This bundle uses three software simulations to investigate various methods to describe an object's motion - observation, words, variables, graphs, and timer dots. Through the use of these simulations and handouts, students learn to see and recognize types of motion and determine or calculate motion variables.
1) Shapes of Motion Graphs Software
Observed Motion - Graph Shapes - Timer Dots
Students drag a car across the screen, trying to maintain either a constant velocity or constant acceleration. As they drag the car, they see the timer dots and drawings of the d vs t and v vs t graphs. Provided handouts leads students to see the shapes of the graphs associated with these types of motions.
2) Motion Timer Challenge Software (and Demo Version)
Observed Motion - Timer Dots - Variables
Students are shown a car which makes a pattern of dots of the car’s motion. From these dots, students must find the initial distance, the velocity, and the acceleration of the car. Students can see the relationship between the car's motion, the timer dots, and the values of the variables. Provided handouts allow for student practice (with set examples in the Demo Version) and additional classroom or homework problems.
3) Motion Graphing Demo Software
Variables - Detailed Graphs
Shows the relationship between set variables and the detailed shapes of the graphs. After the variables are input, the d vs t and v vs t graphs are drawn. At the same time students can see the motion of the car and the timer dots that would be created. Provided handouts allow students to practice predicting the detailed graphs that will result from given variables.
All of the software and handout files are included in a single Zip file. All of the files for each piece of software is placed in a separate directory. All files are provided in Word (doc) and PDF formats.
Requirements: PC with Windows XP or later
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Purchaser may duplicate materials for use with all students in their classes only. Purchaser may modify materials but must retain the original copyright notices. None of these materials, even if modified, can be used for commercial purposes or placed on public networks or on the Internet.
Purchaser may install software on one computer at school, one computer at home, and 10 or less in their classroom for use by purchaser and their students only. By buying a second license, purchaser may install software on one computer at home, one computer at school, and all computers in their classroom for use by purchaser and their students only. For computer lab installation or school site licenses, please contact Multimedia Science at firstname.lastname@example.org
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Using Games In Education
motion, graphing, equations, ticker timer, spark timer, dots, measurement, physics, mechanics, software, handouts