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algodoo 官方说明 入门教程 课程说明

LESSON PLANS

Targets, objectives & scenes for lessons

Index - ALgodoo LeSSonS

iNtrOductiON

1. CReATe SCeneS WITH ALgodoo

2. ModeL THe PLAYgRoUnd (AgeS 5-11)

3. TAngRAM (AgeS 5-11)

4. MoTIon (AgeS 5-11)

5. WHY ARe WHeeLS CIRCULAR In SHAPe? (AgeS 5-11)

6. SWIng (AgeS 7-11)

7. RoLLIng doWn A RAMP (AgeS 7-11)

8. FLoAT And SInk (AgeS 7-11)

9. MIRRoRS (AgeS 7-11)

10. RAInBoWS (AgeS 7-11)

11. CenTRe oF gRAvITY (AgeS 11-14)

12. TIPPIng TRUCk (AgeS 11-14)

13. THe SeeSAW (AgeS 11-14)

14. FRICTIon oF A SLIdIng oBJeCT (AgeS 11-14)

15. gALILeo’S InCLIned PLAneS (AgeS 11-14)

16. TWo TRACk PRoBLeM (AgeS 11-14)

17. FRee FALL (AgeS 11-14)

18. PARACHUTIng (AgeS 11-14)

19. ReFLeCTIon And ReFRACTIon (AgeS 11-14)

20. MARBLe PYRAMId (AgeS 11-14)

21. gAS (AgeS 11-14)

22. SPRIngS (AgeS 11-14)

23. ARCH ConSTRUCTIonS (AgeS 14-)

24. WATeR ToWeR (AgeS 14-)

25. geARS And CHAInS, RoPeS And PULLeYS(AgeS 14-) PRInT And deSIgn YoUR oWn LeSSon PLAn ABoUT ALgodoo

ALGODOO is a unique 2D-simulation environment for creating interactive scenes in a playful, cartoony manner. Algodoo is designed to encourage students and children’s creativity, ability and motivation to construct knowledge, making use of the physics that explains our real world. The synergy of science and art makes Algodoo as educational as it is entertaining.

ALgodoo′S MAIn FeATUReS

FUNCTIONALITY - Create and edit using simple drawing tools. Interact by click and drag, tilt and shake. Play and pause scenes, change material and appearance of objects. Use color traces, graphs, forces, etc. for enhanced visualization. Change and make your own user skins or create unique palettes for objects and backgrounds.

PHYSICAL ELEMENTS - Build and explore with rigid bodies, fluids, chains, gears, gravity, friction, restitution, springs, hinges, motors, light rays, optics, lenses.

TUTORIALS - Algodoo has several built in tutorials to get started. Have a “Crash course” to learn basic features of the software or try the “Sketch tool tutorial“ for drawing and interacting with one multi sketch tool.

METHODS - Algodoo is based on the latest technologies, from Algoryx Simulations, for interactive multiphysics simulation, including variational mechanical integrators and high performance numerical methods.

EducAtiONAL uSE

As educational software, Algodoo applies a constructionist learning paradigm, that is, learning by actually making simulations and not just running pre-made systems. The open-endedness of Algodoo is very important as a creative and motivational aspect

for users. This use model is accompanied with a lively community web site, tutorials,

a number of pre-made scenes and examples, sample lessons, and on-line user created scene repository.

Several research projects are initiated that study learning and motivational aspects of Algodoo. Algoryx’s ambition is to continue developing Algodoo based on input from user feedback and from academic science education research, and also further develop more educational material, use and evaluation models based on this.

Move

Drag tool

to objects during simulation.

Rotate

Scale

things

proportional scaling hold SHIFT.

Cut

drawing

Hold SHIFT for a straight cut.

Polygon

Hold SHIFT to draw straight lines.

Brush

brush. Draw with the left mouse

button, erase with the right.

Box

SHIFT for a square.

Circle tool

Start simulation.

and air buoyancy. Objects start to

move.

Pause

change and analyse objects when

the scene is paused.

Undo

several

steps.

Redo

Gravity

Air friction

buoyancy and air friction.

Gear

the gear icon for more options.

Plane

Useful

plane, a wall or a sealing.

Chain

link

background.

Spring

with a spring.

Fixate

or one to the background.

Hinge

with

you can turn a hinge in to a motor.

Tracer

an

trajectory.

Laser pen

Change

Settings menu - Appearance.

