TEKS Support |
This unit contains activities that support the following knowledge and skills elements of the TEKS.
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(1) (B) |
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(1) (C) |
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(2) (A) |
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(2) (B) |
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(2) (C) |
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(2) (D) |
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(3) (A) |
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(3) (B) |
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(3) (C) |
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The mathematical prerequisites for this unit are
The mathematical topics included or taught in this unit are
The equipment list for this unit is
Teacher Notes |
"Simple Model"Context Overview |
Car and motorcycle stunts serve as the motivation behind the study of motion contained in this unit. Students model different stunts during the unit, including two near-collision stunts and a planned collision. An optional ramp-to-ramp jump is included as a supplemental activity.
In this unit students use motion detectors to collect distance-versus-time data on moving objects. Most of the work in the unit deals with the relationships between location and time for objects in motion along a straight line, in either the horizontal or vertical direction. The final supplemental activity looks at motion in a plane.
Mathematical Development |
The opening activity introduces students to a variety of stunts. Students engage in the first two steps of modeling as they identify what they need to know in each situation and then think about how they will obtain the needed information. Next, informal explorations of student motion lead to a review of velocity as a rate of change and its representation as the slope of a line. Because real data are being collected and studied, the piecewise nature of real data becomes an issue early in the unit.
Linear distance-versus-time graphs resulting from student walks at a constant pace are followed by graphs that curve. The notion of "local linearity"that a curve "looks like a line" if you zoom in far enoughis used as the basis for defining instantaneous velocity. First, students learn that a linear distance-versus-time graph means a constant velocity. Later, they discover that a quadratic distance-versus-time graph means a linear velocity-versus-time graph and constant acceleration.
In this unit, students use motion detectors to collect real data on the times and corresponding distances of moving objects. Because of variability in real data, perfectly linear data and perfectly quadratic data are rare. Therefore, linear and quadratic regression are used to fit models to data that appear linear and quadratic, respectively.
Unit Project Suggestions |
If your students enjoy designing stunts, and if you have the time, you may decide to conclude the unit with two projects, "Look Before You Leap" and the optional project "Evel Knievel Rides Again!" The latter stunt requires background information on parametric equations covered in Animation.
Unit ProjectLook Before You Leap |
Materials Needed |
For Item 1 students specify the details of the stunt design: building height, trucks dimensions, and trucks speed. Encourage students to be as realistic in their specifications as possible. It is best to tell students to get actual truck measurements as preparation for this project. |
Supplemental Activity 3 (optional project)Evel Knievel Rides Again! |
Materials Needed |
Supplemental Activity 2 Handout 5 Calipers Carbon paper (1 sheet) Catch ramp (coffee can or landing ramp) Chalk line or masking tape Meter sticks (2) Motion detector equipment Photogate equipment Ring stand Shims String and screw eye Stunt vehicle (toy car or ball) Take-off ramp (homemade or commercially made ramp)
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In this activity students design and stage a small-scale version of a ramp-to-ramp jump. Students break the motion of the stunt vehicle into its horizontal and vertical components. Then they apply mathematical techniques covered in this unit to complete their stunt.
Students should review material from Animation before beginning this project. You may want to assign and then review the answers to Supplemental Activity 2 as part of this review. Handout 5 provides review of how parametric equations are entered and graphed on TI-82 or TI-83 calculators. Students should be encouraged to use both algebraic and graphical analysis in designing their stunt.
This activity consists of five parts: The Plan, Equipment Set-Up, Data Collection, AnalysisModel Formulation, and The Contest. The activity should take at least two days to complete.
For Part I, students work in groups to identify the information they will need in order to develop their models. Then they need to decide how they will obtain that information. After groups have finished their planning, pull the class together as a whole and discuss the answers to Items 13.
In Item 3(d) students may suggest placing a motion detector in front of the end of the ramp and making a velocity calculation from the distance-versus-time graph. This method may give fair results and, if suggested, it should be tried. However, the photogate method (described later in these notes) gives better results.
For Part II students set-up the equipment needed for their stunts. General guidelines for equipment set-up and experimental procedures are described in the student pages. Use this written description as support for directions that you give orally. Below are some suggestions on ramp construction and photogates.
There are two options for the ramp, a high-tech option and a low-tech option. Instructions for each follow.
If you are not handy, this is a great opportunity to get together with a technology teacher to build a ramp similar to the one described below.
Materials Needed |
Two 24" ´ 2" ´ 3/4" wood stock (You cannot buy this stock, you will have to cut it.) One 39" plastic outside-corner molding (You will have to cut this from a longer piece.) One 3" right angle iron with screws Two 1" right angle iron screws One string for plumb bob (long enough to reach the ground from the end of the ramp when it is on a table) One screw eye to use as a weight on the plumb bob
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Heres how to construct the ramp (see Figure 1).
Make a 1" ´ 8" ´ 3/8"-deep groove on one side of one end of each piece of wood. The grooves will form the "resting place" for the molding, which is the active part of the track. Attach the two pieces of wood with the 3" angle iron. Have the groove on the inside of the "L" at the ends of the wood away from the corner. Cut one end of one of the 1" angle irons in half. This should be just high enough to hold the ramp in place. Attach the 1" angle irons at the ends of the wooden "L." Carefully bend the molding so it fits in the grooves and is held between the two angle irons. Attach a string to the lower end of the apparatus. Attach a screw eye on the end of the string.

Figure 1. Construction of the ramp
Get a track for toy cars. Place a stack of books on the table. Attach one end of the Hot Wheels track to the top of the stack of books; attach the other end to the table. (Use masking tape to make the attachments.) If your track is fairly steep, you may want to brace it near the bottom (calculator manuals make a good brace). Make sure the take-off portion of the ramp is horizontal. For example, the bottom of the ramp in Figure 2 is supported by a cassette tape box that keeps the take-off section of the ramp horizontal and raises it so that the photogates beam hits the midsection of a golf ball (the stunt vehicle).

Figure 2. Low-tech ramp
Whichever ramp you use, be sure that after it is set up no one touches it until this activity is completed. Stress DO NOT TOUCH!
The photogate method for determining the velocity of the stunt car as it leaves the track generally yields better results than a method that relies on motion detectors. The photogate method very accurately measures the time necessary for the car to travel its own length. It is extremely unlikely that students will suggest using a photogate to determine the stunt vehicles velocity as it leaves the ramp. Therefore, present and discuss this procedure, and consider a "sample calculation" so that students understand just what is being measured. (See Part III for a sample calculation.)
Regardless of which ramp method you select, you attach the photogate near the ramp take-off. If you do not have a photogate, you can make one by placing a penlight flashlight on one side of the ramp and the CBL light probe on the other. (See Figure 3.) Be sure the light source is shining directly into the probe. Adjust the height of the light (or the beam of the photogate) so that it will hit the longest part of the stunt vehicle as it rolls down the ramp.

Figure 3. Using a photogate
A Vernier photogate is easier to set up than the penlight/light-probe photogate. If you use a Vernier photogate connected to a TI-CBL, you can run the program TIMER to collect the data on the time required for the stunt vehicle to pass through the beam of the photogate. If you make the penlight/light-probe photogate, you can run the program GATE to collect these data.
If, in Part III, a single homemade ramp and a golf ball are used, you may want to collect the data as a class. If commercial ramps and a variety of toy vehicles are used, have groups collect their own data.
Item 4 has the students find the combined effect of gravity and air resistance on the car. This is just like the book-drop experiment in Activity 4. If the stunt vehicle is fairly small, have students drop it away from the detector to avoid damage to the equipment. However, be sure they change the sign for a , the coefficient of t2, before using it in their model.
Warning: If the stunt vehicle is fairly small, the motion detector may be unable to track its motion. Ask students to suggest a possible solution to this problem. For example, if the car is fairly heavy for its size or you are using a golf ball, students may get good results by ignoring air resistance and using the acceleration due to gravity listed in physics books (32 ft/sec). Instead, students might decide to use the acceleration determined by their book-drop experiment.
Item 5 has students run some test runs with the car (or ball) in order to find the velocity of the car as it leaves the ramp. If students have trouble determining the off-ramp velocity, take time out to work through the following example:
Example: Suppose that the car is 4 cm long at the height at which the light beam is located. The photogate shows the light is blocked for 0.019987 seconds. How fast was the car going?
1.4 cm/0.019987 sec = 200.13 cm/sec
The trial test runs should also establish the line of flight for the car.
For Part IV, regardless of whether the data are collected by the class as a whole or by individual groups, allow each group time to get its own equations and interpret the data.
For Part V, conduct the contest with the full class. Each group should have a turn at locating the landing area and then staging their stunt. Two options for the contest challenge are described in the student material. You may give each group a separate challenge or let groups design challenges for each other. For the challenge, you should specify either the height of the can (landing ramp) or its distance from the jump ramp. Whoever designs the challenges should check in advance that the answers they produce will lead to locations somewhere in the "middle" of the cars flight.
If you have plenty of time, add other challenges; this is a chance for students to be creative. For example, students could add a ring, such as the one shown in Figure 4, for the car to jump through.

Figure 4. Jumping through a vertical ring
On the other hand, if time is short, use the same challenge for all groups instead of specifying individual group challenges.
Allow time for groups to compute the locations (x,y) of their landing areas. Be sure that they get solutions analytically as well as by using the parametric graphs on their calculators. When its time to stage the stunts, be sure students place the landing area carefully. Move the ramp or can so that its center is over the x-value (horizontal distance from the release point) and its top is just below the computed y-value. Be certain it is placed along the marked line of flight. You might want to use a ring stand to support the landing area.
If a can is used for the catching ramp, suggest that it be tilted a bit toward the oncoming stunt vehicle, with the center of its opening located at the computed (x,y) coordinates. If a landing ramp is used, it should be somewhat wider than the take-off ramp since side-to-side motion is not being controlled carefully. Use a foot-wide piece of tri-wall cardboard or similar sturdy-but-light material.
To perform the stunt, have the designated roller(s) roll the stunt vehicle down the ramp and check whether their stunt plan worked. If the stunt vehicle doesnt land safely but is close, roll again. If it isnt close, have the group try to find the mistake in their calculations and reset the landing area. Insist that groups show you their corrected calculations before letting them stage the stunt a second time.
Preparation ReadingIts Showtime! |
Students should begin the unit by reading the preparation reading.
After students have completed the reading, use the following question to spark a brief discussion.
Which of the three stunts described in the preparation reading, (1) the car-truck, near-collision stunt, (2) Knievels ramp-to-ramp motorcycle jump, or (3) Lattimores "Leap for Life," do you think would be the easiest to design? Which would be the most difficult? Why?
Sample answer (but not the only answer):
The car-truck, near collision stunt probably would be the easiest to design. Evels ramp-to-ramp motorcycle jump would be the most difficult. The near-collision stunt takes place on the ground; the motion takes place along two intersecting lines. The ramp-to-ramp jump involves simultaneous vertical and horizontal motion. The path of the motorcycle as it leaves the ramp will be a curve (rather than a straight line) making the motion more complex to analyze. In addition, you have to design the ramps and provide precise dimensions for their construction. You also need to check that the motorcycle can withstand the force of the impact upon landing.
Activity 1Plan Ahead! |
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This activity describes three types of stunts: a two-vehicle, near collision stunt, a ramp-to-ramp jump, and a leap-over-an-oncoming-vehicle stunt. Students develop initial plans for modeling each of these stunts. Ideas generated during this activity may be used to guide explorations throughout the remainder of the unit, either as motivation for activities in the unit or as the bases for alternatives to unit activities.
Students should work in small groups, then share their ideas with the class.
In Items 13, students are given a stunt. They must decide what information might be relevant to the design of the stunt and how they might collect this information. Ask students to identify what steps in the modeling they have completed by answering these items. (In these items, students have identified the problem and determined which factors are most important to the problem.)
Conclude this activity with a discussion. Let groups share their plans and methods of gathering the necessary information. During your discussion of Item 4 remind students of the relationship between distance, D, rate, R, and time, T:
D = R ´ T
Use discussion of Item 4 as an opportunity to introduce the concepts of time-lapse graphs of motion, distance-versus-time graphs of motion, and average velocity. Some points to cover during this instruction as well as an example follow.
Example 1 shows time-lapse graphs for two walkers.

Example 1. Time-lapse graphs for two walkers
Walker #1 walks 12 ft in three seconds. Every second she covers the same distance.
Walker #2 walks 12 feet in 2 seconds. However, he walks twice as far during the second second as he did during the first.
After reviewing the D = R ´ T formula and introducing distance-versus-time graphs, formally introduce the concept of average velocity.

