Mathematics: Modeling Our World Unit 7: MOTION ARE WE THERE YET? SUPPLEMENTAL ACTIVITY S7.1 Imagine that you are behind the wheel of a car and that you are stopped at a red light (Location 0). There are traffic lights at every intersection on this straight city street. Imagine your drive for the next three blocks. Decide how far apart the traffic lights are, how fast you’ll drive, and how many traffic lights you’ll have to wait through. 1.Draw a distance-versus-time graph for your trip. Assume that distance is measured from the first traffic light (Location 0). Describe in words how your axes are labeled and what your graph indicates about your velocity during your drive. 2.What was your average velocity as you traveled from the first red light (Location 0) to the intersection of the third block? Approximately what was your fastest velocity? 3. You’ve had some time to imagine how the velocity of a real car might change during a three-block drive. During an actual drive, you could look down at the speedometer to check how fast you were going. But what happens when you take a battery-operated toy car and turn the switch on? How fast does the toy car move? Does the car move at a constant velocity? How could you find out? 369 370 Mathematics: Modeling Our World Unit 7: MOTION LOCO-MOTION SUPPLEMENTAL ACTIVITY S7.2 page 1 of 3 Railroad companies have the worrisome task of balancing the demands of safety and ensuring efficient and predictable train scheduling. Computerized network control systems connected to dispatch centers help railway companies handle this task. This system allows dispatchers to track the progress of each train and communicate with train engineers. 1. Figure 1 displays a portion of the network representing railway track. The forks at either end of the straight track represent switches from one track to another. The dots indicate the location of a train traveling a section of Figure 1. Portion of track track between the two switches. The network showing train’s location. dispatcher observes the train at t = 0 as it crosses the first switch in the track. The dot corresponding to t = 5 indicates the train’s location 5 minutes later. (The computer display will represent the train with a single dot and will update the train’s location as it travels down the track by repositioning the dot.) a) Indicate on Figure 1 the location of the train at t = 15 and t = 25 minutes. Although you cannot be sure of the behavior of the train, you may make a reasonable assumption. What is the assumption? b) Estimate how long it will take the train to travel between the two switches in the track. c) Suppose that the distance between the two switches is 48 miles. What is the approximate velocity of the train in miles per hour? 371 SUPPLEMENTAL ACTIVITY S7.2 Unit 7: MOTION Mathematics: Modeling Our World LOCO-MOTION page 2 of 3 d)Draw a distance-versus-time graph for the train’s motion as it travels between the two switches. What equation describes the relationship between the train’s distance from the first switch and the time elapsed since the train crossed the first switch? e) Use your equation to estimate how far the train has traveled 27.5 minutes after it crosses the first switch. 2. Figure 2 represents another train traveling the same section of track at a later time. Figure 2. Portion of track network showing another train’s location. a) Predict the location of the train at t = 20 minutes and mark this location on Figure 2 with a dot. Defend your prediction. 372 Mathematics: Modeling Our World Unit 7: MOTION LOCO-MOTION SUPPLEMENTAL ACTIVITY S7.2 page 3 of 3 b) Draw a graph representing the relationship between distance and time for this train. Why does this graph have a different shape than the one that you drew for Item 1(d)? 3. Figure 3 presents a graphical record of two trains traveling the section of track between the switches. Tell the story of the two trains. Include the following details in your story: How fast are the trains traveling? How far apart are they? From the time of the initial observation, how long will it take for each train to reach the second switch? Will the trains ever collide? Figure 3. Distance-versus-time graphs for two trains. 