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  • Mathematics: Trigonometry/Pre-calculus - Mathematics IV

West Virginia - Mathematics: Trigonometry/Pre-calculus - Mathematics IV

College- and Career-Readiness Standards | Adopted: 2015

This correlation lists the recommended Gizmos for this state's curriculum standards. Click any Gizmo title below for more information.

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.

Screenshot of Points in the Complex Plane

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


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Screenshot of Roots of a Quadratic

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


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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.

Screenshot of Points in the Complex Plane

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


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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°.

Screenshot of Points in the Complex Plane

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


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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.

Screenshot of Points in the Complex Plane

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


Lesson Info
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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).

Screenshot of Adding Vectors

Adding Vectors

Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview


Lesson Info
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Screenshot of Vectors

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


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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.

Screenshot of Adding Vectors

Adding Vectors

Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview


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BR.M.4HSTP.7: : Solve problems involving velocity and other quantities that can be represented by vectors.

Screenshot of 2D Collisions

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


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Screenshot of Adding Vectors

Adding Vectors

Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview


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Screenshot of Golf Range

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


Lesson Info
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Screenshot of Vectors

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


Lesson Info
Launch Gizmo

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.

Screenshot of Adding Vectors

Adding Vectors

Move, rotate, and resize two vectors in a plane. Find their resultant, both graphically and by direct computation. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of Vectors

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


Lesson Info
Launch Gizmo

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.

Screenshot of Dilations

Dilations

Dilate a figure and investigate its resized image. See how scaling a figure affects the coordinates of its vertices, both in (x, y) form and in matrix form. 5 Minute Preview


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BR.M.4HSTP.12: : Add, subtract and multiply matrices of appropriate dimensions.

Screenshot of Translations

Translations

Translate a figure horizontally and vertically in the plane and examine the matrix representation of the translation. 5 Minute Preview


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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.

Screenshot of Solving Linear Systems (Matrices and Special Solutions)

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


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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.

Screenshot of Translations

Translations

Translate a figure horizontally and vertically in the plane and examine the matrix representation of the translation. 5 Minute Preview


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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.

Screenshot of Solving Linear Systems (Matrices and Special Solutions)

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


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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).

Screenshot of Solving Linear Systems (Matrices and Special Solutions)

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


Lesson Info
Launch Gizmo

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.

Screenshot of General Form of a Rational Function

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


Lesson Info
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Screenshot of Rational Functions

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


Lesson Info
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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.

Screenshot of Logarithmic Functions

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


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ASF.M.4HSTP.22: : Understand the inverse relationship between exponents and logarithms and use this relationship to solve problems involving logarithms and exponents.

Screenshot of Logarithmic Functions

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


Lesson Info
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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.

Screenshot of Cosine Function

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


Lesson Info
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Screenshot of Sine Function

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


Lesson Info
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Screenshot of Tangent Function

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


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TIF.M.4HSTP.24: : Use the unit circle to explain symmetry (odd and even) and periodicity of trigonometric functions.

Screenshot of Cosine Function

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


Lesson Info
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Screenshot of Sine Function

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


Lesson Info
Launch Gizmo
Screenshot of Tangent Function

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


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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.

Screenshot of Sum and Difference Identities for Sine and Cosine

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


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3.4: : Apply transformations of function to trigonometric functions.

TIF.M.4HSTP.29: : Graph trigonometric functions showing key features, including phase shift.

Screenshot of Translating and Scaling Functions

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


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Screenshot of Translating and Scaling Sine and Cosine Functions

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


Lesson Info
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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.

Screenshot of Ellipses

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


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Screenshot of Hyperbolas

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


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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.

Screenshot of Prisms and Cylinders

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


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Screenshot of Pyramids and Cones

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


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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.

Screenshot of Lucky Duck (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


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MP.M.4HSTP.33: : Calculate the expected value of a random variable; interpret it as the mean of the probability distribution.

Screenshot of Lucky Duck (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


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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.)

Screenshot of Lucky Duck (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


Lesson Info
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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.

Screenshot of Lucky Duck (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


Lesson Info
Launch Gizmo

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.)

Screenshot of Lucky Duck (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


Lesson Info
Launch Gizmo

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.)

Screenshot of Lucky Duck (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


Lesson Info
Launch Gizmo

Correlation last revised: 1/9/2023

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