Be sure to discuss the units of velocity. For example, if distance is measured in feet and time in seconds, the units for velocity are ft/sec. In addition, point out that the average velocity formula is the same formula as the one used to calculate the slope of the line joining the points (time 1, distance 1) and (time 2, distance 2). Provide several examples so that students can practice computing average velocity, including at least one where distance 2 is smaller than distance 1 (so that velocity is negative). Conclude this instruction by explaining the difference between velocity and speedvelocity has direction, which is indicated by its sign, while speed is always positive.
Homework 1Can You Say "Toy Boat" Three Times Fast? |
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This assignment reviews average velocity and asks students to interpret various representations of distance and time information.
Activity 2Watch Your Step |
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Materials Needed |
Motion detector equipment Handouts 1 (one per student) and 2 (five per group) Large sheets of paper (2 or 3 sheets per group) Masking tape |
This activity is to introduces the use of a motion detector for collecting distance-versus-time data from moving objects.
Divide the class into as many groups as you have motion detectors, and distribute Handout 1 (or specific instructions for the equipment you will be using). Ask students to save this handout for future reference.
Each group should have one motion detector equipment set-up consisting of a motion detector and CBL or the equivalent. Demonstrate the motion detector and HIKER (a program for use with the motion detector) to record the motion of students walking along a line in front of the motion detector. (Note: In this unit, any program for the motion detector that can take readings every tenth of a second for at least 6 seconds and that displays the distance-versus-time graph as the motion occurs will be referred to as HIKER.)
An ultrasonic motion detector sends out a beam of ultrasonic sound. If an object is in the beam, this sound reflects off the object back to the sensor which detects the returning signal. The distance between the object and the motion detector can be determined from the time lapse between emitting the signal and detecting the return signal because the sound emitted by the detector travels at a known speed.
The motion detector must be connected to a calculator or a computer. You will need to use an intermediate device (such as a CBL) to link a calculator to a motion detector unless you are using a "smart" motion detector (such as the TI-CBR). Example 2 illustrates a typical calculator-motion detector set up.

Example 2. Motion detector set-up
The Calculator Based Ranger (CBR) is a motion detector and CBL all in one. The programs needed to run the CBR can be downloaded directly from your CBR to your calculator. There is no need for additional programs for different experiments or to edit the data. All the capabilities that you will need can be accessed through the main menu of the RANGER program. Consult the manual for instructions.
Both Casio and HP calculators have motion detector equipment that is similar to the CBL/Vernier motion detector. If you are not using TI-graphics calculators, you will need to adapt the TI-instructions to your brand of calculator.
For Item 1, select two students from your class to be Walker #1 and Walker #2. Use this as an opportunity to make sure that all groups understand how to operate the motion detector equipment. Also, try to get students to make the connection between walking at a steady pace and producing a linear distance-versus-time graph.
Before students begin Item 3, distribute five copies of Handout 2 to each group. Each group will need at least one calculator with HIKER. Remind the groups to use the worksheets to record a description of each walkers motion as well as the graph that the motion generates on the calculator screen. (For example, students might record the following description: he walked at a steady pace for half of the walk and then stood still.). Encourage students to experiment with the equipment and generate a variety of graphs. Suggest that each student take a turn walking.
Be sure to leave enough time for Items 4 and 5. Groups will need at least 2 large sheets of paper to transfer their chosen graphs. After students have completed their graphs, have them post them around the room. Discuss the variety of graphs that students have produced. This discussion should be structured to help students analyze their results.
If, during the activity, a student puts his or her hand in a motion detectors beam while another student is walking, dont get upset. This will create a "bad point"an outlier. The group can use TRACE to find the coordinates of that point and see exactly where (how far from the detector) the hand-waving student was. If the group chooses to post this graph, the class will have an opportunity to discuss what is meant by an outlier.
Use the class discussion to help students notice important features of a graph. The content of this discussion should include answers to the following questions:
A good opening question for this discussion is to ask your students what information they can get from a distance-versus-time graph. Look for some of the following answers: a walkers location (distance from the detector) at a given instant; whether a walker is going toward or away from the detector; whether the walker is moving or standing still; how quickly the walker is moving; whether the walker changed direction (e.g., first going toward the detector, then away from it or vice versa), etc. If students do not come up with these answers on their own, pose these answers as questions. For example, if the first answer is not forthcoming, ask "How can you determine a walkers distance from the motion detector three seconds into their walk."
Have students explain their reasoning behind the chosen categories.
Examples of categories may include the following:
Caution: Be sure to stress that a graph is not a "picture of the path" that was walked. Each student walked in a straight line. However, many of their distance-versus-time graphs were curved.
As part of this discussion ask general questions about what can and cannot be learned from distance-versus-time graphs of motion, move to the problem of classifying the posted graphs into categories.
If you are short on time, have students sketch a graph from another group before they leave class. Then they can complete Item 6 for homework.
Homework 2Step By Step |
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This assignment provides an opportunity for students to practice interpreting distance-versus-time graphs.
Discuss Item 1(g) and Item 2 before beginning the next activity. In particular, try to make the connection between the slope of a linear distance-versus-time graph and constant velocity. In addition, discuss the importance of fitting a linear regression only to the portion of data that appears linear.
Activity 3Staging a Near Hit |
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The purpose of this activity is to provide students with an opportunity to complete their modeling of a "near-collision" stunt using battery operated toy cars. Students will then test their model by staging the stunt.
In selecting battery-operated vehicles for this stunt, you want to choose vehicles that are somewhat large and drive straight. One possibility is to ask students to bring in toy vehicles from home for use in their group. Here is a description of the car and truck used to generate the sample answers:
Two different style vehicles were used so that there was a good chance the vehicles would move at different velocities. The car is a red fire chiefs car that is 5 inches wide and 12 inches long. The truck is a monster truck that is 7 inches wide and 8 inches long. Both vehicles are battery operated. To start the car, you pressed a button. The message "Were on our way" plays and then the fire chiefs car starts moving (complete with siren). (If noise is not a problem, the siren heightens spectators interest in this stunt.) The truck has an on/off switch and begins moving as soon as the switch is turned on. Both vehicles are relatively inexpensive and have proven to be durable.
There are two options for conducting this activity.
Option 1: You may collect data on two toy cars as a class and then let groups use the results to plan their stunt.
Option 2: Let each group conduct their own experiments on the toy cars and use their results to plan their stunt.
When you stage the stunt in Item 4, use masking tape for the roadway. Each group should have an opportunity to stage their stunt and test their plan. If a groups stunt fails, give them an opportunity to rework their calculations and then re-stage their stunt. Insist that they furnish mathematical support for the revision to their plan before letting any group re-stage their stunt.
As an assessment for this activity, consider giving each student (or group) dimensions of two vehicles and their velocities. Students should plan the stunt based on these vehicles and then use Supplemental Activity 1 to test their plan.
Homework 3Start Your Engines |
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This assignment reinforces student understanding of graphical and symbolic representations of motion.
Activity 4Falling For You |
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Materials Needed |
Books (for dropping) Motion detector equipment Protective frame (for motion detector) Handout 3 Transparencies 1 and 2. |
In this activity, students begin their study of the motion of falling objects in order to model stunts involving falls.
This activity is divided into three parts: Imagining Falls, Recording Falls, and Analyzing the Data. In Part I, students think about how the distance-versus-time graphs produced by falling objects should look and why they should look that way. In Part II, students collect data on falling books (or, if you chose, other objects such as basketballs), and in Part III, they fit a model to their data.
Break students into as many groups as you have motion detector equipment. (Or use smaller groups and have two or more groups share equipment.) For the book-drop experiment, have groups use a variety of different objectssuch as books of different weightsand drop them from different heights. This will ensure that patterns in the resulting models will be easy to detect when they are analyzed in Activity 6.
Before students begin Item 2, distribute Handout 3 or provide your own directions for using a BALLDROP program to collect data on falling objects. Technology Notes and Data Collection Notes follow.
You and your students will be dropping objects. Do not let any of these falling objects actually hit the detector. There are two methods for dropping objects and safely using a motion detector to record their fall.
Method 1: Drop the object on top of a frame around the detector. Details about protecting the motion detector are provided below in Item 2, "Construction of Protective Frames." (This is the recommended method.)
Method 2: Secure the detector above the floor, pointing down. Then drop the object away from the detector. For example, attach the detector to a ring stand on a table. (It is more difficult to obtain good results using this method.)
High-tech frame: Get a 2 ´ 4 and cut it into four pieces, each at least 8" longer than the longest side of the motion detector. Aligning the frame before you actually make it will show you where the wood will go when it is fastened. Place two of the pieces on their 2" sides along the sides of a motion detector. Place the other two pieces at right angles to and across the top of the first two pieces. Be sure the top pieces do not cover any part of the motion detector but that all the wood is as close to the detector as possible (See Example 3.).

Example 3. Protective frame
Use wood glue to glue the frame together. Once the glue dries, nail the wood together. This frame should be used to protect your motion detector when books or similar objects are dropped toward it.
Low-tech frame: Use three thick textbooks (old calculus books or dictionaries work well). The thickness of the books should be slightly higher than the motion detector when it is lying facing up. Construct your frame shown in Example 4.

Example 4. Low-tech frame
HIKER programs do not collect data fast enough to capture the motion of falling objects. Instead, you will need to switch to BALLDROP.83P, or a program with settings similar to those in BALLDROP. Since BALLDROP takes 50 readings each second (once every 0.02 seconds), it does not display the data in "real time." Instead the data are displayed only after all data collection is complete. Any program using these settingsreadings every 0.02 second for approximately 1.6 secondswill be referred to as BALLDROP.
Remember, BALLDROP uses the TRIGGER key. You will hear the motion detector making readings as soon as BALLDROP is executed. However, the program does not record any of its readings until the TRIGGER key on the CBL is pushed.
Students should follow the directions that are given in Handout 3 to collect their book-drop data.
The student dropping the book should hold the book until after the TRIGGER has been pushed so that:
The actual book drop will go quite quickly. Once a group feels they have good data, students should move on to Item 3. Let groups who finish early work on Item 3 prior to the discussion of data editing. Then you may be able to use their results (from fitting a quadratic to all the data) in place of Transparencies 1 and 2. See Dealing with Data below.
By now you will probably want to let students use the program EDITPART with their data sets. EDITPART takes a data set apart, copying a designated piece to new lists. Thus students can use the calculators regression capabilities to do their curve fitting on large data sets more easily.
To use EDITPART, the total data set must be in L1 and L2. EDITPART will display the graph of the data and then ask for a lower and upper bound on the piece of the data you want to keep. To set these bounds, move the cursor to the ends of the piece you want and press ENTER.
When you have finished, the original data are still in L1 and L2. The part of the data that you selected will be in L3 and L4. A plot of L3 and L4 will be displayed. You can now safely use the regression capabilities of the calculator on L3, L4.
You may use Transparencies 1 and 2 to illustrate what happens if students dont edit their data. Transparency 1 displays data collected in a book-drop experiment similar to the one that your students performed. (The detached horizontal piece resulted when the book fell off the frame and the motion detector began taking readings from the ceiling.) Transparency 2 shows the graph of the quadratic that resulted after applying quadratic regression to all the data. (According to the quadratic model, the book drops initially and then begins to fly!)
For Item 3(c), warn students to use all digits supplied by their data and not to round until the end of their calculations. Remind students to save their equations from Item 3(f). They will need them in later activities.
Item 4 is optional. Students walk in front of a motion detector and try to produce distance-versus-time graphs that look linear and parabolic, respectively.
Homework 4Moving Along |
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This assignment further develops the concept of instantaneous velocity.
Item 3 revisits the link between velocity and slope, and approximations to instantaneous values. In part (d), the idea of "zooming in until the curve is a line" (local linearity) is suggested for defining slope at a point on a curve. Discuss this item in class. In addition, check that students have made these two connections:
The idea here is to apply (1) and (2) to a situation in which velocity is not constant; thus, the distance-versus-time graph is curved. Students should think about this question: How do you define the "slope" of a curve at a particular point on the curve?
Students may need some assistance with the "zoom in" portion of 3(d). An outline of a possible demonstration follows:
Using a calculator with a viewscreen, graph y = 15.46x2 + 12.78x +1.29. TRACE to one location on the curve. Use ZOOM BOX to draw a small square around that point. The image on your screen should resemble the one in Example 5. Ask students how the boxed piece of graph would look if it were magnified so that it filled the calculator screen. Most students will agree that it should look like a line. Press ENTER to execute ZBOX and then view the approximate "line." (You may have to repeat the process more than once for "sharper" curves.) Next, be sure students know how to find the slope of this "line." One method is to use TRACE to select two points at opposite ends of the "line" and then use those coordinates to approximate the desired slope.
Warning: Be sure students use all the decimal places that the calculator provides. Rounding should be done only at the very end of the slope calculations.