Texture tool

on an object. SIMULATIon ConTRoL

1. CReATe SCeneS WITH ALgodoo

Target Teachers, students

description Getting familiar with the Algodoo environment, the tools and menus by creating a scene and interacting with it.

Learning

objectives

Getting familiar with the Algodoo environment Time frame30 – 60 min

In class Let the students explore the possibilities of Algodoo. Browse through the menus to see what is in there. By choosing File:Load scene you can load different scenes. The simulation can be started and stopped at any time. The accelerometer can be turned off and on. While the simulation is running you can pull objects by using the hand tool. You can add new objects any time. Your simulation is saved by choosing File:Save scene.

1. Create planes, one on each wall/floor/ceiling.

2. Use at least two boxes.

3. Use at least two circles.

4. Use at least one spring.

5. Make at least one free form.

6. If possible tilt the device to make use of the accelerometer.

7. Use the CSG-tool to create an object.

8. Use the knife to cut objects into pieces

9. Change properties (color, material) of one of the objects.

10. Take a snapshot with the camera (if your computer have one) and add the object to your scene.11. Add a hinge and assign a motor to it.

12. Create something that moves by using hinges, motor, or by constructing own driving arrangements.

13. Add a pen to an object in order to follow its trajectory.

14. Turn on force and velocity visualization.

15. Interact with the objects by pulling them.

16. Add new objects.

17. Turn one of the objects into water.

18. Turn off and on gravity.

19. Turn off and on air drag.

20. Save your scene.

2. ModeL THe PLAYgRoUnd (AgeS 5-11)

Target Teacher ages 5-11

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description The students are well familiar to the playground and there are many phenomena in that environment that can be examined making use of basic concepts in science. This lesson allows the students to explore the concepts of motion, push and pull, shapes and mechanisms and relate these to well-known everyday phenomena. Furthermore, this lesson serves as an introduction to Algodoo and the scientific idea of modelling, i.e., the idea of representing the real world with a simplified model that can be examined to gain understanding and to make testable predictions.

Learning objectives Knowing about the concepts of motion, push and pull, weight and balance. The ideas of modeling, predicting and testing.

Create computer models representing real or imaginary objects.

Time frame30 – 60 min

keywords Motion, push, pull, weight, balance, mechanism, model

In class Let the students make scenes in Algodoo of a playground, a fa-

vorite part of it or an outdoor toy. Let the students become famil-

iar with the basic drawing tools to create different shapes. Guide

the students also to make use of hinge, fixate, spring, chain, gears

in their creations. Examine the scenes together with the students.

Ask the students to describe what motions can be observed and

their relation to push and pull. Ask the students to describe their

mechanisms or toy and lead them to use the concepts of weight

and balance. Try to use the models to make a clear prediction that

can be tested in the playground. Will it work out? Ask the student

to describe what differences there are between their model and

the real world. Encourage the students to follow the procedure

Create – Predict – Interact – evaluate.

The lesson can be followed up with a visit to the playground for

testing the predictions. Another follow-up or extra exercise can

be to invent a new playground using Algodoo. Let the students

present their models for the class.

crEAtE A ScENE

Create a plane. Draw the playground by creating objects of different shapes. Connect the

objects using the tools for hinge, fixate, chain etc. to make them into mechanisms or toy

that can be found in the playground.

MAke A PRedICTIon

What makes the playground mechanisms work?

Do the objects have to be pushed or pulled?

What is the influence of weight?

ruN/iNtErAct

Run the simulation and interact with it.

evALUATe

Did the playground mechanism work as in the real world? Try to improve the model!

Target Teacher ages 5-11

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description In this lesson students will create a tangram puzzle and work with different shapes. Build new shapes and investigate how the shapes are related to each other. The areas of the tans are given by Algodoo but can also be calculated as an exercise for older students.

Learning objectives Use spatial memory skills.

Use spatial visualization skills.

Learn geometric shapes.

Apply flips, slides and turns to geometric shapes.

Time frame30 – 60 min

keywords Shape, square, rectangle, triangle, right triangle, parallelogram, area

In class Ask if anybody knows what a tangram is. Draw a square on the

board and create the pieces, tans, by drawing the five lines with

help from the students. Discuss what different shapes that appear.

Discuss the concept of area. Discuss how the tans are related to

each other. Discuss how this can be visualized and explored in

Algodoo.

