We worked for several years with RSI  where we supervised summer math research projects by high school  students. Now, we’ve started an additional program at MIT’s math  department called PRIMES, where  local high school students do math research during the academic year.  In this essay we would like to discuss what makes a good math research  project for a high school student.
A doable project. The project should not be believed to  be extremely difficult to yield at least results. It is very  discouraging for an aspiring mathematician not to produce anything  during their first project.
An accessible beginning. The student should be able to  start doing something original soon after the start of the project.  After all, they don’t come to us for coursework, but for research.
Flexibility. It is extremely important to offer them a  project that is adjustable; it should go in many directions with many  different potential kinds of results. Since we do not know the strength  of incoming students in advance, it is useful to have in mind both  easier and harder versions of the project.
Motivation. It is important for the project to be well  motivated, which means related to other things that have been studied  and known to be interesting, to research of other people, etc. Students  get more excited when they see that other people are excited about their  results.
A computer component. This is not a must for a good  project. But modern mathematics involves a lot of computation and young  students are better at it than many older professors. Such a project  gives young students the opportunity to tackle something more senior  people are interested in but might not have enough computer skills to  solve. In addition, through computer experiments students get exposed to  abstract notions (groups, rings, Lie algebras, representations, etc.)  in a more “hands-on” way than when taking standard courses, and as a  result are less scared of them.
A learning component. It is always good when a project exposes students to more advanced notions.
The student should like their project. This is very  difficult to accomplish when projects are chosen in advance before we  meet the students. However, we try to match them to great projects by  using the descriptions they give of their interests on their  applications. It goes without saying that mentors should like their  project too.
Having stated the desired properties of a good project, let us move on  to giving examples: bad projects and good projects. We start with a bad  one:
 Prove that the largest power of 2 that doesn’t contain 0 is 286.
The project satisfies only one requirement: it contains a computer  component. Otherwise, it doesn’t have an accessible beginning. It is not  very flexible: if the student succeeds, the long-standing conjecture  will be proven; if s/he doesn’t, there is not much value in intermediate  results. The question is not very interesting. The only motivation is  that it has been open for a long time. Also, there is not much to learn.  Though, almost any theoretical question can be made flexible. We can  start with the question above and change its direction to make it more  promising and enticing.
Another bad example is a project where the research happens after the  programs are written. This is bad because it is difficult to estimate  the programming abilities of incoming students. It doesn’t have an  accessible beginning and there is no flexibility until the programming  part is finished. If the student can’t finish the programming quickly,  s/he will not have time to look at the results and produce conjectures.  For example, almost any project in studying social networks may fall  into this category:
 Study an acquaintance graph for some epic movies or fiction, for example Star Wars or The Lord of the Rings.  In this graph people are vertices and two people are connected by an  edge if they know each other. The project is to compare properties of  such graphs to known properties of other social networks.
Though the networks in movies are much smaller than other networks that  people study, the amount of programming might be substantial. This  project can be a good project for a person with a flexible time frame or  a person who is sure in advance that there will be enough time for  him/her to look at the data.
Now on to an example of a good project. Lynnelle Ye and her mentor,  Tirasan Khandhawit, chose  to analyze the game of Chomp on graphs during  RSI 2009.
 Given a graph, on each turn a player can remove an edge or a vertex  together with all adjacent edges. The player who doesn’t have a move  loses. This game was previously solved for complete graphs and forest  graphs, so the project was to analyze the game for other types of  graphs.
It is clear how to analyze the game for any particular new graph. So  that could be a starting point providing an accessible beginning. After  that the next step could be to analyze other interesting sets of graphs.  The flexibility is guaranteed by the fact that there are many sets of  graphs that can be used. In addition, the project entails learning some  graph theory and game theory. And the project has a computational  component.
Lynnelle Ye successfully implemented this project and provided a complete analysis of complete n-partite graphs for arbitrary n and all bipartite graphs. She also gave partial results for odd-cycle pseudotrees. The paper is available at the arxiv. Not surprisingly, Lynelle got fourth place in the Intel Science Talent Search and  second place in the Siemens Competition.
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