373 374 Mathematics: Modeling Our World Unit 7: MOTION SIMULATING A NEAR-COLLISION STUNT SUPPLEMENTAL ACTIVITY S7.3 page 1 of 4 Now it is time to apply what you have learned about motion along a line to the problem of stunt design. Here’s the stunt: Two cars are driving down roadways that intersect at right angles. The key to this stunt is to cause some anxiety for the spectators—the vehicles should pass through the intersection as closely as possible without colliding. To enter distance-time data for a toy car and toy truck, you will need to run the program STUNT. This program will load three lists: the times go to L1, car’s distances to L2, and truck’s distances to L3. DESCRIPTIONS OF THE VEHICLES 1.The first vehicle, a red fire chief’s car, is 5 inches wide and 12 inches long. The second vehicle, a monster truck, is 7 inches wide and 8 inches long. Both vehicles are battery-operated. To start the car, you press a button. The message “We’re on our way” plays and then the fire chief’s car starts moving. The truck has an on/off switch and begins moving as soon as the switch is turned on. a) For each vehicle, write an equation modeling the distance-versus-time data collected by the motion detector. Justify your equations. Include sketches of the graphs produced by the motion detector readings as part of your justification. It may be helpful to edit portions of your data when determining the models. b) What is your best estimate for how fast each vehicle moves? 375 Unit 7: MOTION SUPPLEMENTAL ACTIVITY S7.3 Mathematics: Modeling Our World SIMULATING A NEAR-COLLISION STUNT page 2 of 4 THE STUNT DESIGN Assume that the truck will be traveling east and the car north along these intersecting roadways (see Figure 1). Instead of staging this stunt with toy vehicles, you will simulate the stunt using your calculator. All you have to do is determine the positions F (the distance from the front of the truck to the intersection) and E (the distance from the front of the car to the intersection). Figure 1. The intersection. 2.Determine where to position the car and truck by specifying the distances E and F in feet. Remember, the key to this stunt is to cause some anxiety for the spectators—the vehicles should pass at the intersection as closely as possible without colliding. Explain how you determined the values for E and F. 376 Mathematics: Modeling Our World Unit 7: MOTION SIMULATING A NEAR-COLLISION STUNT SUPPLEMENTAL ACTIVITY S7.3 page 3 of 4 THE SIMULATION You will run the program DRIVE and test your design. Before running the program, check that mode settings are the default settings (see Figure 2). Note: Each time you run DRIVE, the program turns your axes off. To restore the axes on a TI-83, press Figure 2. Mode screen showing default settings. 2nd FORMAT, highlight AxesOn and press ENTER. (FORMAT is an option after pressing WINDOW on the TI-82.) Then set a window appropriate for this stunt. Remember, the intersection is the point (0, 0). Select a window that will allow you to see all the action. For example, you might set Xmin = –F and Ymin = –E. Then set Xmax and Ymax so that the intersection is visible. Now run the program. Here’s the information that you’ll be asked to provide: 1.The dimensions (ft.) of the vehicles. CAR 1 refers to the north-bound vehicle (car) and CAR 2 to the east-bound vehicle (truck). CAR 1 WIDTH CAR 1 LENGTH CAR 2 WIDTH CAR 2 LENGTH 2.Positions of the vehicles (distance (ft.) from the intersection to the front of the vehicle). POS. CAR 1: value of E POS. CAR 2: value of F 3. Velocity of the vehicles (ft./sec.). VEL. CAR 1 VEL. CAR 2 4. Time STOP: Number of seconds you want the action to run. TIME INCREMENT: Time increment between views of vehicles’ positions. 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. After entering the information above, you should see two rectangles on your screen. These represent the two vehicles. The motion will advance by one TIME INCREMENT each time you press ENTER. 377 SUPPLEMENTAL ACTIVITY S7.3 Unit 7: MOTION Mathematics: Modeling Our World SIMULATING A NEAR-COLLISION STUNT page 4 of 4 3.Evaluate the success of your stunt. Watch as the vehicles near the intersection. Do your vehicles avoid collision? Do they pass very close as they cross the intersection? (If you had trouble telling whether or not the vehicles collided, change to a smaller viewing window—perhaps [-2, 2] x [-2,2]—select a smaller value for TIME INCREMENT, and perhaps increase the value you enter for START VIEW. Then run the stunt again.) If your vehicles collided, or there wasn’t a near collision at the intersection, rework your design and try again. 4.Suppose the north-bound toy vehicle travels at 2ft./sec. and the east-bound vehicle at 2.6 ft./sec. The north-bound vehicle is 6 inches wide and 18 inches long. The east-bound vehicle is 4 inches wide and 6 inches long. a) Determine possible starting positions, E and F, for your vehicles. Explain how you determined these values. b) Now, test your stunt by running the simulation program DRIVE. How did you do? If your stunt didn’t work, rework the mathematics in part (a) and try again. 