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- Mon October 8 - Lunchtime: Buy a new beanie hat
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Math Rules
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BIDMAS
B-Brackets I-Indicies D-Division M-Multiplication A-Addition S-Subtraction BIDMAS shows the order you should do your calculations in. Indicies are things like powers (little numbers to the right of a big number).
Rules of Indices
1 to the power of anything = 1. Anything to the power of 1 is itself. Anything to the power of 0 is 1. When you divide numbers with powers, subtract the powers. When you multiply numbers with powers you add the powers. Anything to the power of 1/2 is its square root. Anything to the power of 1/3 is its cube root. When you raise a power to another power you multiply the powers.
"Posh Words"
In exams their may be words used in a problem that you may be unfimiliar with that stand for one of the four operations. Here are some examples to help. Addition: Sum Subtraction: Difference Multiplication: Product
Methods
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Multiplication
Division
Numbers
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SQUARE NUMBERS
1 x 1 = 1 1 is a square number 2 x 2 = 4 4 is a square number 3 x 3 = 9 9 is a square number 4 x 4 = 16 16 is a square number 5 x 5 = 25 25 is a square number 6 x 6 = 36 36 is a square number 7 x 7 = 49 49 is a square number 8 x 8 = 64 64 is a square number 9 x 9 = 81 81 is a square number 10 x 10 = 100 100 is a square number 11 x 11 = 121 121 is a square number 12 x 12 = 144 144 is a square number 13 x 13 = 169 169 is a square number 14 x 14 = 196 196 is a square number 15 x 15 = 225 225 is a square number
CUBED NUMBERS
1)^3=1 (2)^3=8 (3)^3=27 (4)^3=64 (5)^3=125 (6)^3=216 (7)^3=343 (8)^3=512 (9)^3=729 (10)^3=1000 (11)^3=1331 (12)^3=1728 (13)^3=2197 (14)^3=2744 (15)^3=3375 (16)^3=4096 (17)^3=4913 (18)^3=5832 (19)^3=6859 (20)^3=8000 (21)^3=9261 (22)^3=10648 (23)^3=12167 (24)^3=13824 (25)^3=15625 (26)^3=17576 (27)^3=19683 (28)^3=21952 (29)^3=24389 (30)^3=27000
Unit A+B
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Transformations
ROTATION: "Rotation" means turning around a center: The distance from the center to any point on the shape stays the same. Every point makes a circle around the center. You will be asked to rotate a shape: Clockwise=Moving in the direction of the hands on a clock. Anti-Clockwise=The opposite direction TRANSLATION: You translate a shape using Vectors. Vectors a represented by numbers in brackets. The number on top determens wether you move the shape left or right. If it is a negative number you move it left. If it's positive you move it to the right. The number on bottom determens wether you move it up or down. If it's positive you move it up, if it's negative you move it down. You move the shape up/down/left/right the amount of squares as the number. REFLECTION: Reflection is a shape flipped over an axis and the image is essentially a mirror image or reflection of what it was. An object and its image are always the same perpendicular distance from the mirror line. The image and reflected image are the same point from the mirrow line. Reflection needs a mirror. ENLARGMENT: When working out enlargements, you will need to know the scale factor and centre of enlargement. The scale factor tells us by how much the object has been enlarged. The centre of enlargement tells us where the enlargement is being measured from.
Angles
Right angle=90 degrees Straight line=190 degrees Triangle add up to=180 degrees Circle=360 degrees Acute angle=less than 90 degrees Angles around a point=360 degrees Obtuse=greater than 90-180 degrees Reflex=more than 180 degrees
Correlation
There are 5 types of correlation: Strong positive Weak positive Strong negative Weak Negative No Correlation Weak=Most plots are in a neat line but some aren't. Strong=Nearly all plots are in a neat line. Positive=Plots going from the bottom leading up to the top. Negative=Plots decresing from the top of the graph to the bottom.
Linear Graphs
General Equation for a straight line: Y=MX+C M=The gradient, This is the steepness of the line. C=Where the line crosses the Y axis, also called the intercept. You find C by looking at where the line crosses the Y-axis. To find M you work out RISE OVER RUN. Rise over run= Draw a triangle coming of the line. How many squares up it is=rise How many aquares along it is=run You divide the rise by the run to find M.