Underlying Principles
for MTE 181
Purpose: On my evaluations from Spring 2003 a student
commented that "[Since] there was so much information about the
underlying principles[,] it would be nice to have a [packet] that
... we can use ... [through] our life time." Instead of providing
a packet, I have chosen to establish and continue to add to a web site
of the underlying principles we learn in MTE 181.
Types of Data Displays
- There are different kinds of graphs for representing
data: stem and leaf plots, dot plots, histograms, bar graph, stacked
bar graph, line graphs, scatterplots, pie charts, etc. Be familiar
enough with technology that you can draw these by hand or by computer.
Data Displays that Show Relationships
- For linear regression (approximating data with a straight line),
positive correlation results in a line that slopes up (from left to right),
negative correlation in a line that slopes down, and zero correlation means
the data is too scattered to be represented well by a straight line.
- Correlation just means that as one event happens, then another
event happens. It does NOT mean that one event causes the other.
Describing the Average and Spread of Data
- There are four main types of "Average": the mean, the median,
the mode, and the midrange.
- To calculate the (arithmetic) mean, add up the total score, then
divide by the total number of participants. (This is what math teachers
usually mean when they say "average".) The mean is also the "balance
point": The sum of the distance of the data points from the mean on
one side of the mean equals the sum of the distances of the data points from
the mean on the other side of the mean.
- The median is the middle score when they are ranked from lowest
to highest, or the mean of the middle two, if there are an even number
of scores.
- The mode is the most frequently occuring data point. A distribution
with two modes is called "bimodal" (like a camel with two humps instead
of just one). If no one data point occurs most frequently, the distribution
is said to have "no mode."
- The midrange is the mean of the highest and lowest scores.
- The range is the distance from the lowest to the highest score.
- The first quartile (Q1) is the median of the scores
to the left of the overall median. The third quartile (Q3)
is the median of the scores to the right of the overall median. The
overall median itself, of course, is Q2. And the interquartile
range is the distance from Q1 to Q3.
- A box-and-whisker plot shows the lowest score, Q1, the
median, Q3, and the highest score.
- Variance and standard deviation are a way to measure the spread
of the data. The bigger the variance (or the larger the standard deviation),
the more spread out the data is.
- To calculate the variance, first calculate the arithmetic mean
of the data. Then determine the distance from each data point to the
mean. Then square each of those distances. Then add up all of
those squares. Then divide by the number of data points. The
result is called the population variance. (If you ever take a statistics
class, you calculate a sample variance, instead of a population variance.
The difference is that instead of dividing by the number of data
points n, you divide by one less (n - 1). The reason
is that you assume you are only measuring a sample of what could be, instead
of measuring the entire population. And the n - 1 is a kind
of "fudge factor", since you don't know what the actual entire population
distribution looks like.)
- To calculate the standard deviation, you just compute the square
root of the variance. (In our class where variance is computed by
dividing by n, this is called the population standard deviation.
(In a statistics class where variance is computed by dividing by n
- 1, this standard deviation is called the sample standard deviation.)
Decision Making with Data
- Be wary in accepting conclusions made from data: Was the
data collection method reliable and sound? Are valid and appropriate
conclusions drawn from the data?
- In drawing or interpreting graphs, watch for misleading graphs.
Understanding Probability
- Probability is a fraction: (part / whole) or (number
of a particular kind of outcome / total number of outcomes possible). Probability
may also be given as a decimal or as a percent.
- An event is the outcome you are watching to see whether or not
happens.
- A sample space is the list of all possible outcomes. You
may have different sample spaces for the same experiment (situation) depending
on what event (outcome) you are looking for.
- Probability can be between 0 (0%) and 1 (100%).
- If two events are exact opposites (complementary) and one or the
other of them always happens, then their probabilities add up to 100%.
For instance, if the probability of rain today is 5%, then the probability
of no rain today is 95% (1 - 5%), since 5% + 95% = 100%.