Let the students create scenes in Algodoo using the suggestions

you came up with together or let them use their own ideas. Help

the students make decisions and ask guiding questions.

Encourage the students to follow the procedure Create – Predict –

Interact – evaluate.

Allow the students to follow-up and share their experiences in

class after the simulation.

Turn on the grid and create a square with a side of 10 grid squares. Use the knife tool

and cut the square in the seven tans. Use an ordinary ruler to make straight lines. Start

with the diagonal cut followed by the cut between the middles of the square side.

MAke A PRedICTIon

Is it possible to make the different shapes using all the tans? What is the area of each

tan? Is it possible to mirror/flip a shape?

ruN/iNtErAct

If you run the simulation and the tans fall. Turn off the grid and pause the simulation.

Move and rotate the tans in order to build shapes. Build for example a square, a rectan-

gle and create new shapes.

evALUATe

What are the relations between the areas of the different tans? What happens when you

flip the tans? Do they represent the same shape?

Create a horizontal plane and one plane as a slope. Make objets that can roll, slide, driven by a motor, fall.

MAke A PRedICTIon

How can the object be set into motion?What makes the object stop?

ruN/iNtErAct

Explore different ways of moving the object. Rotate the planes (if you have a computer with accelerometer, tilt the PC) and move objects, watch the object slide down the plane or fall through the air. Turn off and on gravity and explore its influence on the mo-tion. Grab the object by using the hand tool. Push and pull and make the objects move in different ways.

evALUATe

What are the different causes of motion in the cases?What is needed in order to set an object into motion?

Target

Teacher ages 5-11

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

Motion is a fundamental concept in science. This lesson explores different causes of motion, such as pull, push, drop (gravity), and also introduces the term force.

Learning objectives Knowing different ways of setting an object into motion.

Knowing a cause of motion (push, pull, drop, slide) in terms of influence of a force.

Knowing about the relation between speed, distance and time.Time frame 30 – 60 min

keywords

Motion, force, push, pull, gravity

In class

Discuss what causes an object to move. Let the students suggest different ways of setting an object into motion and list them on the whiteboard. For example pushing, pulling, throwing, dropping, sliding, adding a motor.

Discuss that the cause of motion is called force.

Discuss how the size of the force influences the motion.Discuss relation between speed, distance and time.

Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.

Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in

class after the simulation.

crEAtE A ScENE

Create a plane. Create circular, rectangular and irregular objects and study their motion. What type of motions are observed? What is special with rolling? Can a box roll?

Experiment with dragging a heavy box over objects of different shapes. What is the behaviour?

MAke A PRedICTIon

Construct a vehicle by connecting the center of the wheels to the vehicle body using the hinge tool. This is similar to the axel in the car.

How will a vehicle with irregular shaped wheels behave? What are the advantages of having circular shaped wheels?

ruN/iNtErAct

Run the simulation and interact with it.

evALUATe

What behaviour is observed with the different wheel shapes? How long do they roll?

Adding a motor to the hinge and visualizing velocity arrows may help the analysis.

5. WHY ARe WHeeLS CIRCULAR In SHAPe? (AgeS 5-11)

Target

Teacher ages 5-11

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

This lesson allows the student to examine the motion of circular, triangular, rectangular and irregular objects on a plane. What type of motions can be observed? Can boxes roll? Build a simple transportation vehicle. Experiment with with different shapes on the wheels. Why are wheels circular in shape?

Learning objectives Knowing about rolling motion

Understanding of the wheel and simple transportation vehicles Evaluate different designs Time frame 30 – 60 min

keywords

Rolling motion, wheel, axel, vehicle

In class

Start by discussing the problem of moving heavy objects over distances.

- What type of machines are there?

- When are wheeled machines used for this?

- What are the drawbacks with using other machines - e.g. cranes have limitied range, flying machines and robots are expensive?- Are there wheeled vehicles with no motor?

Use Algodoo for studying the motion of circular, rectangular and irregular objects on a plane.

- What type of motions are observed? - What is special with rolling?

- Can a box roll?

Experiment with dragging a heavy box over objects of different shapes. Let the student construct simple vehicles with wheels of different shapes. Why are wheels circular in shape?

Encourage the students to follow the procedure Create – Predict – Interact – evaluate.

crEAtE A ScENE

Create a plane. Create a swing using rigid elements and the hinge tool. You can also use the chain tool for more realism.

MAke A PRedICTIon

Study the swing motion.

