A BEGINNER BRIDGE · ABOUT 55 MINUTES

Start with the moves every subject uses.

You do not need to know the symbols yet. Learn one idea, watch it work, then solve a small problem yourself. Mistakes show you what to try next.

Begin with numbers

FIVE FOUNDATION MOVES

0 of 5 sections ready

01

BEFORE ANALYSIS I · 10 MIN

Get comfortable with numbers and graphs.

Analysis I soon uses fractions, equations, and functions together. Here is the smallest useful step for each: make equal-sized fraction pieces, undo one operation, and read an output at a chosen input.

FRACTIONS · WORKED EXAMPLE

Add pieces of the same size.

What is 1/2 + 1/4? The denominator tells us the size of each piece. Halves and fourths are different sizes, so first rewrite the half as two fourths.

  1. 1/2 = 2/4.
  2. 2/4 + 1/4 = 3/4.
  3. Check with decimals: 0.5 + 0.25 = 0.75.

Keep the denominator 4: you now have three pieces, each one fourth. Adding 2 + 1 and 4 + 4 would describe different pieces.

ONE-STEP EQUATION · WORKED EXAMPLE

Undo the operation on both sides.

The equation 4x = 20 says four times an unknown number x equals 20. To leave x by itself, undo multiplication by 4 with division by 4.

  1. Divide both sides: 4x ÷ 4 = 20 ÷ 4.
  2. So x = 5.
  3. Check by substituting: 4 × 5 = 20.

The same operation on both sides keeps the equation balanced. For x + 4 = 20, subtraction would undo addition instead.

FUNCTION GRAPH AND TABLE · WORKED EXAMPLE

Read y = f(x) as “the output for x.”

In y = f(x), x is the input and y is the output. For this example, the allowed inputs are just 0, 1, and 2, and the output rule is f(x) = 2x + 1. To find f(1), locate x = 1, then read its output: 3. The point is (1, 3).

Same points as the graph; x is the input and f(x) is the output
xf(x) = y
01
13
25

The domain is the allowed input set, here {0, 1, 2}. These three separate dots show exactly those inputs. A rule can allow other inputs too, but that must be stated or shown; do not assume a line connects separate dots. The table lists the same pairs for text and screen readers.

Try each move

Try a new fraction, a one-step equation, a table, and a graph’s allowed inputs. Correct answers here show practice completed; they do not establish mastery.

Practice graph. Only the three filled points shown belong to this function; there is no line between them.

Text equivalent of the practice graph: only these three points are included
xf(x) = y
13
25
49

Try the four checks before moving on; the next step is always available.

Next: functions
02

ALGEBRA AND FUNCTIONS · 10 MIN

A function is a rule with an input.

A variable is a name for a number we can change. A function takes an input and gives one output. In f(x) = 2x + 3, the rule says “double the input, then add three.”

WORKED EXAMPLE

Find the output, then reverse the rule.

  1. For input x = 4, substitute 4: f(4) = 2 × 4 + 3 = 11.
  2. Suppose the output is 15. Write 2x + 3 = 15.
  3. Undo “add 3” first: 2x = 12. Undo “double”: x = 6.

Check: f(6) = 2 × 6 + 3 = 15. Reversing steps in the opposite order avoids a common mistake.

READ A GRAPH

Each point is an input and its output.

For the same rule, the pairs (0, 3), (1, 5), and (2, 7) lie on one straight line. The first coordinate is the input; the second is the output. When x increases by 1, the output increases by 2.

0 → 31 → 52 → 7

The domain is the set of allowed inputs. A real world model may restrict it: a number of students cannot be negative.

Try it yourself

Aim for three correct answers. Each check gives a clue if you need another try.

Try the three checks before moving on; the next step is always available.

Next: probability
03

INTRODUCTORY PROBABILITY · 12 MIN

Probability describes uncertainty before an outcome is known.

An outcome is one possible result. An event groups outcomes we care about. Probability is a number from 0 to 1: 0 means impossible, 1 means certain.

WORKED EXAMPLE

Count first, then divide.

A fair six sided die has outcomes 1 through 6, all equally likely. The event “roll an even number” contains 2, 4, and 6.