Example 5. Magnifying a portion of a curve
Activity 5It Depends on Your Perspective |
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In this activity students complete the modeling of a vertical near-hit stunt using translations of quadratic functions and, time permitting, test their models by staging the actual stunt. Translations serve to make the models developed for the book-drop experiment in Activity 4 more "portable" by using dependent and independent variables more appropriate for the context.
This activity may take two days for some classes. If time runs short, omit the test of the stunt.
In Item 5, students discover one of the limitations of their models for the motion of the falling book. The model doesnt hold for values of t (the elapsed time since the motion detector began recording data) that correspond to times before the motion begins.
Item 7 asks students to translate their distance-versus-time graphs by introducing a new dependent variable h that measures the objects height above the floor rather than its distance to the face of the motion detector. This is one of two translations that students will make and is a good opportunity to review material from Testing 1, 2, 3. Later, in Item 9 a new independent variable, tfall is introduced. Remind students to save their models from Item 9(e) for Activity 6.
Item 11 asks students to carry out their stunt. Be sure to use sturdy toy cars for this stunt and drop light-weight books (such as calculator manuals rather than hard-cover textbooks) so that you dont break the car. This is particularly important since student reaction times in releasing the book at the proper moment can have a major effect on the success of the stunt. (Investigations of the sensitivity of the stunts success to the release time makes a nice project.)
Homework 5Along These Lines |
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Items 1 and 2 of this activity ask students to interpret linear and parabolic distance-versus-time graphs. Be sure that students complete Items 1 and 2 and save their answers for use in the assessment.
In Item 3, students practice translating a model by switching to independent and dependent variables that are more appropriate to the context.
Activity 6Fall Fashions |
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| Materials Needed |
Handout 4 Transparency 3 |
This activity introduces the concept of acceleration in the context of models for falling objects. At the end of this activity, students should realize that for falling objects distance-versus-time is quadratic and velocity-versus-time is linear. They should also realize that the slope of the velocity-versus-time graph gives the acceleration and that acceleration is essentially the same for the different objects dropped in Activity 4. In addition, students should discover that the coefficient a in the model d = at2 + c is one-half the acceleration and that this equation provides a general model for the motion of any falling object.
Item 2 reviews the calculation of instantaneous velocity and concludes with the definition of acceleration. Acceleration is a difficult concept for students to grasp. Explain that acceleration occurs only when a force acts on an object. In the case of the book, gravity and air resistance supply the force causing the book to accelerate during its fall. Gravity pulls the book down. Air resistance pushes up on the book (because air resistance always acts in the direction opposite to the motion). Because of air resistance, student results for acceleration will be slightly less in magnitude than the acceleration due to gravity found in physics texts (32 ft/sec.2)
After students complete Item 3, distribute Handout 4. You will need Transparency 3 for recording class results. Ask each group to report their results for Items 13 and record them on the transparency. Have students copy the class results to Handout 4. They should continue to work in the same groups that they were in for Activity 5.
After completing Items 46, students will have models describing how things fall. They will have general equations describing distance versus time, velocity versus time, and acceleration versus time (which, in this case, is constant). Beware of the mix of letters used as constants. It is customary to use a to represent acceleration. It is also customary to write general quadratic models as
y = ax2 + bx + c.
The two a-values are not the same. Encourage students to use g for acceleration due to gravity to avoid confusion. Then
g = 2a.
Activity 7Close Call |
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Materials needed: |
Inclined plane (large piece of plywwod (if possible, 8 ft. long), books or boxes to support plane) Non-motorized toy vehicle(s) One (or more) battery-operated toy vehicles Meter sticks (or metal tape measure) Motion detector equipment Masking tape Balanced scale Programs: HIKER, BALLDROP, EDITPART |
In this activity, students plan a more complicated near-collision stunt. Students discover that the force on a toy vehicle that moves down an incline is related to the steepness of the plan. In turn, the force on the vehicle acting parallel to the plane causes the vehicle to accelerate.
Have students set up one or more inclined planes. They can make the planes by bracing up one end of a long piece of plywood (or sturdy carboard) on a stak of books or boxes or large storage cans. They should experiment with the height of the plane to find the lowest height for which their toy vehicle will easily roll down the plane without needing a tap. During experiments with inclined planes at various heights, students should always keep their planes more steeply slanted than this lowest-height inclined plane.
In this activity, students will be working with Newton's second law which is usually stated as:
Net force = Mass × Acceleration
Fnet = ma
Net force means the sum of all forces acting on an object, or the unbalanced force acting on a body.
Solve Newton's second law for the acceleration.

Discuss that this equation shows the acceleration is proportional to the net force and inversely proportional to mass.
The units for acceleration, force, and mas can be very confusing due to their misuse in common speech. The following three statements may help.
It is best if students measure distances in meters and use a balance scale to find the mass of their toy vehicles in grams and convert the mass to kilograms. That way force will be in Newton's: 1 Newton = (1kg)(1m/sec2). However, some CBL prgrams such as BALLDROP and HIKER record distances in feet. (Whereas, the CBR gives students a choice of units, meters or feet.) In this case, students will have to convert acceleration in feet/second2 to meters/second2. You will probably need to give students the conversion that:
1 ft/sec2 = 0.3048 meters/sec2
If you choose to use the English system of units, then measure force in pounds, mass in slugs, and acceleration in feet/second2. Students will be unfamiliar with mass in slugs. To convert a weight, in pounds, to mass, in slugs, divide the weight by the acceleration of gravity. This is an application of Newton's second law.

Students will need to attach the motion detector to the inclined plane so that it points in a direction parallel to the plane. One easy way to do this is to set the motion detector at the end of the plane, attach masking tape (or packaging tape) along the back of the motion detector and then fold the tape under the plane. You may want to use additonal tape on the sides of the motion detector to make it more secure.
For Item 3b), students should experiment with the BALLDROP and HIKER programs to see which gives the best results in recording the data. (The length of the inclined plane will determine which program is is best.) You may want to remind students that the motion detector will not register accurate readings when the toy vehicle is closer than 1.5 feet (× 0.5 m) from the detector. For Item 3c), some students may decide that a linear function describes the data well. In this case, encourage them to make a residual plot (a plot of the residuals versus the times). This plot should look very curved which indicates that a linear model is not adequate to describe the pattern in these data. Students will find that a quadratic equation provides a better model for these data.Time permitting, end this activity by allowing students to stage their stunts. If students want more of a challenge, use two battery-operated cars with different velocities and challenge students to design a stunt similar to the one described in the opening to this activity.
Supplemental Activity 1Simulating a Near-Hit Stunt |
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This activity can be used as an assessment for Activity 3. Give each group, or each student a different set of velocities and dimensions for the car and truck.
Supplemental Activity 2Off Ramp |
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This activity is designed to support Supplemental Activity 3.
Supplemental Activity 3Evel Knievel Rides Again! |
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This activity can serve as a unit project for students who have completed Animation. See Unit Projects for details.
Supplemental Activity 1Simulating a Near-Hit Stunt |

Figure 1. The intersection
The idea of this stunt is to simulate a near-hit stunt between a car and a truck as they cross an intersection. The truck travels east and the car north along the roadway shown in Figure 1. Remember, the key to this stunt is to cause some anxiety for those watching. The car and truck should cross the intersection as closely as possible without colliding.
Your teacher will give you information about your car and truck. Enter this information into a table (See Figure 2.)
Car |
Truck |
|
Velocity (ft/sec) |
||
Length (in.) |
||
Width (in.) |
Figure 2. Information on car and truck
The sample answer for this activity is based on the following:
Car |
Truck |
|
Velocity (ft/sec) |
1.9 |
0.9 |
Length (in.) |
12 |
8 |
Width (in.) |
5 |
7 |
Cars distance from intersection E = ________________ft.
Trucks distance from intersection F = _______________ft.
Sample answer:
Cars distance from intersection E = 5 ft.
Trucks distance from intersection F = 3.5 ft.
Position for car: We decided to place the car five feet from the intersection. So, E = 5. Based on this decision, we then worked to determine an appropriate value for F, the trucks distance from the intersection.
In order to avoid a crash, we need to have the front of the car (12.5 + 3.5)in. = 16 in. or 4/3 ft beyond the center of the intersection. Heres how long it will take the car to travel (5 + 4/3) ft or approximately 6.33 ft:
t = 6.33ft/(1.9 ft/sec) » 3.3 seconds.

The truck travels more slowly. So, we have to place it closer to the intersection than the car. Here are the calculations for its starting position F. Heres how far the truck will travel in 3.3 seconds:
(3.3 sec)(0.9ft/sec) » 3.0 ft
We want the truck to reach a location 2.5 inches (or about 0.2 ft) before the intersection in 3.3 seconds. (See diagram above.) So, F » 3.5 ft.
You will use the program DRIVE to test whether or not your stunt is successful. Before running the program, check that your mode settings match the default settings (see Figure 3).

Figure 3. Mode screen showing default settings.
CAR WIDTH ______
CAR LENGTH _____
TRUCK WIDTH _____
TRUCK LENGTH _____
POS. CAR: value of E _____
POS. TRUCK: value of F _____
VEL. CAR _____
VEL. TRUCK _____
STOP: How many seconds you want the action to run before stopping.
STOP _____
TIME INCREMENT: Time increment between views of car/truck positions.
TIME INCREMENT ________
START VIEW: Enter 0 to view the action from the start. However, you may specify a larger number (less than the number that you entered for STOP) if you want to pick up the action closer to the intersection.
START VALUE ______________
Sample answer: The car and truck just missed each other as they crossed the intersection.
Note: If you had trouble telling whether or not the car and truck collided, change to a smaller viewing windowperhaps [2, 2] × [2, 2]select a smaller value for TIME INCREMENT, and increase the value you enter for START VIEW. Then run the stunt again.
Supplemental Activity 2Off Ramp |
Imagine that Evel Knievel drives his motorcycle off a 40-ft. tall ramp at 60 mph. The ramp is parallel to the ground. Assume that the cycle and rider will accelerate vertically at 32 ft/sec.2 (Ignore any air resistance.)
h = 16t2 + 40
v = 32t
d = 88t
h = 16t2 + 40; h = 0 at t » 1.6.
d » 88(1.6) = 140.8 ft



Supplemental Activity 3Evel Knievel Rides Again! |
This is your chance to plan and then execute a scaled-down version of Evel Knievels ramp-to-ramp jump. Youll use a toy car (or a ball) for the vehicle instead of a motorcycle.
In this activity you will create a mathematical model of the position of a toy car (or ball) as it sails across your classroom. Once you have your model, you will use it to locate the best position for a landing ramp or a can that will catch the car safely. Figure 1 shows roughly how the set up will look.