When is the velocity at maximum value? Is the velocity ever zero?

When is the contact force from swing to body at it its maximum. Why?Is the contact force ever zero?

What happens if there is no gravity?

ruN/iNtErAct

Run the simulation and interact with it.

evALUATe

Study how the forces and velocities vary with time. Add a tracer to the swing to enhance the shape of the motion.

6. SWIng (AgeS 7-11)

Target

Teacher ages 7-11

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

Swing motion is a good system for examining the concepts of force and motion. Several forces interplay. In reality the forces can be experienced, e.g., as the tickling sensation of acceleration under gravity and the pressure from the swing on the body. Veloc-ity can be experienced through the air drag. This lesson allows the students to visualize the forces that are present in a swing and understand their relation to the swinging motion.Learning objectives Understanding of gravity as a force present at all times.Knowing about force as a cause of change in motion.Knowing that several forces may interplay.

Understand the forces interplaying in swinging motion.Time frame 30 – 60 min

keywords

Swing motion, gravity, force

In class

Discuss different swing designs. Discuss what makes a swing start to move and what that motion looks like. When is the velocity at maximum speed? What is the velocity at the turn points? What makes the swing turn?

Make a simple drawing of a swing carrying a student (modelled as a box, say) sitting on a seat. Let the students create the scene in Algodoo. Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Study the forces by visualizing them as arrows. Study also the velocity visualized as arrows. Observe that gravity is present as a constant force but that the force between the seat and the stu-dent varies. Observe also that there is a force from the student to the seat – this is a contact force we experience as pressure from the seat.

Connect to the real experience of swinging. Observe how the velocity changes with time. Ask the students what would happen

if there was no gravity. Test this by setting gravity to zero.

crEAtE A ScENE

Use a plane as a ramp. Create an object (a box, a car with wheels, take a picture of an object). Add one or two planes to create a track with downhill, flat ground and uphill.

MAke A PRedICTIon

How can the object be set into motion?What makes the object stop?

ruN/iNtErAct

Let the object slide or roll down the ramp. Rotate the plane (if you have a computer with accelerometer, tilt the PC) to model different slopes.

Let the object slide or roll down to a flat surface and see how far it goes. Let the object roll or slide down to an uphill and see how high up it goes.

Change the material of the ramp to give it more or less friction and explore the motion.

evALUATe

When does the object roll really far?When does it roll high?

How does the material influence the motion?

7. RoLLIng doWn A RAMP (AgeS 7-11)

Target

Teacher ages 7-11

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

Letting objects roll or slide down a ramp opens possibilities to explore causes and effects of motion. The students can make suggestions of what to investigate and how to test Explore the as-pects of how far up on the ramp the object starts, the material of the ramp, the amount of slope and how that affects the motion.Learning objectives

Asking questions to the situation.Plan an experiment.

Predict what might happen.Evaluate the result.

Explore the cause of the motion.Time frame 30 – 60 min

keywords

Motion, force, push, pull, speed, distance

In class

Discuss what happens when an object rolls or slides down a ramp. Discuss what questions that are interesting to ask in order to explain the motion. Discuss how the height, the slope and the material influence the motion.

What happens at the end of the ramp when the plane is flat? When the plane is going upwards again? What makes the object stop?

What makes it continue its motion? How should the ramp look like in order to get an object to move as far as possible.

Discuss how this can be visualized and explored in Algodoo.Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help

the students make decisions and ask guiding questions.

Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in class after the simulation.

8. FLoAT And SInk (AgeS 7-11)

Target Teacher ages 7-11

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description The students will create objects of different shapes and materials and investigate whether they sink and float. Investigate proper-ties of different shapes of the same material. How can steel float? Besides assigning material properties to objects, the students can also be introduced to density and investigate how numerical values of density relates to density of water. What is the density of water, when does an object neither float or sink?

Learning objectives Predict and observe the buoyancy of objects of different materi-als.

Investigate how the density of an object affects its buoyancy.

Time frame30 – 60 min

keywords Float, sink, density, buoyancy

In class Discuss what objects sink and what objects float. Discuss what

make objects float.

Why does a boat made of steel float?

How does an iceberg float?

Put up suggestions on the board. Discuss how this can be visual-

ized and explored in Algodoo. Let the students create scenes in

Algodoo using the suggestions you came up with together or let

them use their own ideas. Help the students make decisions and

ask guiding questions.

