  by  moving  the  slider.    Tomove  past  this,  click  the  right  arrow.

8) On  the  “Assembly  Guide”  page,  I  recommend  selecting  Blocks  of  3x3  cubes.    Even  though  thiswill  use  more  paper,  it  is  better  for  Mosaic  Builders  who  are  less  experienced.    Then  click  theright  arrow.

9) Finally,  print  or  save  the  mosaic  template.

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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:              

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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.  

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Making  a  2x2  Solution  Guide  

Let’s  make  a  solution  guide  for  the  2x2  Rubik’s  Cube.    U

se  our  3x3  guide,  and  cross  out  any  step  that  applies  to  an  edge  piece.    W

e  now  have  a  guide  for  

solving  the  2x2  Rubik’s  Cube.    Try  it  out.