Figure 1: The Ramp
The jump ramp should be set up so that your car sails off exactly horizontally. Another ramp (or a can on a ring stand) will serve as the landing region for your car. Your decision of where to place the ramp involves determining:
As a start, discuss Items 13 in your group. (Remember that forces produce acceleration.)
Vertical direction: Gravity pulls the car down. Air resistance pushes up. Air resistance should have only a small effect if the car (or ball) are fairly heavy for their size.
Horizontal direction: Air resistance acts in a direction opposing the cars forward motion. However, if the car is fairly heavy relative to its size, air resistance should have little affect.
Drop the car over (or under) the motion detector to get a model in the same way that was done with the falling objects in Activity 4. Air resistance in the horizontal direction will be ignored. In other words, well assume that acceleration in the horizontal direction is 0 ft/sec.2
The acceleration is 0. Therefore the velocity is constant.
You need to know the velocity at any time during this motion. You might, for example, measure the horizontal velocity the instant the car leaves the ramp.
Horizontal motion is affected only by air resistance, and for small, but relatively heavy, cars or balls its effect is negligible.
Students may suggest placing the motion detector in front of the end of the jump ramp and making a velocity calculation from the distance-versus-time graph of the cars motion as it leaves the ramp. What may work better, is to move the jump ramp so that the ball travels a short distance on the table before falling off its edge. Friction will cause the rolling ball to slow slightly, but this method may give fair results. (Note, the motion detector can be secured on a ring stand at the proper height to detect the motion.)
The "photogate" method, very carefully measuring the amount of time necessary for the car to travel its own length, is much more accurate. (It is also very unlikely that students will suggest this!)
Set up the equipment that you will need for your stunt. Here are some general guidelines for the equipment set-up. Your teacher will provide more specific directions.
Be sure the jump-ramp set-up is not touched until the entire activity is completed!
Sample answer:
We rolled a golf ball down the ramp. The golf ball is quite small. The motion detector was not able to track it when it fell. We decided to ignore air resistance and use the value of acceleration due to gravity found in physics books: 32 ft/sec2 or 9.8 m/sec2 or 980 cm/sec.2 (In this situation, students might decide to use their experimental results from their book-drop experiments in Activity 4.)
Sample answer: 207 cm/sec. (Realistic velocities could be anywhere around 200 cm/sec.)
Warning: On these three test runs, use the carbon paper to find exactly where the car hits the floor. It should hit approximately in the same place each time. If not, you should refine your release methods. Once you have done so and landings are more consistent, then repeat Item 5.
Parametric models should be in the form: x = v0t, y = 0.5at2 + h0; a should be consistent with answers to Item 4 converted to the proper units; v0 should be consistent with answers to Item 5.
Sample answer: x = 207t; y = 490t2 + 77.5 (The motion detector was unable to get readings on the falling golf ball, so we used the value of acceleration due to gravity found in physics books.)
Sample answer:
The vehicle will hit the ground in 0.40 sec and land 82.8 cm from the plumb bob mark. The center mark for the test run data was 81.5 cm. So, the answer based on the model is consistent with the results of our test runs.
The challenge here is to place the landing area so that it catches your stunt jumper safely.
Your teacher, or a student from another group, will give you a challenge by telling you either:
Sample answer:
The Challenge:
Place the landing ramp (the can) 40 cm from the bottom of the take off ramp. How high should the ramp be placed?
Our Solution:
Find the time when the ball reaches a distance of 40 cm; solve 40 = 207t.
t = 0.193 seconds.
Now find the height of the ball at t = 0.193 seconds: 490(.193) + 77.5 » 59.2 cm.
Now get ready for the big jump! But first, here are some hints before you continue:
Once all the measurements have been made and the ramp or can is set, clear the area and roll the car (or ball) down the ramp.
Handout 1Motion Detector Set Up |
This handout is for use with a TI-82 or TI-83 and a TI-CBL.
You are about to collect data from a moving object using a motion detector.

Figure 1. Cleared area

Figure 2. Motion detector front

Figure 3. Motion detector set-up
Note: In this unit, any program that takes readings for 6 seconds (in some cases, it may be longer), records readings every tenth (0.1) second, and displays the distance-versus-time graph as the motion occurs will be referred to as HIKER.
Handout 2Walking the Walk |

Handout 3BALLDROP Directions |

You will need the following equipment:
Note: In this unit, any program that takes readings for approximately 1.6 seconds, records readings about every 0.02 seconds, and collects the all the data before displaying it will be referred to as BALLDROP. BALLDROP programs begin recording data after the TRIGGER button on the CBL is pressed.

Figure 1. View of motion detector and frames looking down from above
Handout 4Falling Book Models |
In column 2, write your answer to Item 1 (Activity 6), your model for the books distance given the elapsed time since the book was released. In column 3, record your equation for the books velocity from Item 2(b)(Activity 6), and in column 4 the books acceleration (Item 3, Activity 6).
The first row of Figure 7.1 contains this information from Sonias. Add the information from your group and then from the other groups in your class.
Group |
Distance-Versus-Time Model |
Velocity Equation |
Acceleration |
Sonias Group |
15.46t2 + 3.93 |
31.0t |
31.0 |
Figure 1: Group Distance-Versus-Time Models
Handout 5Parametric Equations: Calculator Review Motion Detector Set Up |
The following calculator displays show possible settings for using parametric equations and your calculator to graph the motion of cars sailing off ramps.

Select paramtric mode.

Enter the equations of the x and y motion.

Select a window that will show the x and y motion for a reasonable time.

Either graph and TRACE . . .

. . . or use tables to answer the question.

You might need to change the window to be more precise with your graph.

Now you can be precise to the 0.01 second.

Or you could change the table set-up to be more precise.

Transparency 1Book Drop Data |

Transparency 2What Can Go Wrong? |

Transparency 3Falling Book Models |
Group |
Distance-Versus-Time Model |
Velocity Equation |
Acceleration |
Sonias Group |
15.46t2 + 3.93 |
31.0t |
31.0 |
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Figure 1. Group Distance-Versus-Time Models
Annotated Student Materials |
Preparation ReadingIts Show Time! |
Youve probably watched scenes like these in the movies:
The hero, with no other route of escape, jumps off a roof top. Miraculously, he lands in the back of a passing pickup truck.
During a chase, the hero speeds down the street on his motorcycle. He crosses an intersection narrowly missing a truck.
Trial-and-error alone would be a poor method for planning such stunts. A mistake could cost stunt drivers their lives. A successful stunt requires careful planning. Mathematical calculations and an understanding of the laws of physics are often an important part of this planning.
Early in his career, Evel Knievel often relied on "gut-level instincts" to help him create stunts. The results were sometimes more spectacular than intended. In one show, for example, Evel placed a row of open crates containing rattlesnakes between two ramps. A hush fell over the crowd when he signaled for the start. Evel revved up his motorcycles engine. Then he sped up the first ramp, sailed over the rattlesnakes . . . and fell short of the landing ramp. When he landed he took down the side of one of the crates. This freed the snakes. Unharmed, Knievel sped off into the sunset. The crowd quickly left the stands.
Jeff Lattimores specialty in Chittwoods Thrill Show is "The Leap for Life." Jeff has performed it successfully for years. In his stunt, Jeff climbs a ladder and stands on an eight-foot stool. Then the ladder is removed, leaving Jeff stranded just as a car comes speeding toward him. Jeff jumps a moment before impact. The car hits the stool and snaps it out from under him. Jeff lands safely on the ground.
Near crashes, ramp-to-ramp jumps, and leaps over oncoming vehicles are standard stunts at motorcycle and car thrill shows. In this unit, youll plan similar stunts. Youll test small-scale versions of these stunts using toy cars or trucks or youll simulate your stunts using a calculator or computer.
Activity 1Plan Ahead! |
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= 1, 2, 3
Sample answer: The stunt design should include a layout of the intersection and a description of the two vehicles that will be used. The stunt drivers should be told (1) where to position their vehicles at the start of the stunt, (2) how fast their vehicles should be moving when they enter the intersection, and (3) how quickly they should get their vehicles up to this speed. For safety, drivers also might be told to wear helmets and fasten seat belts.
Sample answer: Sketch of the ramp set-up:

Note: Students may decide to sketch a take-off ramp where the motorcyclist drives up the ramp rather than down the ramp as pictured above.
Sample answer: You should know how fast the motorcycle is going when it leaves the take-off ramp and how far it will fall by the time it reaches the landing ramp (so youll know how high to make the landing ramp).
Sample answer: In order to determine how fast the motorcycle is going when it leaves the first ramp, you could build a horizontal extension as shown in the diagram below.

Then have a rider drive down the ramp onto the extension and make a video of his ride. You can approximate the motorcycles speed at the bottom of the take-off ramp by determining the distance the motorcycle travels over a small time interval near the end of the ramp. Careful examination of the video can provide this information.
The question of how far the motorcycle will fall as it travels between ramps is more difficult to answer. If you know how fast the motorcycle is going when it leaves the take-off ramp, you can calculate how long it will take for the cycle to cover the distance between ramps. All thats left is to determine how far a motorcycle with a rider will fall during this period of time. Maybe you could drop large objects (you wouldnt want to drop actual motorcycles with riders) from various heights and videotape the falls to determine how far objects fall in a given amount of time.
Sample answer: How fast the car should approach the stool, the height of the stool, how long it will take Jeff to reach the ground, the height of the car, the timing for Jeffs jump.
Sample answers: Place two markers along the path that the car will travel. Turn the car on, start a stop watch when the car reaches the first marker, and then stop the watch when the car reaches the second marker. To approximate the toy vehicles speed, measure the distance between the two markers and divide by the time on the stopwatch. If you use this method to estimate the cars speed along two different sections of its trip and find that the speeds are roughly the same, then it may be reasonable to assume that the toy car is moving at a constant speed. If the two speeds differ substantially, then you know that the car is not traveling at a constant speed.
Driving 65 mph, means that youll cover 65 miles in 1 hour. It should only take 16/65 hour to drive 16 miles. Thats (16/65)hr ´ 60 min/hr » 14.8 min (or just under 15 minutes).
Homework 1Can You Say "Toy Boat" Three Times Fast? |
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The average velocity, V1,2, of an object between time 1 and time 2 is determined by the following ratio:
V1,2 = 
V1,2 =
, where d2 is distance at time2 and t2 = time2.
Note that velocity will have units of
such as
,
, or 
The boats average velocity is (2 20) ft/(3 0) sec = 6 ft/sec
The speed is 6 ft/sec. Speed is always positive. Velocity changes sign depending on whether the boat is moving toward you or away from you.
Elapsed time (sec) |
Distance between you and your boat (ft) |
0 |
1.0 |
1 |
1.2 |
2 |
1.8 |
3 |
4.0 |
4 |
6.5 |
5 |
9.0 |
6 |
11.5 |
7 |
14.0 |
8 |
15.0 |
Figure 1. Time and distance data for a toy boat

The average velocity is (1.2 1.0) ft/(1 0) sec = 0.2 ft/sec.
The average velocity is (1.8 1.2) ft/(2 1) sec = 0.6 ft/sec. The boat is speeding up.
There are two three-second intervals: from t = 3 to t = 6 or from t = 4 to t = 7. The velocity is 2.5 ft/sec.

Figure 2. Distance-versus-time graph for a toy boat.
Average velocity = (18 ft 0 ft)/(9 sec 0 sec) = 2 ft/sec
The average velocity from t = 0 to t = 2 is 2 ft/sec and from t = 2 to t = 4 is 4 ft/sec. The boat is traveling faster during the second two-second interval than during the first two-second interval. You can observe from the graph that the change in the heights of the dots corresponding to t = 2 and t = 4 is greater than the change in the heights of the dots corresponding to t = 0 and t = 2. This means that the boat is traveling a greater distance during the second two-second interval than during the first two-second interval.
The boat appears to be traveling at a constant velocity over the intervals from t = 2 to t = 4 and from t = 7 to t = 9. Over the interval from t = 2 to t = 4, the boat is traveling 4 ft/sec. Over the interval from t = 7 to t = 9 the boat is traveling at 0 ft/sec
Sample answer: During the first two seconds of the trip, the boat starts out slowly and picks up speed. Then, it travels at a constant velocity for the next two seconds after which it begins to slow down. The boat comes to a stop 7 seconds into the trip.
Because distance is decreasing over time, student graphs should be decreasing. In other words, their graphs should drop as you trace along them from left to right. For example, students could draw a linear graph with a negative slope.
Activity 2Watch Your Step |
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= 4, 5, 6

Figure 3. An example of a calculator/motion detector set-up.
Your teacher should select two students, Walker #1 and Walker #2: Instructions for their walks follow:
Walker #1: Stand about 2 feet from the motion detector. As soon as the motion detector begins clicking, walk away from the detector at a steady pace.
Walker #2: Stand about 10 feet from the motion detector. As soon as the motion detector begins clicking, walk toward the motion detector at a steady pace. Stop walking when you reach the motion detector.
Sample answer: The graph should look like a straight line that moves up as you trace along the line from left to right. Because the person is walking at a steady pace, equal increments in time should produce the same changes in distance.
Sample answer: The graph had an initial horizontal piece to the left and then appeared to be a line with positive slope. When the walker began moving, he walked at a fairly constant pace. The pattern of the scatter plot of the distance-time data appears to closely follow a straight line.
Walker #2s graph has a brief horizontal section at the left, followed by a line segment with a negative slope, then a horizontal piece at about d = 1.5. Both Walker #1s graph and Walker #2s graph contained an initial horizontal segment (at the left end of the graph) followed by a straight line segment. For Walker #1, the slope of the line was positive; for Walker #2, the slope was negative.
According the graph, Walker #2 stopped about 1.5 feet in front of the detector. However, she actually stopped much closer to the detector. The detector is not able to track objects closer than about 1.5 ft from the detector.
Your group should set up the motion detector as described in Handout 1 or as described by your teacher.
Sample answers:
Walker #1
Description of walkers motion:
The student stood about 2 feet from the detector. After the program began, the student paused for a moment and then walked steadily away from the motion detector.
Graph produced by walkers motion:

Walker #2
Description of walkers motion:
The student stood about 12 feet from the motion detector. When the program began, the student stood still for a moment before slowly walking toward the detector.
Graph of produced by walkers motion:

Walker #3
Description of walkers motion:
The student started walking away from the motion detector just before the program began. Then he stopped, turned around, and walked toward the detector.
Graph produced by walkers motion:

Walker #4
Description of walkers motion:
The student stood about 15 feet from the detector. After the program began, she hopped toward the motion detector.
Graph of walkers motion:

Note that for approximately the first third of the hop-walk, there are several stray points approximately the same distance from the motion detector. These points indicate that sometimes the detector is picking up an object located behind the student.
Sample answers:
See Item 1 for sample graphs.
Sample answers:
Linear graphs, piecewise linear graphs, and curved graphs.
Graphs that are increasing over the six-second trip, decreasing over the six-second trip, sometimes increasing and sometimes decreasing over the six-second trip.
Sample answer: See descriptions from sample answers to Item 3.
Homework 2Step by Step |
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Figure 4. Graph of Julies walk
1.98 ft
0.9 sec She moved away from the detector.
4.9 0.9 = 4 sec
15.98 1.98 = 14 ft
14/4 = 3.5 ft/sec
Equation: d = 3.5t 1.17. This model makes sense for values of t between 0.9 and 4.9.
The d-intercept would give you the distance from the motion detector at t = 0. However, t = 0 is not one of the values that makes sense for this model. So, the d-intercept has no meaning in this context. The slope of the linear equation gives Julies velocity as she moves away from the motion detector.
Time (sec) |
Distance (ft) |
0 |
13 |
1 |
13 |
2 |
13 |
3 |
11.5 |
4 |
9.9 |
5 |
8.6 |
6 |
6.8 |
7 |
5.6 |
8 |
3.9 |

Figure 5. Table and graph of distance-time data
George waited for two seconds before he began walking. He walked toward the motion detector.
d = 1.23t + 14.40

This line does not do a good job describing the part of the graph representing Georges motion. The line should slant downward more steeply.
Students may decide to edit the first two or three data points. In either case, their regression equation will be (approximately) d = 1.51 t + 16.0.
Students may decide to graph either the edited data or the original data. Notice that the equation from (d) fits the portion of the graph representing Georges motion very well. Below is a graph of the original data and the least-squares equation from (d).

George walks at a constant velocity of approximately 1.51 ft/sec His velocity is the same as the slope of the line describing his motion.
Students may decide to calculate his velocity using two points; for example, students might use (3, 11.5) and (8, 3.9) to calculate Georges velocity. In this case, the average velocity is 1.52 ft/sec This is very close to the slope of the equation from part (d).
Using the formula d = rt, solve 4 = 5t for t. This gives T = 4/5 = 0.8 hours. So, it will take Jessie (0.8 hours)(60 minutes/hour) = 48 minutes. Jessie will arrive home at 5:48.

Figure 6. Time-lapse graph of a walkers motion
The walker is not moving at a constant velocity. The walker moves 1 foot during the first second, 2 feet during the second, 3 feet the third, 4 feet the fourth, 5 feet the fifth, and 6 feet the sixth. The walker is speeding up as she moves along her path from t = 0 to t = 6. Therefore, her velocity is increasing and not constant. You can also tell that the velocity is not constant because the dots on the graph are not equally spaced.
Sample answer: The average velocity during the trip is 3.5 feet per second. From t = 2 to t = 3 Mich was moving an average of 3 ft/sec From t = 3 to t = 4, she was moving an average of 4 ft/sec So, Michs average velocity from t = 2.5 to t = 3.5 is probably fairly close to 3.5 ft/sec.
Sample answer: The graph curves upward.

Answer:

His average speed was 3 mi/0.75 hr = 4 mph.
Mizans average speed for the first half-hour of his walk was 1.5 mi/0.5 hr = 3 mph. His average speed for the last quarter hour was 1.5 mi/0.25 hr = 6 mph.
Activity 3Staging a Near-Hit |
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= 7, 8, 9, 10
In this activity, youll first plan, and then stage, a two-vehicle near-collision stunt.
Sample answer:

Sample answer: For our stunt we used a big red fire chiefs car and a blue monster truck. The car was 12.5 inches long inches long and 5.25 inches wide. The truck was 8 inches long and 7 inches wide. Both were battery operated. You started the car by pressing a button which caused a voice to respond "Were on our way" after which the car began moving. The truck had an on/off switch and began moving as soon as the switch was turned on.
Sample answer: The distance-versus-time graphs both look linear during the times when the vehicles were moving. That means that both vehicles were traveling at constant velocities.
Sample answer
Car:
We looked at the cars distance-versus-time data. Heres the graph:

Since the portion of the graph that corresponds to the cars motion is linear, you can fit a least-squares line to the portion of the data collected while the car was in motion. In order to do this, the data must be edited. A scatter plot of the edited data appears below.

Least-squares equation: d = 1.53t 1.23.
Truck:
The graph appears below.

Least-squares equation: d = 0.67t + 2.22.
Note: Instead of fitting a least-squares line to part of the data, students may decide to select two data points and use them to determine the equations.
Sample answer:
Car:
Based on the slope of the least-squares equation, the car moves at approximately 1.5 ft/sec
Truck:
Based on the slope of the least-squares equation, the truck is traveling at approximately 0.67 ft/sec
Include in your description the mathematics supporting your stunt design.
Sample answer:
Position for car: The front of the car should be placed five feet from the middle of the intersection.
In order to avoid collision, we need to have the front of the car (12.5 + 3.5)in. = 16 in. or 4/3 ft beyond the center of the intersection when the truck arrives. Heres how long it will take the car to travel (5 + 4/3) feet:
t = 6.33ft/(1.5 ft/sec) » 4.2 sec

Next we calculate the starting position for the truck. The truck travels more slowly than the car. Heres how far the truck will travel in 4.2 seconds:
(4.2 sec)(0.7 ft/sec) » 2.9 ft
We want the truck to reach a location 2.5 inches (or about 0.2 ft) before the intersection in 4.2 seconds. (See diagram above.) So, place the truck at 3.1 ft or about 3' 1" to the left of the intersection.
Sample answers:
Sample answer #1: The stunt worked perfectly!
Sample answer #2: Our vehicles crashed. We forgot to take into account the dimensions of the vehicles.
Sample answer #3: Our stunt didnt work very well. We think that the batteries in the cars wore down and that changed the vehicles velocities. We could check this assumption by taking new motion detector readings.
Homework 3Start Your Engines |
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Sample answer:

Sample answer based on (a): When the car is turned on it runs at approximately a constant velocity for a period of time. At first the graph looks fairly straight. As the car continues to move, its batteries weaken and the car begins to slow down. Eventually the car stops. The toy car in (a) runs continuously for 20 minutes before it comes to a stop.
Sample answer: According to the graph in (a), the cars average velocity over its 20 minute trip is around 1250 ft/20 min. = 62.5 ft/min or a little over 1 ft/sec

Figure 7. Distance-versus-time graph for a toy car
It was about 2 feet from the motion detector when the detector began recording data and about 22 feet from the detector when it stopped recording data.
About 1.5 seconds.
It was moving (22 2) ft/(6 1.5) sec » 4.4 ft/sec.

Figure 8. Least-squares line superimposed on scatter plot
According to Coras model, the car was traveling approximately 3.9 ft/sec Because Coras model is a linear equation, the slope gives the cars velocity.
It is too low. Cora should have removed the data that corresponded to the horizontal section of the graph before she fit a least-squares line. Her model does not do a good job describing the pattern of graph that corresponds to the moving vehicle.

Figure 9. Distance-versus-time graph for wind-up car
No, the car is not traveling at a constant velocity. Because the graph bends upward, the car is speeding up.
0 ft/sec; (3.838 2) ft /0.5 sec » 0.9 ft/sec; (6.7085 3.838) ft/0.5 sec » 5.7 ft/sec
The car is speeding up; its velocity is increasing.
Sample answers:
Jasons car drove in a circular arc with the motion detector at the center. This kept its distance from the motion detector constant.
Jasons car never moved.
Activity 4Falling for You |
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= 11, 12, 13
Youve probably seen a stunt similar to this in the movies:
The hero, trapped on a rooftop by villains, jumps for his life. (The audience gasps.) Fortunately, the hero lands in the back of a passing pickup truck.
Sample answer:

Because the hero gets closer to the motion detector as he falls, the height of our groups graph decreased as time elapsed. We decided that the hero would fall slowly at first and then pick up speed during his fall. So, we made the graph curved rather than straight.
Sample answer #1: You could video tape stunt men or women falling from buildings. Then you could slow the video down and pause at equal intervals of time to measure the stunt persons height above the ground each time the video was paused.
Sample answer #2: Drop various objects (dummies, large dolls, balls, books, etc.) and use a motion detector to gather distance-versus-time data on their falls.
To answer Item 1(b), you really need data on falling heroes. But you cant drop a person to see how he falls. Instead youll drop a book and record data from its fall. (Or youll drop some other non-living object.)
Data will vary from group to group. See (b) for graphs of sample data.
Sample Answer #1:
For the following graph the motion detector was placed on the floor. The window settings were [0.14, 1.76] × [1.31, 9.02].

Sample Answer #2:
For the following graph the motion detector was placed above the falling object. The window settings were [0.15, 1.74] × [1.16, 7.99].

Sample Answer #1:
The object wasnt moving for a short time after the program began. The decreasing portion of the graph corresponds to the books fall. The book hit the motion detectors protective frame and then fell off. Then the motion detector began taking readings of the ceiling which produced the horizontal line segment not connected to the rest of the graph.
Sample Answer #2:
The object wasnt moving for a short time after the program began. The increasing portion of the graph corresponds to the objects fall. The detector lost the object just before it hit the floor. Then the motion detector began taking readings of the floor which produced the horizontal line segment not connected to the rest of the graph.
Sample answer: (Based on Sample Answer #1 in (b).)
The portion of the graph corresponding to the books fall is curved rather than straight. This means that the object did not fall at a constant velocity but that its velocity decreased as it fell. (Because the velocity is negative, a decrease in velocity means it gets more negative. So, the object travels more quickly as it nears the motion detector.) If you trace from left to right along this portion of the graph, it initially drops gradually and then more steeply. The change from gradual decline to steep decline indicates the object is falling faster at the end of its fall than at the beginning.
See sample answer part (b).
Sample answer:


How could you use this ratio to approximate the books velocity at your selected time? What is its approximate velocity?
Sample answer:
Selected time: t = 0.58 second. Use the average velocity over a very small interval containing t = 0.58 to approximate the books velocity at this time. When t = 0.56001, the book is 3.5975 feet above the ground and when t = 0.6001, the book is 3.3886 feet above the ground. Using these points, the velocity of the book when t = 0.58 is approximately 5.2 ft/sec.
Sample answer:
Selected time: t = 0.74 second. When t = 0.72, the book is 2.4739 feet above the ground and when t = 0.76, the book is 2.067 feet above the ground. Using these points, the books velocity when t = 0.74 is approximately 10.2 ft/sec
Sample answer: The velocity is getting more and more negative as the book falls. This means the book is speeding up during the fall. Since speed is the absolute value of velocity, the books speed increases from around 5.2 ft/sec to 10.2 ft/sec during the drop.
Sample answer: d = 15.46t2 + 12.78 t + 1.29, where d is the distance between the object and the motion detector and t is the elapsed time since the calculator began recording readings. Note that distance is recorded in feet and time in seconds. Save this equation for use in Activity 5.
The points in the residual plot appear to be randomly scattered. However, there are two sizable residuals, one negative and one positive. The window settings for this plot were [0.45, 0.81] × [0.006, 0.008]. So, relative to the size of the actual distances, these residuals are very small.


Figure 10. Jackies graph

Figure 11. Darryls graph
Select one of your group members to be the walker. Your walkers will try to create distance-versus-time graphs that resemble the shapes in Figures 10 and 11. (Dont worry about matching the scaling on the axes.)
Sample answer:
Walker #1: Assume that Walker #1 is trying to produce a graph similar in shape to Figure 10. She should stand on the other side of the room from the motion detector. She should begin walking toward the motion a moment before the detector begins recording data. She should walk at a constant pace.
Walker #2: Assume that Walker #2 is trying to produce a graph similar in shape to Figure 11. He should stand on the other side of the room from the motion detector. He should begin walking toward the detector at about the same moment the motion detector begins recording data. He should begin his walk slowly and gradually pick up speed.
Sample answer:
Walker #1s graph looked like a straight line with a y intercept of 7 and a negative slope. However, there was a short horizontal section at the left end of the graph. The walker had moved too close to the detector and it was no longer reporting correct distance readings.
The mid-section of Walker #2s graph looked about right. However, there were short horizontal segments to the right and left Apparently, the walker did not begin walking the moment the motion detector began recording readings and at the end of his walk was too close to the motion detector to get accurate distance readings.
Homework 4Moving Along |
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= 7, 11
Ms. Keatings math class had a contest to see who could walk the best parabola. Each group planned how its walker would have to walk so that the graph produced by the motion detectors readings would look like a parabola. Items 1 and 2 refer to this experiment.