Encourage the students to follow the procedure Create – Predict –

Interact – evaluate.

Allow the students to follow-up and share their experiences in

class after the simulation.

crEAtE A ScENE

Create a container, about 2 m wide by using for example the brush tool. Drawing a large

body inside the container and select Liquify under Geometry actions. Run the simulation

to fill the container. Create an object and clone it to make a number of objects of equal

size. Assign different material to the objects.

MAke A PRedICTIon

Which objects will float and which will sink?

ruN/iNtErAct

Run the simulation and watch objects float

and sink.

evALUATe

What properties are different between the objects? Why do some float and why do

some sink? What happens with the water when the objects are put in?

RevISe SCene

Create an iceberg. Remove items from the

container if it gets too crowded.

MAke A PRedICTIon

How do you expect the iceberg to float?

What happens when the iceberg melts or

pieces fall off?

What happens if you turn the iceberg into

water?

ruN/iNtErAct

Run the simulation. Use the knife and cut pieces of the iceberg to change its shape. You

may have to remove the pieces.

evALUATe

How does the iceberg float?

What happens when its shape is changed?

How does the water level change when the iceberg melts?

Create a periscope. Mirrors are modelled by setting index of refraction to infinity. Use for example two lasers of different colors to represent the object that is observed through the periscope.

MAke A PRedICTIon

What angle should the mirrors have? Will the picture appear upside down?

ruN/iNtErAct

Rotate mirrors to see what happens to the light beams. Rotate lasers to see what hap-pens to the beam.

evALUATe

How does the angle between the light beam and the mirror affect the reflected light beam?

RevISe SCene

Create a laser labyrinth with a starting point and an end point using for example the brush tool. Put a laser at the starting point. Set the fading distance of the laser to maximum.

MAke A PRedICTIon

How can the laser beam be guided through

the labyrinth?

ruN/iNtErAct

Put mirrors in the labyrinth in order to guide the laser beam through the labyrinth. Use for example the brush tool to make the mirrors and set the index of refraction to infinity. Rotate and move mirrors for guiding.

evALUATe

Based on your solution to the labyrinth, is it possible to use fewer mirrors?

Target

Teacher ages 7-11

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

In this lesson students investigate the reflection of mirrors to di-rect light. They build devices that send light in different directions, for example a periscope.

Learning objectives To explore the effects of mirrors on the passage of light.Understand how a periscope works.To explore a simple optical labyrinth.Time frame 30 – 60 min keywords

Reflection, mirror

In class

Discuss what tools that helps us see better. Put up the suggestions on the board, for example glasses, binoculars, telescopes. Discuss what these tools do. Discuss if there are times when these tools do not help. Let the students give suggestions on how it is pos-sible to see and shine light around corners.

Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.

Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in class after the simulation.

Create a prism by using the polygon tool and setting material to glass.

MAke A PRedICTIon

What happens when white light hit the prism? Is the light white all the way through the prism? What happens when the color of the laser beam is changed? Do all colors behave the same?

ruN/iNtErAct

Let a white light beam shine at the prism. Create white light by decreasing Saturation. Rotate the prism, move the light beam to watch the effects.

evALUATe

Add more glass objects after the prism and investigate what happens with the scattered light from the prism. How do the different colors behave? Do they refract in the same way?

RevISe SCene

Model a raindrop by creating a transparent circle with refraction index 1.3.

MAke A PRedICTIon

What happens with a white light beam when it hits the raindrop?

ruN/iNtErAct

Let a white laser represent the sun and let the beam hit the raindrop. Rotate laser or move it up and down to alter the angle of incidence. What happens with the intensity of the refracted light?

evALUATe

Which refracted beam is actually the rainbow? What happens with the light that goes out on the other side of the rainbow?

Target

Teacher ages 7-11

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

The rainbow is a good starting point when discussing properties of light. The students investigate the influence of prisms and other transparent objects when passed by light beams. A rainbow can be modelled by letting white light refract in a transparent circle, representing a raindrop.

Learning objectives Understand that white light is a mix of all colours (wavelengths).Know the colours of the rainbow.Time frame 30 – 60 min

keywords

Visible light, prism, rainbow, spectrum, refraction, speed of light In class

Start with discussing the rainbow. How and when does a rainbow appear? Where does the light come from? Where do the colours come from?

Let the students come up with suggestions. Discuss how white light can split up into rainbow colours. Discuss other phenomena when rainbow colours appear. Demonstrate how a prisms refracts white light.

Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.

Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in

class after the simulation.

The rainbow appears because the intensity of the reflected beam depends on the angle between the incident beam and the reflected beam. The most intense beam is at 40°-42°. This is not the case for the light that goes through the raindrop which means that it will be blended and appears white.

crEAtE A ScENE

Create an irregular body, using for example the brush and the CGS-tool, or use a camera to take a picture of your friend and use her shape. Clean-cut the picture and suspend the body using a hinge.

MAke A PRedICTIon

Estimate the center of gravity.

ruN/iNtErAct

Start the simulation. The body will probably start oscillating so it might be necessary to help stopping it using the hand tool. When still, glue a massless, vertical, straight line from the hinge. Choose another spot for the hinge and glue another massless, vertical line. Repeat a couple of times to get 3-4 lines through centre of gravity.

evALUATe

Where do the lines intersect?Compare with the gravity vector.

11. CenTRe oF gRAvITY (AgeS 11-14)

Target

Teacher ages 11-14

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

The centre of gravity of a body is the point in which the mass of the body can be concentrated. Gravity acts as if all the mass of the body is concentrated in that point.

This lesson allows the student to explore the concept of gravity and to find the centre of gravity of an irregular body.

Learning objectives Understand and explain the concept of centre of gravity.

Discuss methods of finding centre of gravity of an irregular body.Model a situation for centre of gravity and create an interactive simulation.Time frame 30 – 60 min

keywords

Centre of gravity, mass In class

Discuss the centre of gravity.

What does it mean and what effect does this phenomenon have in real life?

How can the centre of gravity of a body be found?

Discuss possible ways of doing this with the class and put up suggestions on the board. Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding

questions.

Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in class after the simulation.

crEAtE A ScENE

Create a plane as a slope and make sure friction is high enough to prevent sliding. Create a number of “trucks” by using boxes with different density to model different ways of loading a truck. The truck should be seen from the rear.

MAke A PRedICTIon

Which truck will tip over first when the plane is tilted?

ruN/iNtErAct

Start the simulation. Rotate the plane (if you have a computer with accel-erometer, tilt the PC) and watch the trucks tip over.

evALUATe

Why do the trucks tip over?

How should the truck be loaded in order to prevent tipping over? Where is the centre of gravity?Note: Observe the position of the grav -ity vector.

RevISe SCene

Rearrange the loading in the trucks in order to make them more stable.

MAke A PRedICTIon

How much can the plane be tilted before a truck will tip over? Which truck will tip over first?

ruN/iNtErAct

Start the simulation. Rotate the plane (if you have a computer with accelerometer, tilt the PC) and watch the trucks tip over.

evALUATe

Why do the trucks tip over? How should the truck be loaded in order to prevent tipping over? What consequences may this have in real life situations?

12. TIPPIng TRUCk (AgeS 11-14)

Target

Teacher ages 11-14

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

Investigate the critical point when a truck is tipping over.

The position of centre of gravity is crucial for the balance of a body.

This lesson allows the student to explore the concept of gravity and to find consequences rising from the position of centre of gravity. The example explores what causes a loaded truck to tip over, when does a book fall off a table and when does a person loose balance.

Learning objectives

Understand and explain the concept of centre of gravity.

Understanding consequences of the position of the centre of grav-ity of an object.

Understand and explain why an objects tips over/looses balance.Model a situation which demonstrates tipping over and create an interactive simulation.Time frame 30 – 60 min

keywords

Centre of gravity, mass

In class

Discuss the centre of gravity. What makes an object tip over? What does it mean and what consequences does this phenom-enon have in real life?

Discuss possible situations of “tipping over” in class and put up suggestions on the board. Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.

Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in

class after the simulation.

crEAtE A ScENE

Create a plane. Create a seesaw with a fulcrum and a long rectangular box. Create objects with different sizes and densities and spread them on the seesaw. Or use the camera and take pictures of your friends and yourself.

MAke A PRedICTIon

When is the seesaw in balance?

How does the seesaw’s own mass influence balance?

ruN/iNtErAct

Start the simulation. Move the objects on the seesaw to make it balanced. Rotate the seesaw (if you have a computer with accelerometer, tilt the PC) and watch the trucks tip over. and observe what happens.

evALUATe

What happens when an object is moved towards or from the fulcrum respectively?What is the relation between mass of the object and distance from the fulcrum?Relate the mass of the object to the normal force and gravity.

