Un ejemplo de aprendizaje de modelización matemática basado en un problema de flotación
[EN] A machine can make three-dimensional figures that can float on different types of liquids, using for each figure always the same quantity of mass. The machine had already made spheres when the engineers intended to design other figures that reached the same depth below the surface. They tested...
| Autores: | , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2019 |
| País: | España |
| Institución: | Universitat Politècnica de València (UPV) |
| Repositorio: | RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia |
| Idioma: | español |
| OAI Identifier: | oai:riunet.upv.es:10251/138459 |
| Acceso en línea: | https://riunet.upv.es/handle/10251/138459 |
| Access Level: | acceso abierto |
| Palabra clave: | Archimedes’ principle Problem-Based Learning Principio de Arquímedes Aprendizaje Basado en Problemas |
| Sumario: | [EN] A machine can make three-dimensional figures that can float on different types of liquids, using for each figure always the same quantity of mass. The machine had already made spheres when the engineers intended to design other figures that reached the same depth below the surface. They tested with cubes and realized that regardless of the liquid on which figures floated, spheres always reached a greater depth than cubes. Could their problem be solved using cones? |
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