378 Mathematics: Modeling Our World Unit 7: MOTION UPSIDE DOWN SUPPLEMENTAL ACTIVITY S7.4 The suggested method of collecting data in Lesson 2 was to use a protective frame around an upward-pointing motion detector. An alternative, mounting the detector pointing down, was also mentioned. Try this alternative method of gathering data. Then discuss how these data differ from those obtained from a detector lying on the floor. Create a transformation that converts the data of the new method to actual heights, as were obtained in Lesson 2. Then try your transformation with real data from BALLDROP. 379 380 Mathematics: Modeling Our World Unit 7: MOTION BLOWING IN THE WIND SUPPLEMENTAL ACTIVITY S7.5 EXPERIMENTAL SET-UP 1.Set a hair dryer to its highest speed. Turn the heating element off if possible. 2.Point the hair dryer straight up. 3.Place a ping-pong ball about one foot above the dryer in the center of the column of air created by the dryer. Release the ball. 4.If the ball floats on the air, measure how far above the nozzle it floats. If it blows out of the cone of moving air, try placing it in the cone again until it does float. 5.Replace the ping-pong ball with a ball of the same size but with a different weight (try a decorative styrofoam ball), and float it in the cone of air. Measure how far above the nozzle it floats. 6.Remove the ball from the cone of air. Place your open hand in the air cone and move it slowly up and down in front of the nozzle. Answer the following questions based on your hair-dryer experiment. 1.Which ball floats the highest? 2.Did the air exert the same force when your hand was close to the nozzle as when it was far away? If not, how did it vary? 3.Comment on the connection between what you felt when you put your hand over the hair dryer and what you observed with the ping-pong or styrofoam ball. Explain why you were able to float the ping-pong ball (and thus overcome the force of gravity). 381 382 Mathematics: Modeling Our World Unit 7: MOTION AIR RESISTANCE SUPPLEMENTAL ACTIVITY S7.6 page 1 of 4 PART 1: PREDICTION Consider the following thought experiment. Suppose you have several objects to drop: • the book you dropped in class • a book having the same size pages but twice as thick • a sheet of cardboard the same size as the covers of the books • another piece of cardboard (half the length and width) with pennies taped to its back so that it weighs exactly one-fourth as much as the book that you dropped in class. If all these objects are dropped from the same height at the same time, what is the order in which they will land? Why? 383 Unit 7: MOTION SUPPLEMENTAL ACTIVITY Mathematics: Modeling Our World AIR RESISTANCE S7.6 page 2 of 4 PART 2: DATA COLLECTION For this experiment, you will need three objects that have different weights but present the same target area for the motion detector. You will also need two objects that have different target areas but whose weights per square inch of target area are the same. Use your imagination in finding materials that meet these criteria. (For example, if your teacher has some old paperback workbooks, you might put one, two, and then four together with a loose rubberband. Or you might try coffee filters and put two, four, and then eight inside one another. Use your imagination for finding materials to use.) The target area is the area of the object that the motion detector “sees.” On a book it would be the area of the cover, if the book were dropped flat. On a ball, it would be the area of a cross-section of the ball taken at its widest part. The motion detector set-up is the same as in Activity 5 (Lesson 2). Remember to protect the motion detector by encasing it in a frame. Drop each object, one at a time, from directly over the motion detector. Each object should be dropped from approximately the same height. (A height of about five feet works well.) Save the data from each object’s drop; separate calculators or a computer will be needed for this. PART 3: ANALYSIS 1. Write an equation for the piece of each object’s height-versus-time graph that corresponds to the actual fall. To make comparisons easier, put each equation in translated form, with t = 0 as the release time. 2.Are the equations for the heights of the falling objects roughly the same? 384 Mathematics: Modeling Our World Unit 7: MOTION AIR RESISTANCE SUPPLEMENTAL ACTIVITY S7.6 page 3 of 4 3.Use your equations to estimate the velocity of each object after 0.4 seconds. (If one of the objects hit the floor before t = 0.4, compare the speeds at the last time for which the fastest object was still completely above the floor.) Which object was moving the fastest? 4.Find the ratio of each object’s weight to its cross-sectional (target) area. Use these ratios as x-coordinates for data points; for y-coordinates use the velocities you found in Item 3. Plot these points. Discuss what the graph shows. What is the unit of measurement for the weight to cross-sectional area ratio? 