Suggestions for additional scenes modeling center of gravity, moment of force and lever arm:

Balancing book: When does the book fall off the table? Create a book sticking out from a table and find the critical point when the book falls to the floor.

Falling friend: What makes your friend fall with respect to centre of gravity? Take a pic-ture of you friend, clean-cut and stand her on the floor. Tilt/rotate until she falls.

Weight scales: How is a simple scale constructed? Create a scale and use if for weighing different objects.

13. THe SeeSAW (AgeS 11-14)

Target

Teacher ages 11-14

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

This lesson allows the student to explore the balance of a seesaw. By adding weights to both sides the seesaw can be kept in balance when using different fulcrums. The relation between mass and distance from the fulcrum can be investigated and give an under-standing about lever arms and moment of forces (torques). The example also opens for creating and working with balance scales.Learning objectives

Understand the relation between mass and distance to maintain balance of a seesaw.

Understand the basic principles for a weight scale.

Understand what a lever arm is and its relation to moment of force.

Model a situation for balance and create an interactive simulation.Time frame 30 – 60 min

keywords

Centre of gravity, moment of force (torque), lever arm

In class

Discuss balance of a seesaw.

How is it constructed and how does is look when no one is playing with it? What happens when kids of different sizes start playing it? Does it depend where they sit, how tall they are, what mass they have?

Discuss different aspects of playing with a seesaw in class and put up suggestions on the board. How can the centre of gravity of a seesaw be found? Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding ques-

tions.

Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in class after the simulation..

crEAtE A ScENE

Create several slopes by using the plane tool. Assign different frictions/materials to the slopes. Turn on force and velocity vector visualization. Use a small boxes to investigate friction by letting it slide on the different surfaces.

MAke A PRedICTIon

Are there differences in how the box is pick-ing up speed when sliding down the differ-ent surfaces? Why?

ruN/iNtErAct

Start the simulation and watch the box slide down the different slopes.

evALUATe

What happens when the angle of the plane is increased? Decreased? Is it the same for all planes?

deveLoP SCene

Create several parallel planes using rectangular boxes of different materials. Add a stopper on each end to prevent the box from falling off the track. Use identical boxes on each track to watch the simultaneous sliding down the planes with different friction properties.

Investigate the influence on contact area on friction by using boxes of differ-ent sizes. Make sure the boxes have the same mass.

Investigate the influence of mass on friction by assigning different mass to the boxes.

14. FRICTIon oF A SLIdIng oBJeCT (AgeS 11-14)

Target

Teacher ages 11-14

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

Friction is an important concept in understanding motion. This lesson allows the student to explore friction between different types of materials. How does an object behave when it lies on a surface? What happens when the surface is inclined? What influ-ence does the material of the surface have on the motion?Learning objectives Distinguish between high friction and low friction.Understand friction as a force.

Know about the influence of mass on friction.

Know about the influence of contact area on friction.Time frame 30 – 60 min

keywords

Friction, force, velocity

In class

Discuss the properties of different surfaces. What does high and low friction means?

Discuss everyday situations when high friction is useful (tires on cars and bicycles, shoes, gloves) and when low friction is useful (skating, skiing, playground slides).

What happens in a slope with high and low friction respectively?

Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.

Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in

class after the simulation.

crEAtE A ScENE

Create five rectangular boxes as planes and rotate them to the different angles between 0° and 90°. Make the planes frictionless. Use identical boxes to slide down the planes. A rectangular box, fixed to the background, can be used as a starting device. Remove the shelf at the start to make the boxes start simultaneously.

MAke A PRedICTIon

Which box reaches the end of its plane first?

ruN/iNtErAct

Start the simulation and watch the boxes slide down the planes.

evALUATe

Which plane is faster?

Which ball is picking up the most speed for each second?

Is it possible to check how much speed the balls are picking up?

Run the simulation again and check for velocities. Observe which forces that are involved in the motion. What is the acceleration of the vertical plane? Is there a pattern in how speed is picked up for each plane?

ruN/iNtErAct

Run the simulation as an experiment. Make sure that velocity representation and values are turned on. Use a timer and pause the simulation every second. Write down the ve-locity for each box in a table. Plot velocity as a function of time and study the graphs.

evALUATe

What does the slope of the graph mean?

