Blue Meanies! - Notes for Teachers (and parents, and interested
students)
Where's the Math?
One of the motivations for developing this game and related tools is
the belief that multimodal presentation (including the
kinesthetic experiences provided by a gestural interface) may help to
ensure a more robust understanding of concepts.
The concepts addressed in this game have to do with the graphs of
equations, and the specific skills involved are the accurate
recognition and visualization of graph shapes corresponding to equations of various types and an understanding of how the graphs depend on the numerical parameters occuring in those equations.
Level 1 - Linear Graphs
The first level activity starts by encouraging the student to
experiment with
various parameter values in the equation y=mx+b. In the course of this
'trial and error' part of the
activity, the students are expected to notice (or reinforce their
memory of) the facts that m and b are the slope and y-intercept of a
straight line. It will be useful, both in applications and in future
math classes, for the student to develop a sense of what different
slopes look like. In particular, being able to quickly estimate slopes
'by eye' when x and y scales are equal will be very helpful in various
aspects of calculus (such as exam questions asking for a sketch of the
graph of f ' given that of f). In fact, a survey of BC
postsecondary
educators has identified a robust understanding the concept of
slope of
a line as the single most important prerequisite skill for both
calculus and statistics.
When working with sliders, the first strategy suggested (of first
rotating and then sliding up) should foreshadow (or recall to
mind) the
algebraic process of first finding m=rise/run and then plugging
in to solve for b.
On the other hand, the second strategy (of visualizing a line
through two points and extrapolating to its intercept) exercises basic geometric imagination skills in which many students are surprisingly lacking even when they enter calculus courses. Such skills, while not often explicitly identified as testable learning outcomes in elementary courses are nonetheless very important for success in more advanced courses where they are often taken for granted.
The intent of the second version of this linear equation activity
(without
sliders) is mainly for the student to reinforce this geometric
visualization skill by trying to find
quick approximate answers rather than to explicitly "solve for b" by
computing the slope as rise/run and then plugging in one of the points.
But it is certainly worth seeing how that works in one or two
cases. So students should be encouraged to try the process of reading
off the exact coordinates (x1,y1) and (x2,y2)
of the centres of the blobs and computing m as rise/run=(y2-y1)/(x2-x1)
and b as (eg) y1-mx1 (and also to think of
how this relates to the mental process of visualizing the line and
tracing along it to the y-axis)
Level 2 - Quadratic Graphs
This activity starts by encouraging the student to experiment with
various parameter values in the quadratic equations y=a(x-h)^2+k and
y=ax^2+bx+c. In the course of this trial and error part of the
activity, the students are expected to notice (or reinforce their
memory of) the facts that h and k are the coordinates of the vertex and
that a is related to the curvature (and equal to the change in y as x
moves one unit right or left of the vertex), and that c and b are the
y-value and slope at x=0.
With regard to the h and k values, having a strong sense of these facts
is helpful for future work on shifting and scaling of graphs which in
turn is an important component of the practical skill of mathematical
modelling (ie finding equations suggested by sets of experimental
data). The b and c interpretations are less immediately important but
having experience of them will be helpful when the student later
studies derivatives and Taylor series.
The actual fact that a quadratic function can be found through any
three non-collinear points with different x-values may not be all that
important for its own sake (though it is an example of a general
quasi-principle about constraints and
parameters which has its rigorous version in Linear Algebra, and also
it is applied specifically in the derivation of Simpson's rule). But
the act of visualizing a parabola through three points and
inferring its properties can help develop various aspects of geometric
imagination which are useful in many contexts. These include data
analysis, modelling, drafting, and the creation of useful diagrams to
aid in analysis of physical problems (either in the real world, or on
exams in "word problems").
It should be emphasized that the intent of the second stage (without
sliders) is mainly for the student to reinforce this geometric
visualization skill and knowledge of graph properties by trying to find
quick approximate answers, rather than to repeatedly engage in the
tedious solution of systems of three equations in three unknowns. This
is not to say that the algebraic approach should not be used from time
to time to confirm that it gives the same answer - and to show that the
quick visualization method can be used to check the answers if one is
ever required to actually compute more exact parameters.
Level N - General Graphs
Here there are many options.
Lower level students might just use it as several linear or quadratic
problems presented at the same time and look for lucky line-ups to
reduce the number of lines or parabolas required.
Others might be encouraged to try cubic and higher degree polynomials
(eg by imagining a smooth curve and using its intercepts to generate
the factors), to use conic sections other than vertically oriented
parabolas, or to try other function types such as trig functions.
At present the applet just presents 4 random points, but in future it
might be worthwhile to increase the number and/or to generate patterns
that are amenable to specific kinds of solutions.
Copyright 1997,2005 by Alan
Cooper - page last modified on 13 Aug2005