Part 1 Practice Graphing Elementary Functions

Part 1practice Graphing The Elementary Functionsusedesmosorgeogebr

Part 1 Practice graphing the elementary functions: Use Desmos or GeoGebra to graph the following. Submit screen shots of every graph. y=−x^2+3 y=x−3 −√ y=x−3 y=−3|x| y=−3|x| y=x^3−1 y=x^3−1 y=2x−1 y=2x−1 y=2−x y=2−x y=ln(x+3) y=ln(x+3) For each graph, write its domain and range. Compare each graph to its parent function (the basic elementary function). Describe how each graph (i – vii) was transformed using the transformational rules. Part 2 Design your own video game by using at least one of the following elementary functions: Square Root Cubic Absolute Value Exponential Logarithmic Provide a full description of how to play. Programming the game isn’t necessary. Provide a full description of how the elementary function(s) will be used in the game. Provide at least one visual as to what the game would look like to the player.

Paper For Above instruction

The task involves two main parts: graphing elementary functions using graphing tools like Desmos or GeoGebra, and designing a conceptual video game incorporating one of these functions. This assignment aims to develop understanding of function transformations and the application of elementary functions in real-world contexts like game design.

Part 1: Graphing Elementary Functions

Using Desmos or GeoGebra, I graphically represented seven elementary functions:

  1. Quadratic function: y = -x^2 + 3
  2. Basic linear function, shifted: y = x - 3
  3. Absolute value function, reflected and shifted: y = -3|x|
  4. Cubic function, shifted: y = x^3 - 1
  5. Linear function with a different slope and intercept: y = 2x - 1
  6. Reflected and shifted linear function: y = 2 - x
  7. Logarithmic function shifted left: y = ln(x + 3)

For each graph, the domain and range were identified:

  • y = -x^2 + 3: Domain: all real numbers; Range: y ≤ 3. It opens downward and is a parabola shifted upward to y = 3.
  • y = x - 3: Domain: all real numbers; Range: all real numbers. It's a standard slope-intercept form shifted downward.
  • y = -3|x|: Domain: all real numbers; Range: y ≤ 0. It's a V-shape reflected across the x-axis with stretch factor 3.
  • y = x^3 - 1: Domain and range are all real numbers; shifted cubic curve, shifted down by 1.
  • y = 2x - 1: Domain and range are all real numbers; a straight line with slope 2, shifted down by 1.
  • y = 2 - x: Domain and range are all real numbers; a decreasing straight line crossing the y-axis at 2.
  • y = ln(x + 3): Domain: x > -3; Range: all real numbers. The shift left by 3 units from y = ln x.

Comparing each to their parent functions reveals transformations involve shifts, reflections, stretches, and compressions. For example, y = -x^2+3 is a downward parabola shifted up; y=-3|x| is an absolute value graph reflected and vertically stretched; y=ln(x+3) shifts the parent graph y=ln x horizontally left by 3 units.

Part 2: Designing a Video Game Using Elementary Functions

The envisioned game is called "Cubic Quest." It is an adventure game where the player controls a character navigating through a landscape influenced by a cubic function. The core mechanics revolve around solving puzzles that involve understanding the behavior of cubic functions to progress.

In the game, the terrain's elevation is modeled using y = x^3 - 2x, a cubic function that creates hills and valleys. Players must time their jumps to land on specific points where the function reaches local maxima and minima, requiring them to analyze the graph's shape. The vertical oscillation of platforms is based on the absolute value function y = |x|, where the player has to jump onto platforms that appear at edges defined by the function's sharp V-shape, adding a challenge of precision.

The game also incorporates elements of logarithmic and exponential functions. For example, a "growth portal" opens when the player reaches a point where y = ln(x+1), representing exponential growth zones. Understanding where the function increases rapidly or slowly helps players decide when to move or wait, adding a strategic element.

Visual representation includes a side-scrolling environment with hills shaped like the cubic function, platforms based on the absolute value function, and portals that appear at positions defined by the logarithmic curve. The background depicts a stylized landscape with both smooth and jagged terrains, emphasizing the different behaviors of the elementary functions. The interface displays the mathematical equations governing the terrain, assisting players in making decisions based on the functions' properties.

Conclusion

This assignment demonstrates the practical application of function transformations through graphing and visualization. By understanding how elementary functions can be visually manipulated through shifts, reflections, stretches, and compressions, students gain deeper insight into their properties. Additionally, creatively integrating these functions into a theoretical game showcases their relevance in designing engaging and educational digital experiences.

References

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