15. gALILeo’S InCLIned PLAneS (AgeS 11-14)

Target

Teacher ages 11-14

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

Galileo used rolling balls on inclined planes to develop his under-standing of acceleration. He did not have proper timing devices to measure the high speeds of free fall and used different angles of inclined planes to model different accelerations. The greater the slope of the incline, the greater the acceleration of the ball. Galileo found a ball rolling down a certain incline picked up same amount of speed for each second. That gain is acceleration.Learning objectives Model the acceleration of a falling object using Galileo’s inclined planes.

Understand the influence of gravity on an object.Time frame 30 – 60 min

keywords

Gravity, free fall, acceleration, velocity, force

In class

Discuss how something on a plane can be set into motion. Discuss the experiment that Galileo performed in order to under-stand the motion of free fall. Why did he do this experiment?Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.

Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in class after the simulation.

crEAtE A ScENE

Make the two tracks using rectangular boxes. Try to make smooth transitions in order to prevent bouncing. Assign steel to the balls and set the restitution to zero in order to prevent bouncing of the balls.

MAke A PRedICTIon

Which boll reaches the end of its track first?

ruN/iNtErAct

Collect the bets and start the simulation and watch the ball roll on the two tracks.

Note: Run the simulation without velocity representation first.

evALUATe

How can we explain that the ball that roll the longest way reaches the finish first?

Discuss changes in velocity. In which places do we have acceleration and how does that affect the motion?

ruN/iNtErAct

Run the simulation again and use velocity vector representation to discuss how the box is gaining speed in the slope.

evALUATe

Which type of track is fastest? Is a straight track always slower than an up-and-down-track?

Make different tracks to check different hypothesis.

Measure the speed of the ball at different places on both tracks and calculate the aver-age speeds.

16. TWo TRACk PRoBLeM (AgeS 11-14)

Target

Teacher ages 11-14

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description

This problem explores the behaviour of two objects rolling on dif-ferent tracks. How does the shape of the track influence the mo-tion of the balls? The slope causes a gain in speed which will give a higher average speed through the track. The example illustrates how a change in direction means acceleration. It is also possible to discuss how speed and acceleration can be broken up into compo-nents parallel and vertical to the ground.

Learning objectives Understanding how speed can be gained by a slope Acceleration means change in direction or speed.Time frame 30 – 60 min

keywords

Acceleration, velocity, gravity, force

In class

Draw the problem on the whiteboard and ask the students which one of the balls reaches the end of the track first. Discuss different aspects of what might influence the motion.

Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.

Encourage the students to follow the procedure Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in

class after the simulation.

FRee FALL - CReATe A SCene

Create one plane to work as ground and one as a shelf from which objects can fall. Cre-ate a number of objects with different shapes and masses for comparison. Make a small light ball, a large heavy ball, assign different materials to the same shape. Make a large featherlight object likely to fall slowly. Let all the objects start from the shelf plane. Make sure that Air drag is turned off.

MAke A PRedICTIon

Which object should come down first?

ruN/iNtErAct

Remove the shelf plane, press Play, and watch the objects fall.

evALUATe

Which object fell to the ground first?

Why? Compare velocities of the falling objects.

FALL WITH AIR dRAg - RevISe THe SCene

Turn on Air drag. Use the same objects as with the previous scene.

evALUATe

What does the slope of the graph mean?

MAke A PRedICTIon

Which object will now come down first?

ruN/iNtErAct

Remove the shelf plane, press Play, and watch the objects fall.

evALUATe

Are there differences in how the objects fall? Compare velocities of the falling objects.

17. FRee FALL (AgeS 11-14)

Target

Teacher ages 11-14

This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.

description What variables influence free fall? This lesson treats motion when there are no forces in contact with the object.

Learning objectives Free fall – falling under the influence of gravitational acceleration only.

Air drag – the influence of air drag of a falling object Time frame 30 – 60 min

keywords

Free fall, gravity, air drag, force

In class

Drop an object. Discuss what aspects that might influence the motion (mass, shape, falling height). Discuss everyday experiences such as falling leaves, feathers, rocks, parachutists. Collect sugges-tion from the students and list them on the whiteboard. Discuss possible causes of the falling motion, gravity, air drag.

Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.

Encourage the students to follow the procedure

Create – Predict – Interact – evaluate .

Allow the students to follow-up and share their experiences in class after the simulation.

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认识公式 (图3)(图4)公式说明:实际上就是以上下左右前后的英文的单词的头一个大写字母表示 (图5)

(图6) (图7)

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