(VIDEO GAME LEARNING TASK)

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(VIDEO GAME LEARNING TASK) John and Mary are fond of playing retro style video games on hand held game machines. They are currently playing a game on a device that has a screen that is 2 inches high and four inches wide. At the start, John's token starts ½ inch from the left edge and half way between the top and bottom of the screen. Mary's token starts out at the extreme top of the screen and exactly at the midpoint of the top edge. Starting Position As the game starts, John's token moves directly to the right at a speed of 1 inch per second. For example, John s token moves 0.1inches in 0.1 seconds, 2 inches in 2 seconds, etc. Mary's token moves directly down at a speed of 0.8 inches per second. This situation can easily be recreated on Geometer s Sketchpad using by describing each position as a function of time. First, we will need to create a slider to represent time. First, create a point in the lower left hand corner using the point tool. While the point is still highlighted select Translate from the Transform menu. Set the Translation Vector to Polar and By to Fixed Distance. Finally, set it to 1.0 cm at 0 as shown at the right and press Translate. Switch back to the selection tool,. Highlight both points and select Line under the Construct menu. M. Winking p.1

Using the point tool, create a point B on the newly created line to the right of the translated point A. Using the selection tool, highlight the points A, A, and B in that order (ORDERING is Important in this step). Then, select Ratio from the Measure menu. Switch to the text tool,, and double click on the measured ratio. Change the label to t and press OK. Next, highlight the point A and the line. AA '. Then, select Hide Objects under the Display menu. Using the Line Segment tool create just the segment from point A to point B. The horizontal placement of John s token can be described by horizontal = 0.5 + 1t. Using sketchpad, select Calculate under the Measure menu. Type in the above statement using the calculator. To make the t appear either click on the t in the sketch or click on the Values button on the calculator. Then, press OK. M. Winking p.2

Again, select Calculate from the Measure menu. This time just type 1 and press OK. This will represent the y-value (ordinate). Using the selection tool, highlight the new calculations in the order of the formula first and then the value that represent 1 next (shown at the right). Then, under the Graph menu select Plot As (x, y). This should create a point that will show the placement of John s token. You may want to move the placement of the origin to better see John s token and possibly label this new point JOHN. This value MUST be highlighted FIRST as it is to be the x-coordinate (the abscissa). This value MUST be highlighted SECOND as it is to be the y-coordinate (the ordinate). Next to create the placement of Mary s token, select Calculate under the measure menu. The vertical placement of Mary s token can be described by vertical = 2 0.8t which will represent the y-coordinate (the ordinate). Similar to the previous example type this into the Calculation menu. Again, select Calculate from the Measure menu. This time just type 2 and press OK. This will represent the x-value (abscissa). Using the selection tool, highlight the new calculations in the order of the value that represents 2 first and then the formula to represent the abscissa. Then, under the Graph menu select Plot As (x, y). This should create a point that will show the placement of Mary s token. You may want to label this new point Mary. M. Winking p.3 This value MUST be highlighted FIRST as it is to be the x-coordinate (the abscissa). This value MUST be highlighted SECOND as it is to be the y-coordinate (the ordinate).

Next, you should be able to try dragging the point B which will represent the value of time to see how the two tokens move in the game. To answer the questions in the task you may want to highlight the points representing John and Mary and select Coordinates under the Measure menu. *Answer the following questions using your sketch (Learning Task Continued) 1. Draw a picture on graph paper showing the positions of both tokens at times t = ¼, t = 1/2, t = 1, and other times of your choice. 2. Discuss the movements possible for John s token. 3. Discuss the movements possible for Mary s token. 4. Discuss the movements of both tokens relative to each other. To answer some of the next questions you will need to consider the distance between John and Mary s tokens. Using the line segment tool create a line segment between John and Mary. First, deselect everything by clicking in a blank area. Then, highlight the points John and Mary. While John and Mary s points are highlighted select Coordinate Distance under the Measure menu. 5. Find the distance between John and Mary s tokens at times t = 0, t = ¼, t = 1/2, t = 1. If Mary's token gets closer than ¼ inch to John s token, then Mary's token will destroy John s, and Mary will get 10,000 points. However, if John presses button A when the tokens are less than 1/2 inch apart and more than ¼ inch apart, then John s token destroys Mary's, and John gets 10,000 points. 6. Find a time at which John can press the button and earn 10,000 points. Draw the configuration at this time. 7. Compare your answers with your group. What did you discover? 8. Estimate the longest amount of time John could wait before pressing the button. 9. Drawing pictures or creating dynamic sketches gives an estimate of the critical time, but inside the video game, everything is done with numbers. Describe in words the mathematical concepts needed in order for this video game to work. 10. Can you find a formula for the distance between two points, a and b, on a number line?

Using sketchpad you can create a graph of distance as a function of time directly on top of your sketch. First, create the point (time, distance). To do this highlight the value t and JohnMary in that order and select Plot As (x,y) under the Graph menu. Finally, highlight the newly created point and the point B and select Locus under the Construct menu M. Winking p.5