Kind of hard to say, there's a lot that goes through my head on reading 2X2 that doesn't seem parallel to normal written word. If math is a language, it is one that is sufficiently unlike others that I do not feel skill at it necessarily indicates skill at the others or vice versa. The correlation to me would be as awkward as assuming someone who was very good at identifying color and hue would have a noteworthy advantage at learning Russian. It literally seems as bizarre a connection to me as assuming skill at grammar implied better cooking skills form a heightened ability to interpret directions in a cookbook.
The second example seems better to me. A big issue in teaching math, one you reference below, is that different people do conceptualize the operations and relations differently, so illustrations that convey them to some people are often useless to others.
It's very hard to say, because we have so little casual common stuff and they had so little standardization. Anyone using an abacus is using positional notation and the concept is not tricky and virtually none of them had nearly all of their interactions of that sort with people taught the same as them. You and I see positional notation constantly and we think in it and everyone we know does too. However to humans about the only natural and shared view on math and counting is that we need grouping or tally to count anything above around 5 or 6. We can see five cars scattered randomly but near each other and just know 'five cars', anything much beyond that and we must count them or we need them grouped, we have to consciously think on it and we've been trained to a very common and standard way.
That is a very interesting phenomenon in itself, and one that has always fascinated me: That most people look at a randomly distributed group of up to five items and think "number," but look at anything else and think "lots." Most people can make it to six if presented that many objects arranged like the vertices of a hexagon, but must count the sides/corners of anything larger to know their number.
Interesting; makes me wonder what I was missing learning remedial handwriting while my classmates were, well, LEARNING. ' /> I have mixed feelings about formal geometry; exposure to formal logic was helpful, but it is definitely far more intuitive to me on a numerical basis.
I am not so sure; different people tend to focus more, or first, on different parts of sentences, take a different perspective on each word/phrase/clauses significance, yet often arrive at the same destination. The real breakdown in the analogy is in your second point: Different people derive significantly different meanings from the same sentence far more often than from the same equation.
Logical, though standardization promotes communication; a discoverys profundity matters little if the discoverer cannot "show their work" and transmit it to others.
I'd almost have to see it written out and annotated to grasp it. Remember that a lot of card players casually think in a parallel of base 13 superbase 4 but never view it that way and never apply it to anything but cards, even though they cheerfully make card analogies to life. If our clocks consisted of 4 periods, morning, afternoon, evening, and night, divided into 13 segments (27 minutes) and 52 'minutes' of 32 seconds subdivided into 52 'seconds' of .6 normal seconds you could be almost assured that card games and time would have all sort of common analogies and comparisons. "I'll meet you at club king for the film, I might be a suit late though" referring to a period of about half an hour and saying he might be abut 6 or seven minutes late. Or alternatively expressions like 'high noon' could work their way into cards. Any sort of competitive game or religious ritual are going to encourage those involved to rapidly assimilate the concept even if it has no outside parallel or logic and I think predispose them to try to graft that onto the outside world wherever there is any perceived overlap. Witness that 2d10 or d% is used to get a well known concept but a d20, with no daily use equivalent, generates them as 'natural 20!' or 'fuck, rolled a 1!' or even snake-eyes or boxcars. I don't think a game or religious divination would lead to adaptation for math or practical use but I could easily see existing math or common concept being brought into a game the way a d% is.
Though I feel there's something confused, rambling, and very much a massive digression to everything I wrote here Do not feel obliged to reply point for point
It is something of a sickness with me. I will say THIS card player does NOT think in base 13 superbase 4, even when playing. Perhaps I SHOULD, but my memory is not in good enough shape to count every card; usually I just count honors so I know what is high in each suit, and distribution so I do not lead anything CERTAIN to be trumped (or worse, give the bad guys a rough-slough.) Sometimes that gets me in trouble once all the honors are gone and I cannot remember if an 8 or 7 or whatever is good or a higher non-honor spot is still out there. One such occasion proved especially embarrassing because I had lost count of the distribution as well, which left me wondering if my heart 8 (or 7, forget which) was high when it was not just the high heart, but the LAST heart.
From what I can tell, most people tend to think in terms of "un/somewhat/very likely," and do not go further absent the incentive you reference. In AD&D a natural 20 is a crit success and 1 is a crit fail (or vice versa,) while in GURPS a 3 or 4 is crit success and a 17 or 18 is a crit fail*. Most people will look at that and think "makes sense; criticals are supposed to be rare, or at least uncommon," some might even opine that the ability to produce either with two rolls rather than one makes them more common in GURPS. However, the chance of rolling 20 (or 1) on a d20 is a fairly respectable 5%, while the chance of rolling 17 or 18 on 3d6 is <2%—even though there are 4 times as many ways to do it! People who are not veteran gamers (or mathematicians) seldom realize that.
Anyway, to see it written out and annotated, try the below link.
*GURPS further complicates things because a natural 17 is only a "normal" failure for skills >15, and any natural roll 10+ below an unmodified skill is a crit success. Both incentivize buying skills past 15, which would otherwise be almost pointless since there are only 11/216 ways to roll >15 on 3d6.
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