Flussschwimmerin
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 Mädchen v_M überquert einen geraden Fluss schwimm auf dem kürzesten Weg vom einen zum gegenüberliegen Ufer vgl. Abb.. Die Fliessgeschwindigkeit beträgt v_F .. center tikzpicture % Ufer draw fillbrowndrawnone rectangle ++ .; draw fillbrowndrawnone rectangle ++ .; % Wasser draw fillCyan!drawnone . rectangle ++ .; draw myarrowgk-myarrowgk .. -- node above tiny m++ .; % Fliess-Richtung foreach x in ... draw thickCyan-myarrowgk x. -- ++ .; node below Cyan at .. tiny Fluss; % Flaeche draw fillred!drawnoneopacity. .. -- ++ -- ++ .- -- ++ - -- ++ -.; % Kuerzester Weg draw dashedred .. -- ++ .; draw red-myarrowgk .. -- node above tiny vec v_texteff ++ .; % Schwimmer/in draw blumyarrowgk .. -- node left tiny vec v_F ++ ; draw gruen-myarrowgk .. -- node left tiny vec v_M ++ .-; draw fillgrayvery thin .. circle . node belowxshift-mmdarkgray tiny Mädchen; % Winkel draw .. arc :-:.; node at . tiny phi; tikzpicture center enumerate item Berechnen Sie ihre effektive Geschwindigkeit. item Unter welchem Winkel varphi muss sie ihre Schwimmrichtung flussaufwärts korrigieren damit sie den Fluss auf dem kürzesten Weg durchschwimmt. item Wie lange dauert die Flussüberquerung wenn der Fluss Meter breit ist? enumerate
Solution:
enumerate item Die effektive Geschwindigkeit ergibt sich direkt mit dem Satz von Pythagoras: v_texteff sqrtv_M^ - v_F^ apx .meter/second. item Der Winkel ergibt sich direkt mit dem Sinus: varphi arcsinleftfracright grad. item Für die Strecke muss man die effektive Geschwindigkeit berücksichtigen damit erhält man: t fracsv_texteff apx s. enumerate
Ein Mädchen v_M überquert einen geraden Fluss schwimm auf dem kürzesten Weg vom einen zum gegenüberliegen Ufer vgl. Abb.. Die Fliessgeschwindigkeit beträgt v_F .. center tikzpicture % Ufer draw fillbrowndrawnone rectangle ++ .; draw fillbrowndrawnone rectangle ++ .; % Wasser draw fillCyan!drawnone . rectangle ++ .; draw myarrowgk-myarrowgk .. -- node above tiny m++ .; % Fliess-Richtung foreach x in ... draw thickCyan-myarrowgk x. -- ++ .; node below Cyan at .. tiny Fluss; % Flaeche draw fillred!drawnoneopacity. .. -- ++ -- ++ .- -- ++ - -- ++ -.; % Kuerzester Weg draw dashedred .. -- ++ .; draw red-myarrowgk .. -- node above tiny vec v_texteff ++ .; % Schwimmer/in draw blumyarrowgk .. -- node left tiny vec v_F ++ ; draw gruen-myarrowgk .. -- node left tiny vec v_M ++ .-; draw fillgrayvery thin .. circle . node belowxshift-mmdarkgray tiny Mädchen; % Winkel draw .. arc :-:.; node at . tiny phi; tikzpicture center enumerate item Berechnen Sie ihre effektive Geschwindigkeit. item Unter welchem Winkel varphi muss sie ihre Schwimmrichtung flussaufwärts korrigieren damit sie den Fluss auf dem kürzesten Weg durchschwimmt. item Wie lange dauert die Flussüberquerung wenn der Fluss Meter breit ist? enumerate
Solution:
enumerate item Die effektive Geschwindigkeit ergibt sich direkt mit dem Satz von Pythagoras: v_texteff sqrtv_M^ - v_F^ apx .meter/second. item Der Winkel ergibt sich direkt mit dem Sinus: varphi arcsinleftfracright grad. item Für die Strecke muss man die effektive Geschwindigkeit berücksichtigen damit erhält man: t fracsv_texteff apx s. enumerate