Figure 12. Graph of Anitas walk
5.5 ft/sec; 8.25 ft/sec; 2.75 ft/sec
Anita walked more quickly initially traveling an average of 8.25 ft/sec from t = 1 to t = 2. As she continued walking her paced slowed. From t = 2 to t = 3, her average velocity was only 2.75 ft/sec For the two seconds from t = 1 to
t = 3 she averaged 5.5 ft/sec
Sometime between t = 1 and t = 2. Because Anita is slowing down during the interval from t = 1 to t = 2, her velocity at t = 1 is greater than 8.25 ft/sec and her velocity at t = 2 is less than 8.25 ft/sec.
Sample answer: They should all be negative because Anita is moving toward the motion detector during the second half of her walk. Because of the symmetry of the parabola, the velometer reading at t = 4 should be the negative of the velometer reading at t = 2 and the velometer reading at t = 5 should be the negative of the velometer reading at t = 1.
d = 2.75t2 + 16.5t 5.75
did a good job describing these data.

What would happen if you tried to use this same ratio to find her instantaneous velocity (velometer reading) at t = 2 seconds?
You would get a ratio of 0/0.
The chosen interval is from 1.4 to 1.6. The average velocity over this interval is (13.61 11.96)/(1.6 1.4) = 8.25 ft/sec.
Sample answer: For t = 3: If you use the interval from 2.9 to 3.1, the average velocity is 0 ft/sec
For t = 4.5: If you use the interval from 4.4 to 4.5, the average velocity is 8.25 ft/sec
The portion of the parabola that lies to the left of t = 3 is symmetric to the portion that lies to the right of t = 3. (From t = 1 to t = 3, Anita walks away from the detector. Then she reverses her direction and retraces her steps.) Because t = 1.5 is 1.5 units to the left of t = 3 and t = 4.5 is 1.5 units to the right of t = 3, her speeds at t = 1.5 and t = 4.5 are identical. The difference in direction accounts for the opposite signs on the velocities.
Sample answer: Determine a small interval centered at t = 0.5. For example, t = 0.45 to t = 0.55. Use the equation for d to find the distance corresponding to these times. Then use these two points to calculate slope by the ratio: (change in distance)/(change in time).

Figure 13. Falling books distance-versus-time graph

Figure 14. Portion of graph representing the fall,
with quadratic model overlay
Sample answer: d = 15.46t2 + 12.78t + 1.29.
Since the books distance-versus-time graph is curved and not a straight line, the book is not falling at a constant velocity.
Sample answer: This answer is based on the model d = 15.46t2 + 12.78t + 1.29. To estimate the velocity at the instant t = 0.5, you could use the average velocity over a very short time interval centered at t = 0.5 seconds. If, for example, you used the interval from t = 0.45 to t = 0.55, you could use your model to determine the corresponding distances of around 3.91 and 3.64, respectively. This gives an average velocity of 2.68 ft/sec
The graph should appear to be a straight line.
To find the slope of a curve at a particular point, zoom in on that point until the curve resembles a line. Then select two points on this "approximate" line, and determine slope by the usual formula.
The slope tells you the instantaneous velocity of the falling object at
Sample answer based on the model d = 15.46t2 + 12.78t + 1.29. When t = 0.85, the book was 1 ft above the detector. The book was released at t = 0.41. This means that it took the book 0.44 seconds to reach a height 1 ft above the motion detector. Heres how these times were found. I graphed the model and the line d = 1. Then I used the CALC/Intersect feature on a TI-83 to find the time when the model intersected with the line d = 1. To find the time the book was released, I used the CALC/Maximum feature on a TI-83.
The motion detector doesnt record distances for objects closer than about 1.5 ft. So you wont find a distance of 1 in the data collected by the motion detector. In addition, you the motion detector may not have taken a reading exactly the moment the book was dropped.
Activity 5It Depends on Your Perspective |
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= 14, 15
Recall Jeff Lattimores stunt where he jumps off a stool into a fall. (See the preparation reading.) Imagine performing the following scaled-down, simplified version of Jeffs stunt.
Hold your book above the floor. Aim a battery-operated toy car on a straight-line path toward the drop point for the center of the book. Next, mark a point along the cars path as shown.

Figure 15. Scaled down, simplified variant of "The Leap for Life"
To begin the stunt, turn the car on. When the front of the car reaches the mark, drop the book. The "trick" to this stunt is to place the mark in such a way that the car has enough time to pass beneath the book, thus narrowly avoiding getting hit.
Note: The sample answers to this activity are based on the model d = 15.46t2 + 12.78t + 1.29.
Sample answer: A graph of d = 15.46t2 + 12.78t + 1.29 in the window [0.5, 1] × [1,5] appears below.

The coordinates of the vertex are approximately (0.41, 3.93). The first coordinate gives the time the book was dropped, and the second the distance between the book and the motion detector at the instant the book was dropped.
Sample answer: Because the motion detector wont detect an object that is closer than about 1.5 feet from the detector, you could not answer this question using your data.
d = 0 when t » 0.92. That means that the book hit the detector approximately 0.92 seconds after the motion detector began recording data. Thus, the book was in the air from t = 0.41 to t = 0.92 seconds or for about one-half of a second. (This answer ignores the fact that the book hits the protective frame surrounding the motion detector. However, if the frame is not much higher than the detector, this shouldnt add much error to the answer.)
Sample answer: (3.2276 1.29) ft/(0.2 0.0) sec » 9.7 ft/sec
This answer does not make sense. The book is not dropped until t = 0.41 seconds. If t < 0.41, it does not make sense to use this model.
Sample answer:
I selected t = 0.8 seconds. The books velocity is negative. As the book falls, its distance from the motion detector (assuming the motion detector is on the floor) is decreasing. The book is falling faster as time elapses.
Sample answer:
To determine the velocity or "slope" of the graph at the point (0.8, 1.6), trace as close to this point as possible. Then zoom in on this point. Repeat this process a second time. Now the graph in the calculator screen will look like a line. Select two points on either side of (0.8, 1.6), say (0.78058511, 1.845897) and (0.8025266, 1.5892933). Use these points to calculate the slope and dont round until you have completed your calculations. The books velocity at t = 0.8 seconds is approximately 11.7 ft/sec.
For now, assume that youll be performing the stunt described in Figure 15 holding the book at the same height as you did when you collected your groups book-drop data in Activity 4. In fact, you can use the equation that you graphed in Item 1.
Sample answer: The face of the motion detector is approximately 11/8 in. or about 0.11 ft above the floor. So, h = d + 0.11.
Sample answer:
Assume that the motion detector is on the floor and the book falls toward the motion detector. Add the constant 0.11 to your model for d to obtain the model for h: h = 15.46t2 + 12.78t + 1.40.
Sample answer:
The graph of h versus t looks exactly like the graph of d versus t except that it is 0.11 units higher.
Save your answer for use in Activity 6.
Sample answer: The coordinates of the vertex are (0.4133, 3.9311). We used the 2nd, CALC, Maximum feature on a TI-83 to determine the vertex. The display produced by this routine was rounded to four decimal places.
Testing 1, 2, 3 introduced the quadratic formula for solving quadratic equations. Recall, if you want to solve an equation of the form
ax2 + bx + c = 0, you can use the formula

Sample answer: 0.92; 0.10. Only the first answer makes sense in terms of the book drop experiment.
Drop time was approximately (0.92 0.41) seconds = 0.51 seconds.
Answers will depend on the height of the book when dropped, the books dimensions, the cars dimensions, and the speed of the car.
Sample answer:
Assume the following: The book is dropped from 3.93 feet; the book was 8.5 inches in width (this is the length that the car must pass under); the car moves 1.53 ft/sec; the car is 12 inches long.
In 0.51 seconds, the car will travel 0.78 feet or approximately 9.36 inches. The car must be 4.25 inches beyond the drop point when the book hits the ground. This means that the mark should be placed 5.11 inches in front of the drop point.
This plan does not take into account the height of the car. This omission may cause problems for the success of the stunt. The book may reach the height of the back-end of the car before the car has passed under the book.
Sample answer: When t = 0, h = 1.40. However, this doesnt give you any information relevant to the stunt. The book has not yet been released. We only care about descriptions for times after the fall has begun.
Recall that the independent variable, t, for your model in Item 7(b), is the elapsed time since the motion detector began recording data. (You might want to rename this variable trecord.) This is not the most natural independent variable to use in this context. What you really need to know is how long it would take from the time the book was released for it to hit the ground. Or for the stunt in Figure 15, how long it would take from the time the book was released for it to reach the height of the car.
tfall = t 0.4133 or tfall = t (first coordinate of vertex)
t, elapsed time (sec) since the detector began recording data |
tfall, elapsed time (sec) since the book was released |
h, height above the floor (ft)
|
0.45 |
4.0204 |
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0.50 |
3.9250 |
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0.55 |
3.7524 |
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0.60 |
3.5024 |
|
0.65 |
3.1752 |
Figure 16. An example: sample times and corresponding heights.
Sample answer: See Figure 16.
Sample answer: Subtract approximately 0.4133 seconds (the first coordinate of the vertex) from each entry in column 1.
The second scatter plot would shift left about 0.41 units.
Sample answer:
tfall = t 0.4133 or t = tfall + 0.4133. So, substitute this expression in your model for h: h = 15.46(tfall + 0.4133)2 + 12.78(tfall + 0.4133) + 1.40
Some students may apply quadratic regression to columns 2 and 3. This would result in the simplified model h = 15.46 tfall 2 + 4.04.
Save your model from Item 9(f) for use in Activity 6.
Setting the equation h = 15.46 tfall 2 + 4.04 = 0 and solving for tfall tells you how long it takes for the book to hit the floor. So, the final plans should be the same, but the computations should be easier using the model from Item 9(f). Using the model from Item 9(f) would make it easier to take the height of the car into consideration.
For example, if the height of the car is 2 in., the book would reach the height of 2 in. above the floor in only 0.36 sec In this time, the car travels only 0.55 ft or about 6.6 in. This means that the mark must be placed 2.35 in. in front of the drop point. (So, the car needs to be partially under the book before you release the book.)
Sample answer: It didnt work! The book hit the car. Perhaps we didnt release the book at exactly the right time.
Homework 5Along These Lines |
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Time (sec) |
Distance from Sensor (ft) |
Velocity (ft/sec) |
0 |
3 |
|
1 |
6 |
|
2 |
9 |
|
3 |
12 |
|
4 |
15 |
|
5 |
18 |
|
6 |
21 |
|
7 |
24 |
|
8 |
27 |
Figure 17. Distance-time data for Janes walk

The points appear to lie on a line.
It should be constant and positive in value.
3 ft/sec
Time (seconds) |
Distance from Sensor (feet) |
Velocity (feet/second) |
0 |
3 |
xxxx |
1 |
6 |
3 |
2 |
9 |
3 |
3 |
12 |
3 |
4 |
15 |
3 |
5 |
18 |
3 |
6 |
21 |
3 |
7 |
24 |
3 |
8 |
27 |
xxxx |
Janes velocity never changed. It was always 3 ft/sec
d = 3t + 3
Time (sec) |
Distance from Sensor (ft) |
Velocity (ft/sec) |
0 |
2 |
|
1 |
3.15 |
|
2 |
6.8 |
|
3 |
12.95 |
|
4 |
21.6 |
|
5 |
32.75 |
|
6 |
46.4 |
|
7 |
62.55 |
|
8 |
81.2 |
Figure 18. Distance-time data for Rhondas walk

It is a curve, opening upwards and increasing. It looks like it might be part of a parabola. The upward curve means that her velocity is increasing as she walks.
Time (seconds) |
Distance from Sensor (feet) |
Velocity (feet/second) |
0 |
2 |
xxxx |
1 |
3.15 |
2.4 |
2 |
6.8 |
4.9 |
3 |
12.95 |
7.4 |
4 |
21.6 |
9.9 |
5 |
32.75 |
12.4 |
6 |
46.4 |
14.9 |
7 |
62.55 |
17.4 |
8 |
81.2 |
xxxx |
Rhondas velocity increased as she walked. As you move down the column from one entry to the next, the entries increase by 2.5 units.