5.Look back at the points that correspond to your two objects that had the same weight-to-area ratio. Discuss what you see. 6.How can we slow a falling object? How does this relate to parachuting out of planes? 385 SUPPLEMENTAL ACTIVITY S7.6 Unit 7: MOTION Mathematics: Modeling Our World AIR RESISTANCE page 4 of 4 7. Take the heaviest object you dropped and make a parachute large enough to slow its fall to be equal to the slowest falling object. Test your parachute with an actual drop. 8.If the force pulling the object down is gravity, what force is holding the object up and thus slowing it down? 9.Just for fun: Watch a movie on sky diving and then read about terminal velocity. 386 Mathematics: Modeling Our World Unit 7: MOTION COMPLETELY SQUARE SUPPLEMENTAL ACTIVITY S7.7 page 1 of 4 In Course 1, Unit 8, Testing 1, 2, 3, you learned that a parabola is the graph of a quadratic equation and that such equations can be written either in standard form, y = ax2 + bx+c, or in vertex form, y = a(x-h)2 + k. What you may have forgotten was how to transform the first form into the second. 1.Recall that an expression in the form x2 + 2bx + b2 can be written in factored form as (x + b)2. (Note that the value for b can be positive, negative, or zero.) Quadratic expressions that can be written in this form are called perfect squares. Identify which of the expressions below are perfect squares. Write each expression that is a perfect square in factored form. a) x2 – 6x + 9 b) x2 – 12x + 24 c) x2 + 8x + 16 You can use a method called completing the square to convert quadratic models such as y = –2x2 + 12x – 13 to the vertex form. Here’s how: Step 1: Group the terms containing the variable x: (-2x2 + 12x) – 13 Step 2: Factor the coefficient of the x2 term: -2(x2 – 6x) – 13 Step 3: Complete the square: Take half of the –6 and then square it to get +9. Add this amount inside the parentheses. Notice that, since 9 is inside the parentheses, you have effectively added –2(9) to the expression. So, to balance what you have added, you need to subtract –2(9). (Subtracting –18 is the same as adding +18.) -2(x2 – 6x + 9) –13 + 18 Step 4: Rewrite the contents of the parentheses (the perfect square) in factored form. Combine the constants. –2(x – 3)2 + 5 387 SUPPLEMENTAL ACTIVITY S7.7 Unit 7: MOTION Mathematics: Modeling Our World COMPLETELY SQUARE page 2 of 4 Now you have it: y = –2x2 + 12x – 13 can be re-expressed in the form y = –2(x – 3)2 + 5. 2.Here’s an example for you to try. a) Convert y = –5x2 + 10x + 5 to vertex form by completing the square. b) How can you use your equation from part (a) to determine the maximum value for y? What x-value will produce the maximum y-value? Explain. c) You can also find the maximum y-value using CALC/maximum on a TI-82 or TI-83. Graph y = –5x2 + 10x + 5 in a viewing window that clearly shows the parabola’s peak. Press 2nd CALC 4 for maximum. Your calculator will then ask you to specify a left bound. If necessary, press the left arrow key to position the cursor to the left of the parabola’s peak and press ENTER. Then press the right arrow key and position the cursor to the right of the peak and press ENTER. Last, specify a guess by positioning the cursor at the top of the peak (in other words, as close to the vertex as possible) and press ENTER. Do your calculator results confirm your answer to part (b)? Do you get the exact answer to part (b) using your CALC/maximum? 388 Mathematics: Modeling Our World Unit 7: MOTION COMPLETELY SQUARE SUPPLEMENTAL ACTIVITY S7.7 page 3 of 4 3.Recall that the x-coordinate of the vertex of the parabola y = ax2 + bx + c can be determined by x = –b/2a. a) Use this formula above to determine the exact coordinates of the vertex of y = 2x2 + 16x + 27. How could you use the knowledge of the exact coordinates of the vertex to convert y = 2x2 + 16x + 27 into vertex form without completing the square? b) Quadratic equations are easy to solve symbolically when the quadratic is written in vertex form. Show how you could solve 2x2 + 16x + 27 = 13 by converting the quadratic on the left to vertex form. c) You can also approximate the solution to the equation in part (b) using the CALC/intersect feature on your calculator. To do that enter y = 2x2 + 16x + 27 and y = 13 in your “Y =” list. Then press 2nd CALC 5 for intersect. Your calculator will ask you to specify which is the first curve and which is the second. If you only have two functions entered in the “Y =” list, press ENTER twice to answer these questions. Next, use the right or left arrow keys to move the cursor close to one of the points of intersection for your guess, and then press ENTER. If you don’t get the exact answer, the approximation that your calculator gives should be very close. Repeat the process to get the other point of intersection. Do your calculator results confirm your results in part (b)? 