Wednesday, June 2, 2010

Fareen, Alec, & Breanna Duck Applet

We came up with the idea of hunting a duck for our applet. First, we needed to define our bullet's path and then our duck path. For the bullet's path, we used the equations y=-(16)t^2 +v(sin)(alpha)t+s and x=v(cos(alpha))t. For the duck's path, we used the equation x=dv(cos(gama))t+d. After that, we had to learn how to change the angle of the bullet and duck. We did this by making sliders, which changes/controlled the angle of the lines. We then learned when the lines of the bullet and duck crossed within so many units of each other the duck would be shot down. Then, we came across the challenge solving aT=bT+c. Once we overcame this challenge, we started to find our variables such as distance of the duck, gun velocity, starting height of the gun, and the duck velocity. We fine tuned it, and we were finished.

We learned a lot by this project. It really helped us see the math behind just shooting a duck. We thought it would be a lot easier. Turns out, it wasn't. It really made us think, dig deep in our brains. We just had to apply things we did know to things we didn't know, and that was extremely hard, but we learned and now can really see whats the math, what's the logic, etc.
Overall, it was a fun yet hard project to do. We loved it.

-Alec, Breanna, & Fareen.

Geogebra Applet

What we did was create a geogebra applet about a artillery shell hitting a castle. We created several sliders on Geogebra. One for time(t0), one for distance to the castle(d), height of the castle compared to the missile launcher(h), another one for firing velocity(v), and the final one was for the initial angle of the missile lancher(alpha). Then to get the projectile moving we input the equation h=-16*t0^2+v*cos(alpha)+s. Then to make our target we made a point across from point B. Then to show our mushroom cloud, we put the distance formula as our condition to make our mushroom cloud appear. Then to make our projectile stop, we used the rate times time equals distance. After we were all done with that, we added a few pictures to make it look better. Which made a functional geogebra applet.

-Mackay C., Creston D., Jared E., Alex M.

Kathryn, Odi, and Ravneet's Project

For our project Ravneet, Odi and I decided to make an EVT test. At first we thought we could get this done quickly, but we found out that making a test was going to be much harder than we expected. First we had to come up with fifteen problems covering different standards in algebra. Instead of plugging in numbers though we had to represent the numbers with letters (For example ax+by=c instead of 3x+4y=12). We then had to define our variables and make our equations, wrong, and correct answers. If we did all of this correctly we could press a button to the side of our problem, the variables of my problem would then change, but the principal would still be the same (believe me this was harder than it sounds). The hardest part of making the test was finding the correct answer to our problems while in letter form. If we messed up on this then our entire problem would be wrong. The process of making and writing the problems was a little time consuming but after repeating the steps we began to get the hang of it and pick up the test. Now we have a good handle on making EVT tests. Once we got going making the test began to be a lot of fun.

Baseball Applet:Brandon M.,Marco M.,Lazaro V.

The first thing we did for our applet was to figure out some solid math so when we got to designing the applet, it would be faster and easier to create. The two equations we had for the solid math were X=(cos(a)*v)*t and y=-16t^2+sin(a)*v+s(3.5). Then we had to get values that were reasonable for baseball. Our values were 120ft/s-125ft/s for the ball speed, 310ft -450f for the fence distance, 3ft-37ft for the fence height, and 0-90 degrees for the ball trajectory. WE plugged in our two solid math equations and got two perpendicular lines thats intersection would represent our ball. Then we made our fence that the ball would have to go over. When we made the fence, we had to be sure that it would change as we changed the variables. once we had the fence, we had to make the ball stop at the x-axis. For that we had a long equation that we got from plugging in the a,b, and c values from our y equation(y=-16t^2+sin(a)*v+s(3.5)) in to the quadratic formula. We then put in images to represent our ball and batter. We then wanted the ball to stop at the fence, so we put in the equation-t=d/cos(a)*v. Finally we perfected our applet and all its values and finished our Baseball Applet.

David, Jett, and Sartaj Papa Smurf Project

Here is a project we did for math. Our project was if we could get a smurf to land on a mattress. These are the steps that we took to make this project happen.


Step 1- Define Sliders


We created our sliders for cannon angle, mattress height, mattress distance, time, smurf speed. Since our equations had to be universal instead of using numbers we used variables. An example of our time slider or our abbreviation "t0" is {t0 (-sin(angle) velocity - sqrt((sin(angle) velocity)² - 64 (height + 30))) / -32}


Step 2- Defining Point "S"


We created a point and named it s. S would be the point be defined by the falling object equation and the time equation. This made point s move with the slider in a parabolic form moving with time.



Step 3- Stopping Papa Smurf



One major thing we wanted to do was make Papa Smurf stop a our mattress height. To do this we used the falling/rising object equation and solved it using variables. Our equation looked like this 0= -16sin (a)^2+v sin (a)+h+30/32.



Step 4- Telling Papa Smurf he was on the Mattress/Text



Now that Papa Smurf was landing on a point we needed him to land on the mattress. We did this by making two points and telling the computer that if Papa Smurf was between these two points and time equaled one, a text would appear saying "Congratulations, You're Not Dead!"



With all this information we were able to make a smurf shoot out of a cannon, control the distance and the height of the mattress, control the speed of the smurf, and achieve the overall goal of landing the smurf on the mattress.

From this project we learned that it may not look like we know how to do these hard tasks, but if we really think about the skills and rules we know about math we can do a lot of cool things. We really enjoyed this project and hope other kids from other school can have this opportunity too.



-David, Jett, Sartaj

7th Grade Intellegence V.S. Age

Dil's Farming Project

The Link to my Project: http://prezi.com/tvzfj7pd6ftx/

This project was very helpful in having people understand the math behind everything. Most people like me wouldn't bother about the why in a problem but the what. That is why when doing this project it helped me realize the why in everyday problems that occur and try to answer them with the best of my ability. The farming project that I finished may not be the best, but it shows my understanding of how to takle a problem like this. Most of the problems reenforced my understanding of skills.