The graph of velocity versus time is linear. The points fall along a straight line.
The equation: v = 2.5 t 0.1. Linear regression was used to determine the equation. (Students could also determine the equation using two points from their completed table.)
d = 1.25t2 0.1t + 2. Quadratic regression was used to determine this equation.
Save your tables and equations from Items 1 and 2 for use later in the assessment.
h = 15.32t2 + 5.53t + 3.13
where h is the height above the floor and t is the elapsed time since the motion detector began recording data.

The book was released approximately t = 0.18 seconds after the motion detector began recording. This is the t-coordinate of the vertex. You can use the 2nd/CALC/Maximum feature on a TI-83 to get this answer. You can also use the formula t = b/2a.
Keith held at the book 3.63 feet above the floor.
The book hit the floor at approximately t = 0.67 sec The book was in the air from t = 0.18 sec to t = 0.67 sec, a total of 0.49 sec, or about one-half second.
It was falling at about 15 ft/sec (Note: Its velocity was about 15 ft/sec)
Sample answer:
t = tfall + 0.18; replace t in the equation for (f) with this expression. The result is y = 15.32 tfall2 + 3.63.
Students could also generate a table of values similar to the one done in Item 9(c), Activity 5. Then they could use quadratic regression to fit a quadratic to the h versus tfall data.
Activity 6Fall Fashions |
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= 14, 15
Sample answer:
h = 15.46(tfall + 0.4133)2 + 12.78(tfall + 0.4133) + 1.40
= 15.46tfall2 + 0.000764 tfall + 4.0411.
Rounding the constants to two decimal places gives h = 15.46 tfall2 + 4.04.
Time, tfall (sec) |
Instantaneous velocity, v (ft/sec) |
0 |
|
0.1 |
|
0.2 |
|
0.3 |
|
0.4 |
|
0.5 |
Figure 19. Table of velocity-versus-time values
(using translated times)
Sample answer:
Time, tfall (sec) |
Instantaneous velocity, v (ft/sec) |
0 |
0 |
0.1 |
3.09 |
0.2 |
6.18 |
0.3 |
9.28 |
0.4 |
12.37 |
0.5 |
15.46 |
Sample answer:

v = 30.92t (rounded least-squares equation).
Acceleration is the rate of change of velocity with respect to time. (This concept is not new to you. If you step on your cars accelerator (the gas pedal), your car will speed up.) You calculate average acceleration, a1,2, from time 1 to time 2 by the ratio:

If distance is measured in feet and time in seconds, the units for acceleration are feet per second per second or feet per second2 or ft/sec2.
Sample answer: 30.9 ft/sec2
Sample answer: 30.9 ft/sec2
Sample answer: 30.9 ft/sec2
The acceleration appears to be constant. (The answer to Item (b) differed very slightly from the answers to Items (a) and (c).) The value of that constant is the slope of the linear equation for velocity. Since slope is the rate of change of the graphed quantities, the slope in v vs. t is the rate of change of velocity with respect to time, which is acceleration.
When acceleration is negative, velocity gets smaller as time elapses. Since velocity is negative in this situation, negative acceleration causes the velocity to become more and more negative as time passes. (That means that the book is dropping faster as time elapses.) When acceleration is 0, velocity is constant.
Your results so far apply only to stunts involving dropping your object from the height that you used. In order to plan actual stunts, youll need to generalize your work. To begin this process, youll pool your results with those from other groups. Copy the class information onto Handout 4.
The answers below assume that the motion detectors were on the floor and that the books fell toward the motion detector.
Acceleration:
Students should find that the acceleration is constant. The value of the constant may vary from group to group, but most likely will be somewhere between 29 to 32 ft/sec2. (The acceleration due to gravity is 32 ft/sec2. Air resistance opposes the books downward movement and should cause the magnitude of the books acceleration to be a little less than 32.)
Students may decide to use the average of the group acceleration values for their approximation of a falling books acceleration. If some outliers are present, students may decide to remove them before taking the average.
Velocity Equations:
The velocity equations were of the form v = g t, where g is acceleration.
Distance-versus-time equations:
The height-versus-time equations were of the form h = at2 + c, where a is (1/2)g and c is the drop-height. See Items 5 and 6, below.
c is the height of the book the instant it was released; a is half the acceleration.
v = (acceleration) ´ t; acceleration is its slope.
Sample answer: Assume that the acceleration of the book is 31.0 ft/sec2 The model is h = 15.5t2 + 20. This model makes sense from t = 0 to t = 1.1 seconds.
Sample answer based on answer to (a):
Algebraic solution:
15.5t2 + 20 = 0
15.5t2 = 20
t2 = 20/15.5
t » 1.1 or 1.1; only the first solution makes sense in the context of the falling book.
Graphical solution:
The positive t-intercept of the parabola is approximately located at t = 1.1 sec
Sample answer based on answer to (a): v = 31.0t.
The book is traveling (31.0)(1.1) = 34.1 ft/sec when it hits the ground.
Activity 7Close Call |
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Here's a new stunt.
The hero, who is being chased by villains, is driving down the road as fast as his car will go. The villains are gaining on him! Moments before the hero reaches an intersection, a truck parked on the hill loses its breaks and begins rolling down the hill. The truck arrives at the intersection narrowly missing the hero's car. The villains, however, are not as fortunate. They crash into the side of the truck.
In this activity, you'll plan, and time permitting, stage a scaled-down version of this stunt. You'll need at least one non-motorized car or truck and two battery-operated vehicles.
Earlier in this unit, you discovered that a battery-operated toy car moved approximately at a constant velocity. This meant that, once the car got up to speed, the car's acceleration was approximately zero. Later, you dropped the book and recorded its distance from the motion detector versus time. You discovered that a quadratic equation did a good job in describing your data. The book did not fall at a constant velocity, instead the force of gravity caused the book to accelerate during its fall.

Figure 20. Time lapse graphs of two cars
The acceleration for Car #1 is positive and for Car #2 is negative.
Car #1 is speeding up while Car #2 is slowing down.
The unbalanced force is acting in the direction of Car #1's motion and acting in the direction opposite to Car #2's motion.
Student answers will vary.
Sample answer (using a relatively short inclined plane):
3.5 inches ( 0.29 ft. The plane was 48 inches or 4 feet long. The horizontal distance under the plane could be measured or determined using the Phytrhagorean Theorem:
(height)2 + (horizontal distance)2 = (plane length)2. So, in this case, the horizontal distance was approximately 3.99 ft.
Sample answer: 0.92 ft.
Sample answer: The data almost looks like a line. However, there is a slight curve to its shape. The residual plot based on a linear model appeared strongly curived. So, a linear model is not adequate to describe the shape of our data. However, the quadratic equation y = 2.56t2 + 1.817t + 4.9 appeared to fit our data reasonably well. The dots in a residual plot appeared to be randomely scattered.
The accleration is twice the coefficient of t2. We confirmed this by using our data to estimate the instantaneous velocity at various times and then used those velocities to estimate the instantaneous acceleration. Using this method, we found that the instantaneous acceleration was almost constant and around 5.12 ft/sec2.
Newton's second law of motion gives the relationship between the net force acting on an object in the direction of the acceleration, the object's mass, and its acceleration. This relationship can be expressed in equation form as:
F + ma,
where F is the force in the same direction as the acceleration,
m is the mass, and
a is the acceleration.
When your toy vehicle is placed on the inclined plane, gravity pulls on the vehicle in the direction perpendicular to the ground. This force can be decomposed into component forces acting in two directions, one perpendicular to the inclined plane (which is balanced by the plane pushing on the car) and the other parallel to the inclined plane. (See Figure 21.)

Figure 21. Decomposition of forces acting on toy vehicle
The force that causes the car to move down the plane is Fm. (Assume that there is no friction as the car rolls down the ramp.) In the metric system force is measured in Newtons.
Sample answer: The toy vehicle's mass was 285 gm or 0.385 Kg. The vehicle's acceleration was approxiamtely 5.12 ft/sec2 or about 1.56 m/sec2. That means that the force that caused the vehicle to accelerate down the plane was (0.385 Kg)(1.56 m/sec2) » 0.60 Newton's.
If your lower the inclined plane, F8 would be the same. However, when you draw a diagram similar to the one in Figure 2, Fp will be longer and Fm will be shorter. This means that the force that causes the car to accelerate down the ramp will be smaller. Since the mass of the car has not changed, the smaller force will result in a smaller acceleration.
This time the ramp was 0.656 ft high. The equation modeling the vehicle's distance over time was y = 1.57t2 + 2.64t + 0.75. The vehicle's acceleration was approximately 3.14 ft/sec2.
Sample answer: F lk = (0.385 Kg)0.957 m/sec2) » 0.37 newtons. The force is smaller.
Sample answer:
(Answers will vary depending on the mass of the vehicle and the amount of friction between the vehicle's tires and the ramp.)
We found that the linear relationship a = 8.16h 2.35 (height in feet, and acceleration in ft/sec2) appeared to describe the relationship between ramp height and acceleration reasonably well. We tested this relationship by setting the ramp to a height of 0.84 ft and determined that the car's acceleration would be around 4.5 ft/sec2. In the trial run, the car's acceleration turned out to be 4.36 ft/sec2.
Student answers will vary depending on the battery-operated car, the toy truck used on the inclined plane, the length and height of the plane, etc. First, students should determine the truck's acceleration. Then they can use the formula d = 0.5 at2 to determine the time it will take for the truck to reach the bottom of the ramp. Students may need to check the car's velocity. Then they can determine the position of the mark signaling when to release the truck.
AssessmentHurry Up and Slow Down! |
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Notice that you must have distance data before and after the time for which you are calculating velocity. We cannot calculate instantaneous velocity for t = 0 or t = 8. The first instantaneous velocity is known at t =1, and we cannot calculate instantaneous acceleration until t = 2.
For Jane:
Time (sec) |
Distance from Sensor (ft) |
Velocity (ft/sec) |
Acceleration (ft/sec2) |
0 |
3 |
xxxx |
xxxx |
1 |
6 |
3 |
xxxx |
2 |
9 |
3 |
0 |
3 |
12 |
3 |
0 |
4 |
15 |
3 |
0 |
5 |
18 |
3 |
0 |
6 |
21 |
3 |
0 |
7 |
24 |
3 |
xxxx |
8 |
27 |
xxxx |
xxxx |
For Rhonda:
Time (sec) |
Distance from Sensor (ft) |
Velocity (ft/sec) |
Acceleration (ft/sec2) |
0 |
2 |
xxxx |
xxxx |
1 |
3.15 |
2.4 |
xxxx |
2 |
6.8 |
4.9 |
2.5 |
3 |
12.95 |
7.4 |
2.5 |
4 |
21.6 |
9.9 |
2.5 |
5 |
32.75 |
12.4 |
2.5 |
6 |
46.4 |
14.9 |
2.5 |
7 |
62.55 |
17.4 |
xxxx |
8 |
81.2 |
xxxx |
xxxx |
She was walking away from the detector. You can tell because her velocity was positive.
Her acceleration was 0 ft/sec2. Her velocity never changed. She walked at a constant rate.
Her acceleration was 2.5 ft/sec2. Her velocity changed during her walk. Her velocity increased becoming more and more positive as she walked.
Your velocity is constant so your acceleration is 0 miles/hour2.
Your acceleration is positive. Your velocity increases.
Your acceleration is negative. Your velocity decreases.