389 SUPPLEMENTAL ACTIVITY S7.7 Unit 7: MOTION Mathematics: Modeling Our World COMPLETELY SQUARE page 4 of 4 4.Answer the Items below using the equation y = –2x2 + 12x – 10. Choose whatever method that you want. a) Write the quadratic in vertex form. b) What is the maximum y-value on this parabola? What value for x produces this value? c) Find the approximate solution to the equation –2x2 + 12x – 10 = –2. 390 Mathematics: Modeling Our World Unit 7: MOTION SOLVING SYSTEMS OF EQUATIONS SUPPLEMENTAL ACTIVITY S7.8 page 1 of 3 You have seen systems of equations in Course 1, Unit 5, Animation, and Course 2, Unit 2, Strategies. In solving a system of equations such as y = 2x + 3 y = –3x + 8 you are trying to find a single set of values for (x, y) that satisfies both equations. Satisfying both equations means that if the point (x, y) is substituted into the two equations, both equations will be true. The point (1, 5) is a solution to the above system because 5 = 2(1) + 3, and 5 = –3(1) + 8. But the point (2, 7) is not a solution to that system: 7 = 2(2) + 3, but 7 ≠ –3(2) + 8. The point (2, 7) satisfies one of the equations but does not satisfy the other. Thus it is not a solution to the system. The above discussion shows how to check that (1, 5) is a solution. You have seen two methods for finding such solutions. The first is the method of substitution, which you first saw in Course 1, Unit 5, Animation, in the context of looking for collisions. The basic idea in that unit was that for a collision to occur, the y-coordinates must be the same. In the system shown above, that would mean: 2x + 3 = –3x + 8. This equation can then be solved to get x = 1. Then, using one of the original equations above with this value of x gives, for example, y = 2(1) + 3, so y = 5. The second method, weighted averages (or weighted sums), came up in Unit 2, Strategies. There, the basic idea was to find “weights” (multipliers) for the equations so that when they were averaged (or added) one of the variables would drop out—that is, have a 0 coefficient. In the system here, using weights of 1 and –1 will cause the ys to drop out. Then, (y = 2x + 3)(1) (y = –3x + 8)(–1) becomes y = 2x + 3 –y = 3x – 8 391 Unit 7: MOTION SUPPLEMENTAL ACTIVITY Mathematics: Modeling Our World SOLVING SYSTEMS OF EQUATIONS S7.8 page 2 of 3 and adding the equations in the new system gives 0 = 5x – 5. This also has the solution x = 1, and again, substitution back into the original equations gives y = 5. These methods for solving systems of two equations with two variables will also allow you to solve larger systems. As an example, consider the following system. 2x + 3y – 4z = 25 x – 4y + z = –2 –5x + y – 3z = –15 If you prefer the method of substitution, rewrite each of your equations with the same terms isolated, then substitute one equation into another. Doing this twice will give you two equations with only two variables—a two-by-two system, which you know how to solve. The disadvantage to this method is that it usually involves fractional expressions. For example, isolating the ys in this system gives: y = (25 – 2x + 4z)/3 y = (x + z + 2)/4 y = 5x + 3z – 15 Then, (25 – 2x + 4z)/3 = 5x + 3z – 15 and (x + z + 2)/4 = 5x + 3z – 15. Finish the solution from here. You should get x = 5, y = 1, and z = –3. If you prefer using weighted averages, note that using weights of 1 and 4 with the first pair of equations eliminates the z terms, and using 3 and 1 with the second pair also eliminates z. So you end up with two equations having only xs and ys. 392 Mathematics: Modeling Our World Unit 7: MOTION SOLVING SYSTEMS OF EQUATIONS SUPPLEMENTAL ACTIVITY S7.8 page 3 of 3 PRACTICE 1.Solve the system given in the first example of this review reading by finding weights to eliminate the x terms instead of the y terms. 2.Solve the system 2x – 3y = 11 and –1x + 5y = 14. 3.Solve the system y = 3x + 5 and 4x – 2y = –16. 4.Solve the system x+y+z=5 5x – 2z = –18 y = 2x + 3z – 5 393 394 Mathematics: Modeling Our World Unit 7: MOTION JEFF LATTIMORE’S “THE LEAP FOR LIFE” SUPPLEMENTAL ACTIVITY S7.9 page 1 of 2 Recall the description of Jeff’s specialty stunt, “The Leap for Life.” When we last saw Jeff, he was stranded atop his eightfoot stool—or so he thought, for a prankster had cut it down to seven feet. Next, Jeff notices a car speeding toward him. A moment before the car crashes into his stool, Jeff jumps. His stool is snapped out from under him as the car whizzes beneath. The question is whether the stunt is successful and Jeff lands safely on the ground, or the stunt goes tragically wrong and Jeff smashes into the top of the car. Assume that the car approaching Jeff is a Chevy wagon, 5 feet high and 17 feet long. Over the bumpy fair grounds, the car reaches a speed of 45 m.p.h. as it crashes into Jeff’s stool. Jeff times his jump so that he leaves the stool when the car is approximately three feet away. Jeff jumps so that he reaches a maximum height of approximately two feet above the stool. 