Made-up symbols questions invent a rule or a number machine, and your child follows it exactly, step by step. A child in Year 7 now meets them in Year 8, in June 2027 Expected.
What does a made-up symbols question look like in VIC Quantitative Reasoning?
The question defines a rule your child has never seen, explains it once, then asks them to use it. ACER says Quantitative Reasoning tests thinking and reasoning with numbers, patterns and shapes, in abstract as well as real-world settings. Made-up symbols are the abstract end.
No child has learned these rules at school, which is the point: can your child follow new instructions exactly? These three are our own, from easier to harder, with the working shown. Ask your child to run the rule aloud on the example, then on a wrong option, and find the step where it goes off track.
Worked explanation 1
The symbol ★ means 'double the first number, then add the second number'. For example, 2 ★ 1 = 4 + 1 = 5.
What is 5 ★ 3?
AA.
8
BB.
10
CC.
11
DD.
13
Answer: D
Answer: D
Follow the rule in order: double the first number (5 × 2 = 10), then add the second (10 + 3 = 13). Choosing 11 doubles the second number instead (5 + 6); choosing 10 doubles the first number but forgets to add the second.
Worked explanation 2
A number machine adds the digits of a number and then doubles the result. For example, 51 goes in and (5 + 1) × 2 = 12 comes out. Ela puts 47 into the machine. Each time a number comes out, she puts it straight back in. What number comes out the fourth time?
AA.
8
BB.
14
CC.
16
DD.
22
Answer: B
Answer: B
Apply the rule one step at a time and count the steps: 47 becomes (4 + 7) × 2 = 22, then (2 + 2) × 2 = 8, then 8 × 2 = 16, then (1 + 6) × 2 = 14. The fourth number out is 14. Choosing 16 stops one step early.
Worked explanation 3
The symbol ◇ means 'double the larger of the two numbers, then subtract the smaller one'. For example, 3 ◇ 7 = 14 − 3 = 11, and 7 ◇ 3 = 11 too.
n is a whole number, and (n ◇ 4) ◇ 5 = 27. What is n?
AA.
6
BB.
8
CC.
9
DD.
10
Answer: D
Answer: D
Work from the outside in. A middle result under 5 would give at most 10, so it is over 5: double it, take away 5, get 27, so it is 16. An n under 4 would give at most 8, so n is over 4: 2n − 4 = 16, so n = 10. Choosing 8 halves 16 without adding back the 4; 6 takes the 4 away instead.
Slow down at the rule and speed up after it. Testing the rule on the example first catches a misread before it spoils every step that follows. Quantitative Reasoning shares 60 minutes with Mathematics, so it's worth spending those seconds at the start.
If a rule still makes no sense after a careful reread, ACER suggests your child make an informed guess and come back to it at the end if there is time. This is our method, not ACER's.
Read the rule word by word
Notice the small words: first, second, larger, smaller, then. They decide which number gets which step.
Check the rule on the example
Work the example yourself, such as 2 ★ 1 = 5. If you can't get the same answer, read the rule again.
Go one step at a time
Write each result down before using it. Count the steps if the question says how many times.
Undo from the outside in
If the answer is given and a starting number is missing, undo the last step first.
Put your answer back in
Run the rule forwards with your answer to check it gives the number in the question.
The slips here come from rushing the rule: the right step on the wrong number, a step too few, or an undo done backwards. Match each wrong option to a slip below. Then have your child put that option back into the rule, to see where it breaks.
Using the rule on the wrong number. In the first question, doubling the second number instead of the first gives 11, not 13.
Stopping one step early. In the second, 16 is the third number out of the machine. The question asks for the fourth, which is 14.
Undoing a step the wrong way. In the third, halving 16 without adding back the 4 gives 8, and taking the 4 away gives 6. Adding it back gives 10.
How can we practise made-up rules at home?
Made-up rules make good family games, and inventing rules is a good way to talk about them. ACER says these skills grow over time, through a culture of learning, varied engaging material and talking freely about ideas.
Invent a symbol together, such as "add the numbers, then double", and take turns setting puzzles with it.
Play number machine: one person secretly picks a rule, the other feeds in numbers and guesses it.
After any answer, ask your child to check it by running the rule forwards.
More worked questions are on our quantitative reasoning sample questions page. Three questions show the method; a full sitting shows whether your child still checks the rule with Mathematics on the same clock. Our selective entry practice tests keep the real timing, Practice test 1 is free, and the results by skill show whether new rules cost marks.