Here a polar graph with some points on it. Remember that and —, and 60 and — are co-terminal angles. To get these, if the first number r is negative, you want to go in the opposite direction, and if the angle is negative, you want to go clockwise instead of counterclockwise from the positive x-axis.
Math in Everyday Life How many times have your students asked "When are we ever going to use this in real life? Through the years, and probably through the centuries, teachers have struggled to make math meaningful by providing students with problems and examples demonstrating its applications in everyday life.
Now, however, technology makes it possible for students to experience the value of math in daily life, instead of just reading about it. This week, Education World tells you about eight great math sites plus a few bonus sites that demonstrate relevance while teaching relevant skills.
Each day, they must decide how many cups of lemonade to prepare, how much money to charge for each cup, and how much to spend on advertising.
Their decisions are based on production costs and on the weather forecast -- which isn't always accurate. Students have 25 days to either make a go of the business or go broke.
Can they learn enough about the vagaries of business to make a profit? Students of all ages will enjoy the challenge provided by this simple game, which simulates some real business challenges and demonstrates how math fluency can help overcome them.
Older students, especially those with a new or imminent driver's license, will be both fascinated and educated by Calculating a Car Payment. Here, students visit a virtual used-car lot and select a car. Then they use formulas that include complex fractions and large exponents to calculate the monthly payments on their virtual dream car.
This is a short lesson, but students may be inspired to use it as a springboard to other automobile-based activities.
For example, Online Math Applications' Trips page contains mini-lessons on the costs of leasing, owning, and driving cars. Students can examine such topics as the relationship between the number of stops and the number of possible routes, how to determine the shortest route, and the relationship between speed and braking distance.
The site contains formulas and quizzes and provides opportunities for students to create their own quizzes using the math and real life data they've learned. Your students may not be ready to drive or run their own businesses, but it's never too early for them to begin to save.
Several sites can help students get started. The Minta comprehensive site designed for middle- and high-school students, provides lots of financial information and a number of useful tools. They learn about the federal deficit and check out the National Debt Clock in The Government, and explore the world of credit cards in Spending.
Students can also learn about Making a Budget and discover the relationship between Learning and Earning. The site includes lesson plans and classroom activities, a financial dictionary, quizzes and games, and a little fantasy too.
Can students learn enough to earn enough to escape from the planet Knab, where the natives "emit a foul smell and leave a slippery slime trail as they move about"?
Only time will tell! In My Money, students learn that the financial planning process is made up of three steps: What do you want? What do you have? How do you get what you want? Students are guided through the financial planning process -- first with a series of questions to help them identify their own financial goals and then with a printable spreadsheet that helps them identify their spending habits.
The primary feature of the site, however, is the Moneyopolis SM game. Kids need to register to play. In Moneyopolis, "a town where money and math smarts are rewarded," students visit seven town centers. To enter each center, they must solve three puzzles, assemble a lock, and open the door.
Once inside, students earn money by correctly answering math-related questions and by investing their earnings wisely.
They can also spend money -- on luxuries as well as on necessities. It's real citizenship -- and it's just plain fun.In this overview, we will start with graphing straight lines, and then progress to other graphs. The only major difference, really, is in how many points you need to plot in order to draw a good graph.
Section Common Graphs. The purpose of this section is to make sure that you’re familiar with the graphs of many of the basic functions that you’re liable to run across in a calculus class. Buzzmath is currently not available for your mobile device.
Visit our support page to see which devices we support.
Have any questions? We're here to help! Contact us anytime. Algebra 1 Here is a list of all of the skills students learn in Algebra 1! These skills are organized into categories, and you can move your mouse over any skill name to preview the skill.
barnweddingvt.com (GSO) is a free, public website providing information and resources necessary to help meet the educational needs of students.
An Education World Online Course for Professional Development Gamification in the Classroom Price: $59 What is Gamification? "The gamification of learning is an educational approach to motivate students to learn by borrowing the best parts of video and board games and applying them to lessons and activities.".