Meta Information
Exercise:
Ein Mädchen v_M überquert einen geraden Fluss schwimm auf dem kürzesten Weg vom einen zum gegenüberliegen Ufer vgl. Abb.. Die Fliessgeschwindigkeit beträgt v_F .. center tikzpicture % Ufer draw fillbrowndrawnone rectangle ++ .; draw fillbrowndrawnone rectangle ++ .; % Wasser draw fillCyan!drawnone . rectangle ++ .; draw myarrowgk-myarrowgk .. -- node above tiny m++ .; % Fliess-Richtung foreach x in ... draw thickCyan-myarrowgk x. -- ++ .; node below Cyan at .. tiny Fluss; % Flaeche draw fillred!drawnoneopacity. .. -- ++ -- ++ .- -- ++ - -- ++ -.; % Kuerzester Weg draw dashedred .. -- ++ .; draw red-myarrowgk .. -- node above tiny vec v_texteff ++ .; % Schwimmer/in draw blumyarrowgk .. -- node left tiny vec v_F ++ ; draw gruen-myarrowgk .. -- node left tiny vec v_M ++ .-; draw fillgrayvery thin .. circle . node belowxshift-mmdarkgray tiny Mädchen; % Winkel draw .. arc :-:.; node at . tiny phi; tikzpicture center enumerate item Berechnen Sie ihre effektive Geschwindigkeit. item Unter welchem Winkel varphi muss sie ihre Schwimmrichtung flussaufwärts korrigieren damit sie den Fluss auf dem kürzesten Weg durchschwimmt. item Wie lange dauert die Flussüberquerung wenn der Fluss Meter breit ist? enumerate
Solution:
enumerate item Die effektive Geschwindigkeit ergibt sich direkt mit dem Satz von Pythagoras: v_texteff sqrtv_M^ - v_F^ apx .meter/second. item Der Winkel ergibt sich direkt mit dem Sinus: varphi arcsinleftfracright grad. item Für die Strecke muss man die effektive Geschwindigkeit berücksichtigen damit erhält man: t fracsv_texteff apx s. enumerate
Ein Mädchen v_M überquert einen geraden Fluss schwimm auf dem kürzesten Weg vom einen zum gegenüberliegen Ufer vgl. Abb.. Die Fliessgeschwindigkeit beträgt v_F .. center tikzpicture % Ufer draw fillbrowndrawnone rectangle ++ .; draw fillbrowndrawnone rectangle ++ .; % Wasser draw fillCyan!drawnone . rectangle ++ .; draw myarrowgk-myarrowgk .. -- node above tiny m++ .; % Fliess-Richtung foreach x in ... draw thickCyan-myarrowgk x. -- ++ .; node below Cyan at .. tiny Fluss; % Flaeche draw fillred!drawnoneopacity. .. -- ++ -- ++ .- -- ++ - -- ++ -.; % Kuerzester Weg draw dashedred .. -- ++ .; draw red-myarrowgk .. -- node above tiny vec v_texteff ++ .; % Schwimmer/in draw blumyarrowgk .. -- node left tiny vec v_F ++ ; draw gruen-myarrowgk .. -- node left tiny vec v_M ++ .-; draw fillgrayvery thin .. circle . node belowxshift-mmdarkgray tiny Mädchen; % Winkel draw .. arc :-:.; node at . tiny phi; tikzpicture center enumerate item Berechnen Sie ihre effektive Geschwindigkeit. item Unter welchem Winkel varphi muss sie ihre Schwimmrichtung flussaufwärts korrigieren damit sie den Fluss auf dem kürzesten Weg durchschwimmt. item Wie lange dauert die Flussüberquerung wenn der Fluss Meter breit ist? enumerate
Solution:
enumerate item Die effektive Geschwindigkeit ergibt sich direkt mit dem Satz von Pythagoras: v_texteff sqrtv_M^ - v_F^ apx .meter/second. item Der Winkel ergibt sich direkt mit dem Sinus: varphi arcsinleftfracright grad. item Für die Strecke muss man die effektive Geschwindigkeit berücksichtigen damit erhält man: t fracsv_texteff apx s. enumerate
Contained in these collections:

