Auto und Velo
About points...
We associate a certain number of points with each exercise.
When you click an exercise into a collection, this number will be taken as points for the exercise, kind of "by default".
But once the exercise is on the collection, you can edit the number of points for the exercise in the collection independently, without any effect on "points by default" as represented by the number here.
That being said... How many "default points" should you associate with an exercise upon creation?
As with difficulty, there is no straight forward and generally accepted way.
But as a guideline, we tend to give as many points by default as there are mathematical steps to do in the exercise.
Again, very vague... But the number should kind of represent the "work" required.
When you click an exercise into a collection, this number will be taken as points for the exercise, kind of "by default".
But once the exercise is on the collection, you can edit the number of points for the exercise in the collection independently, without any effect on "points by default" as represented by the number here.
That being said... How many "default points" should you associate with an exercise upon creation?
As with difficulty, there is no straight forward and generally accepted way.
But as a guideline, we tend to give as many points by default as there are mathematical steps to do in the exercise.
Again, very vague... But the number should kind of represent the "work" required.
About difficulty...
We associate a certain difficulty with each exercise.
When you click an exercise into a collection, this number will be taken as difficulty for the exercise, kind of "by default".
But once the exercise is on the collection, you can edit its difficulty in the collection independently, without any effect on the "difficulty by default" here.
Why we use chess pieces? Well... we like chess, we like playing around with \(\LaTeX\)-fonts, we wanted symbols that need less space than six stars in a table-column... But in your layouts, you are of course free to indicate the difficulty of the exercise the way you want.
That being said... How "difficult" is an exercise? It depends on many factors, like what was being taught etc.
In physics exercises, we try to follow this pattern:
Level 1 - One formula (one you would find in a reference book) is enough to solve the exercise. Example exercise
Level 2 - Two formulas are needed, it's possible to compute an "in-between" solution, i.e. no algebraic equation needed. Example exercise
Level 3 - "Chain-computations" like on level 2, but 3+ calculations. Still, no equations, i.e. you are not forced to solve it in an algebraic manner. Example exercise
Level 4 - Exercise needs to be solved by algebraic equations, not possible to calculate numerical "in-between" results. Example exercise
Level 5 -
Level 6 -
When you click an exercise into a collection, this number will be taken as difficulty for the exercise, kind of "by default".
But once the exercise is on the collection, you can edit its difficulty in the collection independently, without any effect on the "difficulty by default" here.
Why we use chess pieces? Well... we like chess, we like playing around with \(\LaTeX\)-fonts, we wanted symbols that need less space than six stars in a table-column... But in your layouts, you are of course free to indicate the difficulty of the exercise the way you want.
That being said... How "difficult" is an exercise? It depends on many factors, like what was being taught etc.
In physics exercises, we try to follow this pattern:
Level 1 - One formula (one you would find in a reference book) is enough to solve the exercise. Example exercise
Level 2 - Two formulas are needed, it's possible to compute an "in-between" solution, i.e. no algebraic equation needed. Example exercise
Level 3 - "Chain-computations" like on level 2, but 3+ calculations. Still, no equations, i.e. you are not forced to solve it in an algebraic manner. Example exercise
Level 4 - Exercise needs to be solved by algebraic equations, not possible to calculate numerical "in-between" results. Example exercise
Level 5 -
Level 6 -
Question
Solution
Short
Video
\(\LaTeX\)
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Exercise:
Ein Velo fährt mit konstanten vo als so her ihm ein Auto aus dem Stillstand mit aO zu beschleunigen nt. abclist abc Nach wie viel Zeit holt das Auto das Velo ein? hfill abc Wie viel Strecke legt das Auto bis zum Treffpunkt zurück? hfill abc Skizziere das Weg-Zeit-Diagramm des Autos durchgezogen und des Velos gestrichelt. Setze den Nullpunkt für bei der Anfangsposition des Autos. hfill abclist center tikzpicture tkzInitxmin xmaxceilteX+ xstep. ystep ymin ymaxceilseX+ tkzGridsubsubxstep. subystep tkzDrawXlabeldfractsis right tkzDrawYlabeldfracssim above tkzLabelXY %tkzFctdarkred very thick.*aX*.*x** %tkzFctBlue very thickvoX*.*x+soX tikzpicture center
Solution:
Die Positionsgleichungen von Auto und Velo sind al s_ fracat^ s_ v_t +s_. Die Treffzeiten erhält man durch Gleichsetzen dieser Gleichungen und anschliessem Auflösen nach t: al fracat^ v_t + s_ t_ fracv_+sqrtv_^+as_a fracvo+sqrtqtyvo^+asoa t^* te Die zugehörige Position ist al s^* seF vo te seQ center tikzpicture tkzInitxmin xmaxceilteX+ xstep. ystep ymin ymaxceilseX+ tkzGridsubsubxstep. subystep tkzDrawXlabeldfractsis right tkzDrawYlabeldfracssim above tkzLabelXY tkzFctdarkred very thick.*aX*.*x** tkzFctBlue very thickvoX*.*x+soX tikzpicture center
Ein Velo fährt mit konstanten vo als so her ihm ein Auto aus dem Stillstand mit aO zu beschleunigen nt. abclist abc Nach wie viel Zeit holt das Auto das Velo ein? hfill abc Wie viel Strecke legt das Auto bis zum Treffpunkt zurück? hfill abc Skizziere das Weg-Zeit-Diagramm des Autos durchgezogen und des Velos gestrichelt. Setze den Nullpunkt für bei der Anfangsposition des Autos. hfill abclist center tikzpicture tkzInitxmin xmaxceilteX+ xstep. ystep ymin ymaxceilseX+ tkzGridsubsubxstep. subystep tkzDrawXlabeldfractsis right tkzDrawYlabeldfracssim above tkzLabelXY %tkzFctdarkred very thick.*aX*.*x** %tkzFctBlue very thickvoX*.*x+soX tikzpicture center
Solution:
Die Positionsgleichungen von Auto und Velo sind al s_ fracat^ s_ v_t +s_. Die Treffzeiten erhält man durch Gleichsetzen dieser Gleichungen und anschliessem Auflösen nach t: al fracat^ v_t + s_ t_ fracv_+sqrtv_^+as_a fracvo+sqrtqtyvo^+asoa t^* te Die zugehörige Position ist al s^* seF vo te seQ center tikzpicture tkzInitxmin xmaxceilteX+ xstep. ystep ymin ymaxceilseX+ tkzGridsubsubxstep. subystep tkzDrawXlabeldfractsis right tkzDrawYlabeldfracssim above tkzLabelXY tkzFctdarkred very thick.*aX*.*x** tkzFctBlue very thickvoX*.*x+soX tikzpicture center
Meta Information
Exercise:
Ein Velo fährt mit konstanten vo als so her ihm ein Auto aus dem Stillstand mit aO zu beschleunigen nt. abclist abc Nach wie viel Zeit holt das Auto das Velo ein? hfill abc Wie viel Strecke legt das Auto bis zum Treffpunkt zurück? hfill abc Skizziere das Weg-Zeit-Diagramm des Autos durchgezogen und des Velos gestrichelt. Setze den Nullpunkt für bei der Anfangsposition des Autos. hfill abclist center tikzpicture tkzInitxmin xmaxceilteX+ xstep. ystep ymin ymaxceilseX+ tkzGridsubsubxstep. subystep tkzDrawXlabeldfractsis right tkzDrawYlabeldfracssim above tkzLabelXY %tkzFctdarkred very thick.*aX*.*x** %tkzFctBlue very thickvoX*.*x+soX tikzpicture center
Solution:
Die Positionsgleichungen von Auto und Velo sind al s_ fracat^ s_ v_t +s_. Die Treffzeiten erhält man durch Gleichsetzen dieser Gleichungen und anschliessem Auflösen nach t: al fracat^ v_t + s_ t_ fracv_+sqrtv_^+as_a fracvo+sqrtqtyvo^+asoa t^* te Die zugehörige Position ist al s^* seF vo te seQ center tikzpicture tkzInitxmin xmaxceilteX+ xstep. ystep ymin ymaxceilseX+ tkzGridsubsubxstep. subystep tkzDrawXlabeldfractsis right tkzDrawYlabeldfracssim above tkzLabelXY tkzFctdarkred very thick.*aX*.*x** tkzFctBlue very thickvoX*.*x+soX tikzpicture center
Ein Velo fährt mit konstanten vo als so her ihm ein Auto aus dem Stillstand mit aO zu beschleunigen nt. abclist abc Nach wie viel Zeit holt das Auto das Velo ein? hfill abc Wie viel Strecke legt das Auto bis zum Treffpunkt zurück? hfill abc Skizziere das Weg-Zeit-Diagramm des Autos durchgezogen und des Velos gestrichelt. Setze den Nullpunkt für bei der Anfangsposition des Autos. hfill abclist center tikzpicture tkzInitxmin xmaxceilteX+ xstep. ystep ymin ymaxceilseX+ tkzGridsubsubxstep. subystep tkzDrawXlabeldfractsis right tkzDrawYlabeldfracssim above tkzLabelXY %tkzFctdarkred very thick.*aX*.*x** %tkzFctBlue very thickvoX*.*x+soX tikzpicture center
Solution:
Die Positionsgleichungen von Auto und Velo sind al s_ fracat^ s_ v_t +s_. Die Treffzeiten erhält man durch Gleichsetzen dieser Gleichungen und anschliessem Auflösen nach t: al fracat^ v_t + s_ t_ fracv_+sqrtv_^+as_a fracvo+sqrtqtyvo^+asoa t^* te Die zugehörige Position ist al s^* seF vo te seQ center tikzpicture tkzInitxmin xmaxceilteX+ xstep. ystep ymin ymaxceilseX+ tkzGridsubsubxstep. subystep tkzDrawXlabeldfractsis right tkzDrawYlabeldfracssim above tkzLabelXY tkzFctdarkred very thick.*aX*.*x** tkzFctBlue very thickvoX*.*x+soX tikzpicture center
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