- Venn diagrams are tools to examine probability. Remember
the same rules about intersection and union that you learned about Venn
diagrams in MTE 180.
- If A and B are mutually exclusive, then the probability
of both A and B happening ( P(A and B)
=
= zero, since they can't both happen at the same time.
- P(A or B) = P(A) + P(B)
- P(A and B).
(to subtract out the intersection or overlap which has been counted
twice).
- You need to be familiar with the outcomes when you roll 2 dice. You
should also be familiar with what cards are in a standard deck of 52 playing
cards.
- A HELPFUL PROCESS for dealing with the multiplication principle: (1)
To determine the number of outcomes, ask "How many spaces are being filled?"
Then physically write down each space itself. Label the
spaces if they contain different things, for instance, if three contain
letters and one contains a digit. (2) Then in each space, write
how many possibilities you have for that space. If necessary, decide
whether you have AND (multiplication) or OR (addition). (If this AND this
occur, then multiply. If this OR this occurs but not both, then add.
- Watch out for "with replacement" or "without replacement" in choosing.
These affect the probability (number of successful choices / number
of total choices) of the second, third, etc., choices.
- Watch for limitations on the total, the denominator of the probability
fraction. For instance, let's suppose you are choosing a digit from
1 to 9. What is the probability that the number is even if you know
that the number is prime? In this case the phrase "if you know that"
limits your total choices. Thus, instead of choosing 2, 4, 6, or 8
out of 1, 2, 3, 4, 5, 6, 7, 8, and 9 (which would have been a probability
of 4/9), you are instead choosing from among prime numbers. The primes
from 1 to 9 are 2, 3, 5, and 7. Of these, only 2 is even. Thus,
if you know that the number is prime, the probability of choosing an even
digit from 1 to 9 is 1/4.
- If you are given tables of data, it is helpful to construct a row and/or
column of totals, if not provided.
- Tree diagrams (or logic diagrams) and Venn diagrams are useful tools
to analyze probability. If two events overlap, use a Venn diagram and
the formula
to analyze them.
- If needed for simulations, I will provide coins, cards, or dice. Since
I didn't teach you how to use the random number generator on your calculator,
you are not responsible for knowing that for this test.
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- Odds for = successes / failures, whereas probability = successes
/ total = successes / (successes + failures). Odds against = failures
/ successes.
- Expected value = probability * payoff + probability * payoff + probability
* payoff + ..., for as many distinct (non-overlaping) outcomes as there are.
- If expected value of a game = 0, the game is called "fair". Otherwise,
the game is called "unfair" (It is advantageous to one person but disadvantageous
to another.)
Geometry
- Understand what the following geometric terms mean: intersecting
lines, parallel lines, perpendicular lines, skew lines, parallel planes,
intersecting planes, concurrent lines, coplanar points, collinear points,
segment, ray, angle, right angle, acute angle, obtuse angle, complementary
angles, supplementary angles, adjacent angles, vertical angles, perpendicular,
bisect, perpendicular bisector, closed curve or figure, circle, center of
a circle, chord, diameter, radius, circumference, polygon, simple convex polygon,
interior angle, regular polygon, triangle, quadrilateral, pentagon, hexagon,
heptagon, octagon, nonagon, decagon, dodecagon, median of a triangle, altitude
of a triangle, equilateral triangle, equiangular triangle, isosceles triangle,
scalene triangle, right triangle, acute triangle, obtuse triangle, trapezoid,
kite, parallelogram, rhombus, rectangle, square, similar triangles. Note:
I am Not going to ask you to define these for me. I just want
you to understand what they are so that when some of them show up in a problem
you can draw them and start to solve the problem. Also, the altitude
of a triangle is sometimes called its height, as in the formula for the area
of a triangle: (1/2) * base * height.
- Know sum of two supplementary angles. Know the sum of the
interior angles of a triangle.
- Understand when a network is traversable, e.g., understand Theorem:
Network Traversability on p. 526 in our textbook. Be able to
determine whether a vertex is odd or even.