- Home
- Find Gizmos
- Browse by Standard (USA)
- Alabama Standards
- Mathematics: Trigonometry/Pre-calculus - Mathematics IV
West Virginia - Mathematics: Trigonometry/Pre-calculus - Mathematics IV
College- and Career-Readiness Standards | Adopted: 2015
BR: : Building Relationships among Complex Numbers, Vectors, and Matrices
1.1: : Perform arithmetic operations with complex numbers.
BR.M.4HSTP.1: : Find the conjugate of a complex number; use conjugates to find moduli (magnitude) and quotients of complex numbers.
Points in the Complex Plane
Identify the imaginary and real coordinates of a point in the complex plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview
Roots of a Quadratic
Find the root of a quadratic using its graph or the quadratic formula. Explore the graph of the roots and the point of symmetry in the complex plane. Compare the axis of symmetry and graph of the quadratic in the real plane. 5 Minute Preview
1.2: : Represent complex numbers and their operations on the complex plane.
BR.M.4HSTP.2: : Represent complex numbers on the complex plane in rectangular and polar form (including real and imaginary numbers), and explain why the rectangular and polar forms of a given complex number represent the same number.
Points in the Complex Plane
Identify the imaginary and real coordinates of a point in the complex plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview
BR.M.4HSTP.3: : Represent addition, subtraction, multiplication and conjugation of complex numbers geometrically on the complex plane; use properties of this representation for computation. (e.g., (–1 + (square root of 3) i)³ = 8 because (–1 + (square root of 3) i) has modulus 2 and argument 120°.
Points in the Complex Plane
Identify the imaginary and real coordinates of a point in the complex plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview
BR.M.4HSTP.4: : Calculate the distance between numbers in the complex plane as the modulus of the difference and the midpoint of a segment as the average of the numbers at its endpoints.
Points in the Complex Plane
Identify the imaginary and real coordinates of a point in the complex plane. Drag the point in the plane and investigate how the coordinates change in response. 5 Minute Preview
1.3: : Represent and model with vector quantities.
BR.M.4HSTP.5: : Recognize vector quantities as having both magnitude and direction. Represent vector quantities by directed line segments and use appropriate symbols for vectors and their magnitudes (e.g., v, |v|, ||v||, v).
Adding Vectors
Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview
Vectors
Manipulate the magnitudes and directions of two vectors to generate a sum and learn vector addition. The x and y components can be displayed, along with the dot product of the two vectors. 5 Minute Preview
BR.M.4HSTP.6: : Find the components of a vector by subtracting the coordinates of an initial point from the coordinates of a terminal point.
Adding Vectors
Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview
BR.M.4HSTP.7: : Solve problems involving velocity and other quantities that can be represented by vectors.
2D Collisions
Investigate elastic collisions in two dimensions using two frictionless pucks. The mass, velocity, and initial position of each puck can be modified to create a variety of scenarios. 5 Minute Preview
Adding Vectors
Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview
Golf Range
Try to get a hole in one by adjusting the velocity and launch angle of a golf ball. Explore the physics of projectile motion in a frictional or ideal setting. Horizontal and vertical velocity vectors can be displayed, as well as the path of the ball. The height of the golfer and the force of gravity are also adjustable. 5 Minute Preview
Vectors
Manipulate the magnitudes and directions of two vectors to generate a sum and learn vector addition. The x and y components can be displayed, along with the dot product of the two vectors. 5 Minute Preview
1.4: : Perform operations on vectors.
BR.M.4HSTP.8: : Add and subtract vectors.
BR.M.4HSTP.8.a: : Add vectors end-to-end, component-wise, and by the parallelogram rule. Understand that the magnitude of a sum of two vectors is typically not the sum of the magnitudes.
Adding Vectors
Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview
Vectors
Manipulate the magnitudes and directions of two vectors to generate a sum and learn vector addition. The x and y components can be displayed, along with the dot product of the two vectors. 5 Minute Preview
1.5: : Perform operations on matrices and use matrices in applications.
BR.M.4HSTP.11: : Multiply matrices by scalars to produce new matrices (e.g., as when all of the payoffs in a game are doubled.
Dilations
Dilate a figure and investigate its resized image. See how scaling a figure affects the coordinates of its vertices, both in
BR.M.4HSTP.12: : Add, subtract and multiply matrices of appropriate dimensions.
Translations
Translate a figure horizontally and vertically in the plane and examine the matrix representation of the translation. 5 Minute Preview
BR.M.4HSTP.14: : Understand that the zero and identity matrices play a role in matrix addition and multiplication similar to the role of 0 and 1 in the real numbers. The determinant of a square matrix is nonzero if and only if the matrix has a multiplicative inverse.
