The purpose of this task is to use geometric and algebraic reasoning …
The purpose of this task is to use geometric and algebraic reasoning to model a real-life scenario. In particular, students are in several places (implicitly or explicitly) to reason as to when making approximations is reasonable and when to round, when to use equalities vs. inequalities, and the choice of units to work with (e.g., mm vs. cm).
At its core, the LEGO MINDSTORMS(TM) NXT product provides a programmable microprocessor. …
At its core, the LEGO MINDSTORMS(TM) NXT product provides a programmable microprocessor. Students use the NXT processor to simulate an experiment involving thousands of uniformly random points placed within a unit square. Using the underlying geometry of the experimental model, as well as the geometric definition of the constant π (pi), students form an empirical ratio of areas to estimate a numerical value of π. Although typically used for numerical integration of irregular shapes, in this activity, students use a Monte Carlo simulation to estimate a common but rather complex analytical form the numerical value of the most famous irrational number, π.
This task is primarily about volume and surface area, although it also …
This task is primarily about volume and surface area, although it also gives students an early look at converting between measurements in scale models and the real objects they correspond to.
This task shows that the three perpendicular bisectors of the sides of …
This task shows that the three perpendicular bisectors of the sides of a triangle all meet in a point, using the characterization of the perpendicular bisector of a line segment as the set of points equidistant from the two ends of the segment. The point so constructed is called the circumcenter of the triangle.
Accuracy of measurement in navigation depends very much on the situation. If …
Accuracy of measurement in navigation depends very much on the situation. If a sailor's target is an island 200 km wide, sailing off center by 10 or 20 km is not a major problem. But, if the island were only 1 km wide, it would be missed if off just the smallest bit. Many of the measurements made while navigating involve angles, and a small error in the angle can translate to a much larger error in position when traveling long distances.
Accuracy of measurement in navigation depends very much on the situation. If …
Accuracy of measurement in navigation depends very much on the situation. If a sailor's target is an island 200 km wide, sailing off center by 10 or 20 km is not a major problem. But, if the island were only 1 km wide, it would be missed if off just the smallest bit. Many of the measurements made while navigating involve angles, and a small error in the angle can translate to a much larger error in position when traveling long distances.
The purpose of this series of tasks is to build in a …
The purpose of this series of tasks is to build in a natural way from accessible, concrete problems involving volume to a more abstract understanding of volume. The purpose of this first task is to see the relationship between the side-lengths of a cube and its volume.
The purpose of this series of tasks is to build in a …
The purpose of this series of tasks is to build in a natural way from accessible, concrete problems involving volume to a more abstract understanding of volume. In this iteration, we do away with the lines that delineate individual unit cubes (which makes it more abstract) and generalize from cubes to rectangular prisms.
The purpose of this series of tasks is to build in a …
The purpose of this series of tasks is to build in a natural way from accessible, concrete problems involving volume to a more abstract understanding of volume. Here, we are given the volume and are asked to find the height.
The purpose of this series of tasks is to build in a …
The purpose of this series of tasks is to build in a natural way from accessible, concrete problems involving volume to a more abstract understanding of volume. This problem is based on ArchimedesŐ Principle that the volume of an immersed object is equivalent to the volume of the displaced water.
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