1.Suppose that Jeff was on the ground and he jumped so that his maximum height was two feet above the ground. Specify the form of a distance-versustime model for this jump. Use your model to determine the initial velocity needed to jump two feet off the ground. 2.Based on the assumptions stated above, write a model that describes Jeff’s height with respect to time when he jumps from his eight-foot stool into the air. Let t = 0 represent the instant that he jumps. Explain how you determined your model. State any additional assumptions that you make. 3.Determine how long it takes for Jeff to land on the ground. How long does it take for him to reach the height of the top of the car? 395 SUPPLEMENTAL ACTIVITY S7.9 Unit 7: MOTION Mathematics: Modeling Our World JEFF LATTIMORE’S “THE LEAP FOR LIFE” page 2 of 2 4.If Jeff starts his jump when the car is three feet in front of him, how many feet away will the back of the car be when Jeff drops back to a height of five feet? (You’ll need to convert the car’s velocity into feet per second.) Explain how you know that Jeff will land safely. 5.Now, change the height of Jeff’s stool to seven feet and leave everything else the same. Does Jeff land safely? Justify your answer mathematically. 6.Return Jeff’s stool to its original eight-foot height. What is the slowest that the car can be driven for a successful outcome to the stunt? Report your answer in miles per hour. 7.Does Jeff really have to jump in order to land safely? Repeat Item 6 for the “no jump” possibility. 8.Go back to 45 m.p.h. Three feet away seems pretty close for the jump. Based on the calculations you did with this set-up, give Jeff some advice on how he could time his jump better. 396 Mathematics: Modeling Our World Unit 7: MOTION STRONGEST PERSON CONTEST SUPPLEMENTAL ACTIVITY S7.10 PART I: DISCUSSION In this activity, you will determine the strongest person by staging a basketball throwing contest. 1.First, plan how you will use the data you generate to decide which toss represents the greatest strength. Remember, the motion detector only has a range of about 25 feet. Discuss possible plans with your group, reach an agreement on what you believe is best, and write your procedure. PART II: DATA COLLECTION Set up the motion detector apparatus. Then place the motion detector on a box or flat surface about two feet off the ground so it will make measurements of objects tossed up directly above it. After you execute BALLDROP, don’t press the TRIGGER button until the ball is actually being tossed. • The contestant should hold the ball over the motion detector. • Whoever is in control of the TI-CBL will say “Go” as they push the TRIGGER key on the CBL. • On the command “Go,” the contestant will toss the ball as high as they can without letting their feet leave the ground. Let the contest begin! 2.Collect the data for each contestant. PART III: ANALYSIS 3.Use the method you outlined in Part I to decide on the strongest class member. Compare the results of your group’s method to methods used by other groups. 397 398 Mathematics: Modeling Our World Unit 7: MOTION DIRECTED INVESTIGATION SUPPLEMENTAL ACTIVITY S7.11 page 1 of 3 This activity is a replacement for Parts 3 and 4 of Activity 13. PART 3: DATA COLLECTION 1. a)Determine the acceleration due to gravity. To do this, run the ball-drop experiment as you did in Lesson 2, this time with your car (or a racquetball, a golf ball, etc.). Drop the car (ball) away from the motion detector so the detector is not damaged. Remember, though, to change the sign of the computed acceleration to negative for use with the ramp. b) Measure and record the height from the floor to the jump point on the ramp. Be sure to record units, too. Take-off height: ___________ 2.Find the velocity at take-off: a) Measure the length of the car (or ball) with a pair of calipers. Record this number. b) Get time data for take-off velocity: Method 1: For use with a light probe. • Attach the light probe to a CBL that is attached to a TI-82 or TI-83. Run the program GATE. • Release the car from the top of the ramp. As the car rolls off the ramp, it will break the flashlight beam, and the CBL will record the amount of time the light was blocked. Method 2: For use with a Vernier photogate. • Attach the photogate to Channel 1 of a CBL and then attach the CBL to a TI-82 or TI-83. • Run the program TIMER. • Follow the instructions of the program. Release the car from the top ramp. As the car rolls off the ramp, it will break the photogate beam, and the CBL will record the amount of time the beam was blocked. For each run, mark the floor where the car hits. (The carbon paper may be placed carbon side down in the landing area to mark the floor for you if you have a hard floor.) 