Solving Linear Systems (Matrices and Special Solutions)
Explore systems of linear equations, and how many solutions a system can have. Express systems in matrix form. See how the determinant of the coefficient matrix reveals how many solutions a system of equations has. Also, use a draggable green point to see what it means for an (x, y) point to be a solution of an equation, or of a system of equations. 5 Minute Preview
BR.M.4HSTP.16: : Work with 2 × 2 matrices as transformations of the plane and interpret the absolute value of the determinant in terms of area.
Translations
Translate a figure horizontally and vertically in the plane and examine the matrix representation of the translation. 5 Minute Preview
1.6: : Solve systems of equations.
BR.M.4HSTP.17: : Represent a system of linear equations as a single matrix equation in a vector variable.
Solving Linear Systems (Matrices and Special Solutions)
Explore systems of linear equations, and how many solutions a system can have. Express systems in matrix form. See how the determinant of the coefficient matrix reveals how many solutions a system of equations has. Also, use a draggable green point to see what it means for an (x, y) point to be a solution of an equation, or of a system of equations. 5 Minute Preview
BR.M.4HSTP.18: : Find the inverse of a matrix if it exists and use it to solve systems of linear equations (using technology for matrices of dimension 3 × 3 or greater).
Solving Linear Systems (Matrices and Special Solutions)
Explore systems of linear equations, and how many solutions a system can have. Express systems in matrix form. See how the determinant of the coefficient matrix reveals how many solutions a system of equations has. Also, use a draggable green point to see what it means for an (x, y) point to be a solution of an equation, or of a system of equations. 5 Minute Preview
ASF: : Analysis and Synthesis of Functions
2.1: : Analyze functions using different representations.
ASF.M.4HSTP.19: : Graph functions expressed symbolically and show key features of the graph, by hand in simple cases and using technology for more complicated cases. Graph rational functions, identifying zeros and asymptotes when suitable factorizations are available, and showing end behavior.
General Form of a Rational Function
Compare the equation of a rational function to its graph. Multiply or divide the numerator and denominator by linear factors and explore how the graph changes in response. 5 Minute Preview
Rational Functions
Compare the graph of a rational function to its equation. Vary the terms of the equation and explore how the graph is translated and stretched as a result. Examine the domain on a number line and compare it to the graph of the equation. 5 Minute Preview
2.3: : Build new functions from existing functions.
ASF.M.4HSTP.21: : Find inverse functions.
ASF.M.4HSTP.21.b: : Read values of an inverse function from a graph or a table, given that the function has an inverse.
Logarithmic Functions
Compare the equation of a logarithmic function to its graph. Change the base of the logarithmic function and examine how the graph changes in response. Use the line y = x to compare the associated exponential function. 5 Minute Preview
ASF.M.4HSTP.22: : Understand the inverse relationship between exponents and logarithms and use this relationship to solve problems involving logarithms and exponents.
Logarithmic Functions
Compare the equation of a logarithmic function to its graph. Change the base of the logarithmic function and examine how the graph changes in response. Use the line y = x to compare the associated exponential function. 5 Minute Preview
TIF: : Trigonometric and Inverse Trigonometric Functions of Real Numbers
3.1: : Extend the domain of trigonometric functions using the unit circle.
TIF.M.4HSTP.23: : Use special triangles to determine geometrically the values of sine, cosine, tangent for pi/3, pi/4 and pi/6, and use the unit circle to express the values of sine, cosine, and tangent for pi - x, pi + x, and 2pi - x in terms of their values for x, where x is any real number.
Cosine Function
Compare the graph of the cosine function with the graph of the angle on the unit circle. Drag a point along the cosine curve and see the corresponding angle on the unit circle. 5 Minute Preview
Sine Function
Compare the graph of the sine function with the graph of the angle on the unit circle. Drag a point along the sine curve and see the corresponding angle on the unit circle. 5 Minute Preview
Tangent Function
Compare the graph of the tangent function with the graph of the angle on the unit circle. Drag a point along the tangent curve and see the corresponding angle on the unit circle. 5 Minute Preview
TIF.M.4HSTP.24: : Use the unit circle to explain symmetry (odd and even) and periodicity of trigonometric functions.
Cosine Function
Compare the graph of the cosine function with the graph of the angle on the unit circle. Drag a point along the cosine curve and see the corresponding angle on the unit circle. 5 Minute Preview
Sine Function
Compare the graph of the sine function with the graph of the angle on the unit circle. Drag a point along the sine curve and see the corresponding angle on the unit circle. 5 Minute Preview
Tangent Function
Compare the graph of the tangent function with the graph of the angle on the unit circle. Drag a point along the tangent curve and see the corresponding angle on the unit circle. 5 Minute Preview
3.3: : Prove and apply trigonometric identities.
TIF.M.4HSTP.28: : Prove the addition and subtraction formulas for sine, cosine, and tangent and use them to solve problems.
Sum and Difference Identities for Sine and Cosine
Choose the correct steps to evaluate a trigonometric expression using sum and difference identities. Use step-by-step feedback to diagnose incorrect steps. 5 Minute Preview
3.4: : Apply transformations of function to trigonometric functions.
