IT Problem Solving Assignment - ITECH1101 - Portfolio

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Homework Assignment
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This assignment delves into IT problem-solving, covering a range of topics from fundamental strategies to algorithm development and game theory. The student explores techniques for defining problems, setting goals, and formulating plans, with a focus on applying these concepts to various scenarios. The assignment includes detailed solutions for classic problems like calculating the number of Sundays in a century, developing winning algorithms for games such as Noughts and Crosses, the Pins game, and analyzing the spy meeting problem. Furthermore, it provides instructions for solving Sudoku puzzles of varying difficulty levels. The solutions demonstrate a deep understanding of problem decomposition, logical reasoning, and algorithm design, showcasing the application of these skills in practical contexts. The assignment is designed to enhance the student's ability to approach and solve complex IT-related problems effectively, with a focus on practical application and analytical thinking. The assignment solutions are available on Desklib, a platform providing AI-based study tools for students.
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Running Head: IT PROBLEM SOLVING
IT PROBLEM SOLVING
Student’s Name:
Institution:
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IT PROBLEM SOLVING 2
K1. Fundamental strategies for problem solving.
Identify (Greiff, Holt & Funke, 2013) the real problem. Identify and define the problem so
that you solve the right issue. I am solving the root cause of the problem. Ask yourself questions
regarding the issue and provide answers to the questions. For each answer, ask why finally the
root cause of the problem will establish.
Formulate a hypothesis by guessing the solution to the problem at the beginning of your
process. Determine if the theory is right or wrong and then adjust the hypothesis according to the
cause of the problem. Look for the facts about the nature of the problem and the possible
solution. State the facts clearly so that the answers will solve these problems wholly.
Make the solution simple to make it understandable not only to you but also to other people.
If any other person can solve the problem, employ their idea. In a case involving many problems,
solve the most comfortable first and the hardest as the last one. Also, use the minimum time
possible to address the issues.
K2. Goal-setting and plan formulation
Someone ("Problem-solving", 2019) sets a goal to solve any problem identified. During the
goal-setting process, he/she will come up with a plan that will effectively solve the problem.
K3. All the strategies used in problem-solving aim at solving the problem completely.
However, they have some differences.
Defining the real problems takes a lot of time than using an experience solution and also
being helped by a person who has the answer to that specific problem. Formulating a hypothesis
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IT PROBLEM SOLVING 3
for a problem does not necessarily need to solve the root cause of the problem as compared to
establishing the real cause of the problem.
K4. Various tools and techniques can be used to model and describe a problem. Some of
these tools and techniques are;
Six-step problem-solving. This plan involves defining the problem, determining the root
cause, developing alternative solutions, selecting a solution in several resolutions, implementing
the chosen solution and evaluating the outcome.
The drill down technique. it is breaking down the problem into various components for easy
solving.
K5. The success (Jäkel & Schreiber, 2013) of problem-solving will depend on the attitude,
reflection, and self-efficacy. One should develop a positive attitude towards a problem and also
create a feeling that they are able.
S1. Solving the problem of unemployment for many youths has been a big problem.
Teenagers move from offices to offices looking for jobs after their education, but many of them
end up missing these jobs.
Self-employment is the initial plan that can solve this problem. All the youths should receive
education on how to become self-employed. All the institutions should teach youths about
entrepreneurship. People become innovative and can devise their methods of generating income
for their upkeep and development.
S2. IT problems often arise due to advancement in technology. Once there arises a problem,
it should be wholly solved.
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IT PROBLEM SOLVING 4
After identifying the problem, determine the root cause of the problem. Come up a solution
to solving the problem from its origin by teaming up with other people. Take the shortest time
possible because many issues will arise due to even change in technology.
Crosshatching method in solving a hard level puzzle
Hard level (Levitin, 2017) puzzles have very many spaces left unfilled.
1. Label the 3x3 boxes from right to left as A-I.
2. Starting from box A, identify the missing numbers.
3. Crosshatch all the numbers within each column and row in the box.
4. During the crosshatching process, if, example crosshatch for 1, leaves one space, fill 1 in
the space left. If crosshatch leaves two areas, move on to the next number.
5. Repeat the same process for all the boxes. Re-crosshatch again in the boxes that still have
empty spaces.
Instructions for solving medium level puzzle
This kind (Yao, 2017) of a problem contains many spaces left unfilled but less as compared
to the hard level puzzle.
1. Label the 3x3 boxes from A-I.
2. Repeat the crosshatching process as explained in the hard level puzzle.
3. Ensure that each number appears once in every row and column.
Instructions for solving an easy puzzle
a) Label the boxes (3x3) from A-I
b) Perform the crosshatching process discussed above.
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IT PROBLEM SOLVING 5
c) Make sure no number is repeated in each row and column in the boxes and also in the
whole grid.
Noughts and crosses game
For a player (XU & PENG, 2013) two to move never to lose the game, he/she should make
sure he places two symbols in each row. He should at least put a logo in the middle box of the
middle row/column.
For the first player to never lose the game, he/she should make sure that she places at least
two symbols in two rows and at least a symbol in the third row.
The four squares at the corners of the grid and the box at the center of the network provide
most opportunities for creating a straight line of symbols.
Spies
General formula (Allman, 2012) to calculate the number of rounds of the meeting will be;
R=N÷2, where R is the number of rounds and N, is the number of spies. If the number of spies is
an odd number, the number of rounds is rounded off to the nearest whole number.
The number of rounds of meeting for five spies is 5÷2=2.5. When rounding off to the nearest
whole number, the number of rounds is 3. For six spies, 6÷2=3. The number of rounds is 3
Pins game
I will be player 1. Player 1 (L. Zeng, 2012) should take even number of pins and at least half
the number of pins. The strategy employed here works well in that player one must make take an
even number of pins. Also, he should take almost half of the nails.
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IT PROBLEM SOLVING 6
When the number of pins is an odd number, player one should take the odd number of pins
while when the number of pins is an even number, player one should consider an odd number of
pins. In all the scenarios, player one should strive to make at least half the number of pins.
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IT PROBLEM SOLVING 7
References
Greiff, S., Holt, D., & Funke, J. (2013). Perspectives on problem solving in educational
assessment: Analytical, interactive, and collaborative problem solving. The Journal Of
Problem Solving, 5(2). doi: 10.7771/1932-6246.1153
Problem-solving. (2019). Retrieved from https://en.wikipedia.org/wiki/Problem_solving
Jäkel, F., & Schreiber, C. (2013). Introspection in problem solving. The Journal Of Problem
Solving, 6(1). doi: 10.7771/1932-6246.1131
Levitin, A. (2017). Algorithmic puzzles: History, taxonomies, and applications in human
problem solving. The Journal Of Problem Solving, 10(1). doi: 10.7771/1932-6246.1194
Yao, H. (2017). Cloud task scheduling algorithm based on improved genetic
algorithm. International Journal Of Performability Engineering. doi:
10.23940/ijpe.17.07.p9.10701076
XU, C., & Peng, G. (2013). Fast algorithm for 2D Otsu thresholding algorithm. Journal Of
Computer Applications, 32(5), 1258-1260. doi: 10.3724/sp.j.1087.2012.01258
Allman, J. (2012). Algorithms. [Niantic, CT]: Quale press.
L. Zeng, G. (2012). A filtered backprojection algorithm with characteristics of the iterative
landweber algorithm. Medical Physics, 39(2), 603-607. doi: 10.1118/1.3673956
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