399 SUPPLEMENTAL ACTIVITY S7.11 Unit 7: MOTION Mathematics: Modeling Our World DIRECTED INVESTIGATION page 2 of 3 Run three such trials. If the car does not land in approximately the same place each run, you need to refine your release methods. If it is not hitting in the same area, continue practicing your release until you are consistent. Then run your three trials for the photogate data. Record here the photogate data for each run. Run 1: ____________ Run 2: ____________ Run 3: ____________ c) Find the direction of the flight: You marked the floor every time the car hit the ground. Find the middle of the three points. Place a mark there. Mark a line from the point on the floor directly below the jump point to the landing point determined by these trial jumps. (A chalk line or line of masking tape works well for this.) This line will be the line on which you will place your landing ramp or can. PART 4: ANALYSIS—FORMULATING THE MODEL 3.What is the acceleration due to gravity for your car? 4. a)Use your photogate data and the measured length of the car to determine the velocity of the car as it takes off. b) For which component of the car’s motion is this velocity important? c) What is the initial velocity for the other component direction? 400 Mathematics: Modeling Our World Unit 7: MOTION DIRECTED INVESTIGATION SUPPLEMENTAL ACTIVITY S7.11 page 3 of 3 5.Use your work in Items 3 and 4 to write the component equations for the motion of the car after it leaves the ramp. 6.Graph each component equation as a distance-versus-time graph. Then use the parametric mode of your calculator to sketch a graph of the actual path of the car, height versus distance. Discuss what the shapes of the three graphs tell you about the motion of the car. Select some particular instant during the motion, locate that instant on each graph, and interpret the graphs. 401 402 Mathematics: Modeling Our World Unit 7: MOTION A LITTLE MATH PRACTICE BEFORE THE BIG EVENT SUPPLEMENTAL ACTIVITY S7.12 Consider this sample car-jump situation. The car will travel down its ramp toward the jump point. On one side of the end of the ramp is a flashlight, aimed across the end of the ramp so that the car must pass through its light. On the other side of the ramp from the light is a light meter that measures how bright the light is. Just before it leaves the ramp, the car passes between the light and the meter, breaking the light’s beam and greatly decreasing the reading of the meter. All the while, the light-sensor set-up (or what ever set-up you are using) is recording the time-light information. This configuration is called a “photogate.” 1.Suppose the car is 4 cm long at the height at which the light beam is located. The photogate shows that the light is blocked for 0.019987 seconds. How fast was the car going? 2.Suppose after you drop a car vertically and collect your data using a motion detector, you find the (translated) equation h = –14.76t2 + 5.53, where h is the height (ft.) above the floor and t is the elapsed time (sec.) since the car was released. What is the acceleration due to gravity, in m/sec.2? (The motion detector has recorded the measurements in feet. 2.54 cm = 1 in.) 3.The “jump point” on the ramp in Item 1 is 1.32 m above the floor. Use your information from Items 1 and 2 to answer parts (a)–(d). a) Write an equation for the horizontal distance (in meters) that the car has gone from the end of the ramp t seconds after it takes off. b) Write an equation for the height (in meters) of the car above the floor t seconds after it takes off. c) When the car has sailed 0.5 m in front of the ramp, how high above the floor is it? d)When the car hits the ground, how far from the ramp is it? 403 404 Mathematics: Modeling Our World Unit 7: MOTION PROJECT 2: WHAT’S YOUE ANGLE? SUPPLEMENTAL ACTIVITY S7.13 When you did the ramp jump in class, you made sure that the car left the ramp exactly horizontally. And when you placed your landing ramp, you probably did not worry as much about its angle as you did about its location. Of course, that’s not what Evel Knievel or the monster truck jumpers really do. Instead, they take off at an upward angle, and the landing ramp is set to catch them somewhat smoothly. Devise a method of modifying your work in Lesson 5 to be able to deal with more realistic jumps. Then try it out—on toys, of course! 405 406
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