TIF.M.4HSTP.29: : Graph trigonometric functions showing key features, including phase shift.
Translating and Scaling Functions
Vary the coefficients in the equation of a function and examine how the graph of the function is translated or scaled. Select different functions to translate and scale, and determine what they have in common. 5 Minute Preview
Translating and Scaling Sine and Cosine Functions
Experiment with the graph of a sine or cosine function. Explore how changing the values in the equation can translate or scale the graph of the function. 5 Minute Preview
DAG: : Derivations in Analytic Geometry
4.1: : Translate between the geometric description and the equation for a conic section.
DAG.M.4HSTP.30: : Derive the equations of ellipses and hyperbolas given the foci, using the fact that the sum or difference of distances from the foci is constant.
Ellipses
Compare the equation of an ellipse to its graph. Vary the terms of the equation of the ellipse and examine how the graph changes in response. Drag the vertices and foci, explore their Pythagorean relationship, and discover the string property. 5 Minute Preview
Hyperbolas
Compare the equation of a hyperbola to its graph. Vary the terms of the equation of the hyperbola. Examine how the graph of the hyperbola and its asymptotes changes in response. 5 Minute Preview
4.2: : Explain volume formulas and use them to solve problems.
DAG.M.4HSTP.31: : Give an informal argument using Cavalieri’s principle for the formulas for the volume of a sphere and other solid figures.
Prisms and Cylinders
Vary the height and base-edge or radius length of a prism or cylinder and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of an oblique prism or cylinder to the volume of a right prism or cylinder. 5 Minute Preview
Pyramids and Cones
Vary the height and base-edge or radius length of a pyramid or cone and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of a skew pyramid or cone to the volume of a right pyramid or cone. 5 Minute Preview
MP: : Modeling with Probability
5.1: : Calculate expected values and use them to solve problems.
MP.M.4HSTP.32: : Define a random variable for a quantity of interest by assigning a numerical value to each event in a sample space; graph the corresponding probability distribution using the same graphical displays as for data distributions.
Lucky Duck (Expected Value)
Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview
MP.M.4HSTP.33: : Calculate the expected value of a random variable; interpret it as the mean of the probability distribution.
Lucky Duck (Expected Value)
Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview
MP.M.4HSTP.34: : Develop a probability distribution for a random variable defined for a sample space in which theoretical probabilities can be calculated; find the expected value. (e.g., Find the theoretical probability distribution for the number of correct answers obtained by guessing on all five questions of a multiple-choice test where each question has four choices, and find the expected grade under various grading schemes.)
Lucky Duck (Expected Value)
Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview
MP.M.4HSTP.35: : Develop a probability distribution for a random variable defined for a sample space in which probabilities are assigned empirically; find the expected value.
Lucky Duck (Expected Value)
Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview
5.2: : Use probability to evaluate outcomes of decisions.
MP.M.4HSTP.36: : Weigh the possible outcomes of a decision by assigning probabilities to payoff values and finding expected values.
MP.M.4HSTP.36.a: : Find the expected payoff for a game of chance. (e.g., Find the expected winnings from a state lottery ticket or a game at a fast food restaurant.)
Lucky Duck (Expected Value)
Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview
MP.M.4HSTP.36.b: : Evaluate and compare strategies on the basis of expected values. (e.g., Compare a high-deductible versus a low-deductible automobile insurance policy using various, but reasonable, chances of having a minor or a major accident.)
Lucky Duck (Expected Value)
Pick a duck, win a prize! Help Arnie the carnie design his game so that he makes money (or at least breaks even). How many ducks of each type should there be? What are the prizes worth? How much should he charge to play? Lucky Duck is a fun way to learn about probabilities and expected value. 5 Minute Preview
Correlation last revised: 1/9/2023
About STEM Cases
Students assume the role of a scientist trying to solve a real world problem. They use scientific practices to collect and analyze data, and form and test a hypothesis as they solve the problems.
Each STEM Case uses realtime reporting to show live student results.
Introduction to the Heatmap
STEM Cases take between 30-90 minutes for students to complete, depending on the case.
Student progress is automatically saved so that STEM Cases can be completed over multiple sessions.
Multiple grade-appropriate versions, or levels, exist for each STEM Case.
Each STEM Case level has an associated Handbook. These are interactive guides that focus on the science concepts underlying the case.
How Free Gizmos Work
Start teaching with 20-40 Free Gizmos. See the full list.
Access lesson materials for Free Gizmos including teacher guides, lesson plans, and more.
All other Gizmos are limited to a 5 Minute Preview and can only be used for 5 minutes a day.
Free Gizmos change each semester. The new collection will be available January 1 and July 1.
Find Your Solution
Start playing, exploring and learning today with a free account. Or contact us for a quote or demo.
Sign Up For Free Get a Quote