Figure 1. Graph of velocity versus time
His acceleration is zero when he is driving at a steady 55 mph. When he stepped on the gas pedal to pass the bus, he increased his velocity at a steady rate. That means that his acceleration was positive. When he slowed down, he decreased his velocity, and his acceleration was negative.

d = 0.555t2 + 7t + 2
described the pattern of her data fairly well. (Distances were measured in feet and time was measured in seconds.)
Sample answer: It was a constant, with value of 1.11 ft/sec2.
Time (sec) |
Distance from sensor (ft) |
Velocity at time t (ft/sec) |
Acceleration (ft/sec2) |
0 |
xxxx |
xxxx |
|
1 |
xxxx |
||
2 |
|||
3 |
|||
4 |
|||
5 |
xxxx |
||
6 |
xxxx |
xxxx |
Figure 2. Data from Irenes walk.
Time (sec) |
Distance from sensor (ft) |
Velocity at time t (ft/sec) |
Acceleration (ft/sec2) |
0 |
2 |
xxxx |
xxxx |
1 |
8.445 |
5.89 |
xxxx |
2 |
13.78 |
4.78 |
1.11 |
3 |
18.005 |
3.67 |
1.11 |
4 |
21.12 |
2.56 |
1.11 |
5 |
23.125 |
1.45 |
xxxx |
6 |
24.02 |
xxxx |
xxxx |
Students can use a small-interval method or a zoom in approach to calculate the velocity and acceleration entries.
It is positive, so she walked away from the detector.
1.11 ft/sec2. Because her acceleration was not zero, her velocity changed as she walked. Because the acceleration is negative, her velocity became less and less positive. That means she was walking away less rapidly. In other words, she was slowing down as she neared the six-second mark.
Time (sec) |
Distance from sensor (ft) |
Velocity at time t (ft/sec) |
Acceleration (ft/sec2) |
5 |
23.125 |
1.45 |
1.11 |
6 |
24.02 |
0.34 |
1.11 |
7 |
23.805 |
0.77 |
1.11 |
8 |
22.48 |
1.88 |
1.11 |
9 |
20.045 |
2.99 |
xxxx |
10 |
16.5 |
xxxx |
xxxx |
After 6 seconds, the velocity becomes negative and increases in magnitude. This means that she is now moving toward the motion detector. Because of her negative acceleration, her velocity continues to become less and less positive, but she does not continue to "slow down." Instead she picks up her pace as she walks toward the motion detector.
d = 15.46t2 + 3.93
did a good job in describing its motion. (Recall that d was the distance (ft) from the motion detector and t was the elapsed time (sec) since the book was released.)


x = 1, y = 15.46t2 + 3.93
Yes, the calculator graph resembles the hand-drawn graph in (b).

The distance between dots for equally spaced time increments get larger as the book drops.
Unit ProjectLook Before You Leap |
Youve probably seen movies in which the hero, trapped on a rooftop, jumps off and lands in the back of a pickup truck driving parallel to the building. (The truck is usually carrying something soft such as mattresses or squishy garbage.)
In this project you will design this stunt. In your plans youll need to decide the buildings height, the location of the mark used to signal the hero that its time to jump, the pickups speed when it reaches this mark, and the relevant dimensions of the pickup.
Sample answer: 30 ft
Sample answer: The back of the pickup is 10 ft long and 4.5 ft high (with the mattresses). The cab of the pickup is 5 ft long and 7 ft high.
Sample answer: When the pickup reaches the signal mark it should be traveling a constant 25 mph or approximately 36.7 ft/sec.
Sample answer: Assume that the heros acceleration is approximately 31 ft/sec (This allows for a slight effect due to air resistance.) The model describing the heros motion is h = 15.5t2 + 30.
Sample answer:
The hero will reach a height of 7 ft in about 1.2 seconds. It will take the hero approximately 1.3 seconds to reach a height of 4.5 ft He will hit the ground at around 1.4 seconds.
At first we decided to place the mark 39.7 ft in front of the drop point. If the hero jumps the instant the truck reaches this mark, then the front of the truck will have moved (1.3 sec)(36.7 ft/sec) » 47.7 feet beyond the mark. That means that the hero should land 8 feet back from the front of the truck.
However, we didnt check to see if the hero would clear the top of the cab. The hero will reach a height of 7 ft at about 1.2 seconds. After 1.2 seconds, the front of the truck will be approximately 44.0 ft beyond the mark which means the hero will hit the top of the truck (hell hit approximately 4.3 ft from the front of the truck which is still the cab section). So, we had to change the location of the mark in the road.
Instead, place the mark one foot closer to the drop pointat 38.7 ft. Then at 1.2 seconds the front of the truck will be 5.3 feet beyond the drop point. So, the hero will not hit the cabs roof. At 1.3 seconds the front of the truck will be approximately 8 feet beyond the drop point. (Note, however, that the one-foot change in "mark" translates into a change of only 0.027 seconds in the heros jump time. Thats much smaller than his reaction time. He may have a problem "hitting the mark" this precisely. The hero has about a 5 ft "safety margin," which means the jump must take place within a 0.13-second interval to be successful. If he misses that window of opportunity, the stunt will fail!)

Sample answer:
When t = 1.3, the hero lands in the back of the truck. If you magnify a small section of graph surrounding the point (1.3, 4.5), the resulting graph will look like a line. Select two points on this line and calculate the slope. Here are the approximate coordinates for two points: (1.29, 4.273014) and (1.31, 3.469094). Using these points, the approximate velocity is 40.2 ft/sec.
Convert to miles per hour by multiplying by (3600 sec/hr.)/(5280 ft/mi.). The heros velocity is approximately 27.4 mph. He will definitely "feel" the impact of his landing. He could get hurt unless there is some sort of padding in the bottom of the truck bed. Remember, too, that the truck is moving at 25 mph relative to him (horizontally), so that he will likely slide into the rear gate at close to 25 mph.
Sample answer: There is almost no room for error. As noted above, he will clear the cab section by only 0.3 ft (about 3.5 inches), and he has only 6 feet to spare at the rear of the bed. That sounds like a lot of space, but at 36.7 ft/sec, that 6 feet represents a margin of error of only 0.16 seconds! At this speed our hero is possibly doomed! A slower truck would help.
Mathematical Summary |
In this unit you have determined equations describing various motions. In several situations, you developed equations based on time-distance data collected by motion detectors. In this process, you discovered that linear distance-versus-time graphs are produced by moving at a constant rate, and curved graphs are produced by moving at a non-constant rate.
The average velocity from time 1 to time 2 may be calculated using the ratio (distance 2 distance 1)/(time 2 time 1).

Similarly, after determining velocities at time 1 and time 2, you can determine the average acceleration by calculating the ratio (velocity 2 = velocity 1)/(time 2 time 1).

The simplest motion studied was that of a walker (or car) moving in a straight line at a constant rate. This type of motion can be modeled by distance-versus-time equations of the form
d = vt + d0
where d is the distance
t is the elapsed time.
The slope, v, is the objects velocity and d0 gives the objects initial distance (its distance when t = 0).
The motion of a dropped object is somewhat more complex to analyze. In this case, the objects velocity is not constant. Such motion is modeled by quadratic equations. In general, motion described by quadratic equations is characterized by parabolic distance-versus-time graphs, linear velocity-versus-time relationships, and constant acceleration.
The instantaneous velocity at any time may be thought of as the "slope" of the distance versus time graph. You can approximate this slope by "zooming in" on the point of interest until the graph looks like a line. Then select two points on this "line" and determine slope in the usual way.
The story of a falling object can be told by its quadratic model:
h = at2 + h0
where h is the height and t is the elapsed time since the object was released.
The value of a is half the acceleration and h0 is the initial height.
Key Concepts |
Acceleration: The rate of change of velocity with respect to time. Note that force is the cause of acceleration. Typical forces are due to gravity, friction, or the push of a hand.
Average acceleration: Average acceleration from time 1 to time 2:

Average velocity: Average velocity from time 1 to time 2:

Instantaneous velocity at time t0: The rate of change of location with respect to time at the instant t = t0. You can approximate the instantaneous velocity by tracing to the point on the distance-versus-time graph corresponding to t0, zooming in on this point until the graph resembles a line, selecting two points on this "line," and using these points to compute the slope. This "slope" is your approximation of the instantaneous velocity at t0.
Newton's second law: Net force = mass × accleration.
Time-lapse graph: A graph of the path of a moving object that includes sample times displayed on the graph to show when the object reaches a particular location on the graph.
Solution to Short Modeling Practice |
Solution to Short Modeling Problem |
The scale factor is found by physically measuring, in mm, the height of the fountain wall in the photo, and forming the ration of the real height, if feet, as written on the photo.
We measured the height to be 9.0mm. This may change due to printing or copying scale changes, but the whole photo will change as well. Using our data the scale factor is:

The slug just leaving the nozzle is at zero height at zero time. Now consider the next slug up. The time of flight is 0.2 seconds and the one above it has been moving for 0.4 seconds.
Our measurement on the photo shows the distance from the nozzle to the second slug to be 40.0mm. The real world height is found by multiplying by the scale factor:

Similar scaling must be done for each slug.
The students should get approximately these values. There will be differences caused by measurement technique and rounding.
Time |
Distance |
Time |
Distance |
|
0.0 |
0 |
1.0 |
35.6 |
|
0.2 |
10.4 |
1.2 |
38.7 |
|
0.4 |
18.7 |
1.4 |
40.3 |
|
0.6 |
25.7 |
1.6 |
40.8 |
|
0.8 |
31.7 |
1.8 |
40.0 |
|
The students should graph the time and distance data, either on paper or by graphing calculator, and determine the coordinates of the vertex to be very close to
(1.6 sec,40.8 ft).
The coefficient of t2, a, will always be × of the acceleration of the object. This is discussed in the unit model. In this case the acceleration of the water slug is 32 ft/sec2, and a = 16 ft/sec2. Using the known values for a, h, and k the vertex form of the equations is
y = 16(t 1.6)2 + 40.8
The graph of this equation does match the data very well. This is evidence that Edward is on the right track.
Simplifying the equation above gives:
y = 16t2 + 51.2t 0.16
Note: The data on the fountain was derived from the equation
y = 16t2 + 50.0t
The students results should match the coefficient of t2, between 48 and 52 for the coefficient of t, and the constant term should be between 0.2 and +0.2. The process for finding the velocity Edward wants is to use the model developed above and change the value of the coefficient of t. This quantity is the initial velocity of the water slug when it leaves the nozzle. A velocity of 51ft makes the water rise to 40 feet before it starts down. We want it to rise to 25 feet.
Students should choose a smaller value for velocity, and graph the result manually or with technology. If the highest point is not 25 feet they should make another educated guess and graph the result. They should find that an initial velocity of 39.8 and 40.2 ft/sec will have the water reaching 25 feet.
Solutions to Practice and Review Problems |
= 8.3 lb/gal.The intercept of the graphed line is 0.
The students answers may vary, but should be close to those suggested here. You can use your own judgment as to the validity of the responses to this question.
= $5.25 per hour
The units of the slope are dollars per hour.
The slope represents the hourly wage of the laborer.
= 0.002 lb per week/Cal per day
Weekly weight loss = 0.002 lb per week/Cal per day ´ Daily exercise calories
Weekly weight loss = 0.002 lb per week/Cal per day ´
Daily exercise calories + 0.5 lb/wk.
V = 0.708T
V = (0.708)(20) = 14.2 gal

For V = 5
T =
or about 7.06 sec
The radiator is not clogged.
Slope = 
Slope = $0.39 per year (rounded)
For the 1970s, the span of 1972 through 1978 will suffice.
Slope = 
Slope = $0.79 per year (rounded)
No, the values of the slope for the two periods are NOT the same. In fact, the slope for the 70s is almost twice that for the 60s. This means that the automotive workers pay during the 70s was increasing almost twice as fast as it was during the 60s. (If the graph were linear, you would expect to see the same slope during both periods.)

Slope = 
Slope = 25 mV/K
For the second range,
Slope = 
Slope = 2 mV/K
D 2 + 520D = h
D 2 + 520D = 10,000
D 2 + 520D - 10,000 = 0
We can solve this equation using the quadratic formula, where a = 1, b = 520, and c = 10,000.
D = 
D = 
D = -
260 ± 1/2 
D = 20°F or 500°C
It may take some sense of reality here for the students to be able to distinguish the meaningful value. It is of course 20°F. The temperature of boiling water will be 20°F less than 212°F at an altitude of 10,000 feet.
AH = 10x and AV = (16 - x)x
A = 10x + (16 - x)x
A = 10x + 16x - x2
And if A = 60 cm2, then substitute, simplify, and put into standard form.
60 = 26x - x2
x2 - 26x + 60 = 0
h = 
h = 
h = 13 ± 1/2 
h = 2.56 cm or 23.44 cm
The first solution here is the correct one. The angle-iron stock should be about 2.5 cm thick for the proper cross-sectional area. Obviously a thickness of 23 cm should be discarded, since it would be greater than the whole angle iron itself!
(Top left) ´ (Bottom right) = (Bottom left) ´ (Top right)
(x) ´ (x) = (50) ´ (x + 50)
x2 = 50x + 2500
x2 - 50x - 2500 = 0
x = 
x = 
x = 25 ± 1/2 
x = 80.9 watts or - 30.9 watts
Since a negative wattage makes no sense, the correct size for the second filament would be 80.9 watts.
By analogy with the equations and solution from above, we can see that the solution for x would be as follows.
x = 
x = 20 ± 1/2 
x = 64.7 watts or 24.7 watts
Again, since a negative wattage makes no sense, the correct size for the second filament would be 64.7 watts.


Substituting the slope and the coordinates of point A into the Point-Slope Formula.


See the graph for part (a).

x = 18,916 feet
See the illustration for (a).