  1. Favourable outcomes: 3.
  2. Possible outcomes: 6.
  3. Probability: 3 ÷ 6 = 1/2 = 0.5.

The rule “favourable ÷ possible” works here because the six outcomes are equally likely. If they are weighted differently, add their probabilities instead.

EXPECTED VALUE

A weighted average, not a promise.

A game pays €4 with probability 1/4 and €0 with probability 3/4. Multiply each value by its chance and add: 4 × 1/4 + 0 × 3/4 = €1.

Expectation describes the average across many plays. A single play still pays either €4 or €0; it never pays €1.

€4 · 1/4€0 · 3/4average €1

Try it yourself

Calculate a chance, distinguish chance from certainty, then find an expected value.

Try the three checks before moving on; the next step is always available.

Next: table reasoning
04

ALGORITHMS AND TABLES · 12 MIN

A table can remember earlier answers.

An algorithm is an unambiguous sequence of steps. A table helps when the next answer depends on earlier ones. Fill only a cell whose required earlier cells are known.

WORKED EXAMPLE

Build a running total.

Imagine you record points earned on three days: 2, 3, 1. Let T(i) mean the total through day i.

  1. Before day 1, set T(0) = 0. This is the base case.
  2. Use the update rule T(i) = T(i − 1) + points on day i.
  3. Fill in order: T(1) = 2, T(2) = 5, T(3) = 6.

A recurrence names the earlier answer used to calculate the next one. The base case gives the process somewhere to start.

TRACE THE DEPENDENCY

Read the arrow before the number.

Running total trace
Day iNew pointsT(i)
0—0
122
235
316

In an alignment table, a cell can depend on the cells above, left, and diagonally above. The same habit applies: identify what a cell depends on before filling it.

Try it yourself

Trace the update, find the starting value, then choose a valid fill order.

Try the three checks before choosing a lab; the route is always available.

Next: proof reasoning
05

PROOF REASONING · 10 MIN

A pattern suggests a claim. A proof explains why it always holds.

Checking examples helps you find an idea, but a claim about every allowed number needs an argument that works for any such number. One failing example, called a counterexample, disproves a universal claim.

WORKED ARGUMENT

Why is the sum of two consecutive whole numbers odd?

  1. Call the first number n. The next one is n + 1.
  2. Add them: n + (n + 1) = 2n + 1.
  3. An odd whole number is any number of the form 2k + 1. Here k = n.

Because the argument starts with an arbitrary whole number n, it covers every allowed n. Trying 2 + 3 = 5 alone would not.

TEST A UNIVERSAL CLAIM

Look for a case that fails.

Someone says “every even number is divisible by 4.” The number 6 is even, but 6 ÷ 4 is not a whole number. That one counterexample is enough to reject the claim.

claim: every even numbertest: 6result: false

For a claim that is true, examples and pictures can guide you toward a proof. They do not replace a general explanation.

Try it yourself

Separate examples from proof, use a definition, and find a counterexample.

Try the three checks before choosing a lab; the route is always available.

See the next labs

AFTER THE BRIDGE

Pick a question worth following.

These first steps reuse what you just practised. Each lab adds ideas that this short bridge does not teach.

01 / Proof

Analysis I

Use the idea of a counterexample to read “for every” and “there exists.” Induction and calculus come later in the route.

Enter Analysis I
02 / Systems

Scientific Computing

Test when two equations can be true together, then explore how models and assumptions affect computed results. Later work uses calculus and linear algebra.

Enter Scientific Computing
03 / Probability

Random Processes

Assign chances to outcomes before studying randomness over time. Calculus is needed for the later process models.

Enter Random Processes
04 / Tables

Bioinformatics Algorithms

Carry the base case and recurrence habit into sequence alignment. Later models add probability and biological interpretation.

Enter Bioinformatics Algorithms
05 / Counting

Multimedia Retrieval

Count matches and judge which results matter. The lab then turns these ideas into search and evaluation methods.

Enter Multimedia Retrieval
06 / Evidence

Drug Discovery

Turn a disease question into a model, then separate an observed pattern from an intervention and its possible harms.

Enter Drug Discovery