WV--College- and Career-Readiness Standards

BR.M.4HSTP.1: Find the conjugate of a complex number; use conjugates to find moduli (magnitude) and quotients of complex numbers.

Points in the Complex Plane

Roots of a Quadratic

BR.M.4HSTP.2: Represent complex numbers on the complex plane in rectangular and polar form (including real and imaginary numbers), and explain why the rectangular and polar forms of a given complex number represent the same number.

BR.M.4HSTP.3: Represent addition, subtraction, multiplication and conjugation of complex numbers geometrically on the complex plane; use properties of this representation for computation. (e.g., (–1 + √3 i)³ = 8 because (–1 + √ 3 i) has modulus 2 and argument 120°.

BR.M.4HSTP.4: Calculate the distance between numbers in the complex plane as the modulus of the difference and the midpoint of a segment as the average of the numbers at its endpoints.

BR.M.4HSTP.5: Recognize vector quantities as having both magnitude and direction. Represent vector quantities by directed line segments and use appropriate symbols for vectors and their magnitudes (e.g., v, |v|, ||v||, v).

BR.M.4HSTP.6: Find the components of a vector by subtracting the coordinates of an initial point from the coordinates of a terminal point.

BR.M.4HSTP.7: Solve problems involving velocity and other quantities that can be represented by vectors.

BR.M.4HSTP.8: Add and subtract vectors.

BR.M.4HSTP.8.a: Add vectors end-to-end, component-wise, and by the parallelogram rule. Understand that the magnitude of a sum of two vectors is typically not the sum of the magnitudes.

BR.M.4HSTP.8.b: Given two vectors in magnitude and direction form, determine the magnitude and direction of their sum.

BR.M.4HSTP.8.c: Understand vector subtraction v – w as v + (–w), where –w is the additive inverse of w, with the same magnitude as w and pointing in the opposite direction. Represent vector subtraction graphically by connecting the tips in the appropriate order and perform vector subtraction component-wise.

BR.M.4HSTP.9: Multiply a vector by a scalar.

BR.M.4HSTP.9.a: Represent scalar multiplication graphically by scaling vectors and possibly reversing their direction; perform scalar multiplication component-wise, e.g., as c(vx, vy) = (cvx, cvy).

BR.M.4HSTP.9.b: Compute the magnitude of a scalar multiple cv using ||cv ||= |c|.||v||. Compute the direction of cv knowing that when |c|v ≠ 0, the direction of cv is either along v (for c > 0) or against v (for c < 0).

BR.M.4HSTP.11: Multiply matrices by scalars to produce new matrices (e.g., as when all of the payoffs in a game are doubled.

BR.M.4HSTP.12: Add, subtract and multiply matrices of appropriate dimensions.

BR.M.4HSTP.16: Work with 2 × 2 matrices as transformations of the plane and interpret the absolute value of the determinant in terms of area.

BR.M.4HSTP.17: Represent a system of linear equations as a single matrix equation in a vector variable.

Solving Linear Systems (Matrices and Special Solutions)

ASF.M.4HSTP.19: Graph functions expressed symbolically and show key features of the graph, by hand in simple cases and using technology for more complicated cases. Graph rational functions, identifying zeros and asymptotes when suitable factorizations are available, and showing end behavior.

Absolute Value with Linear Functions

Exponential Functions

General Form of a Rational Function

Graphs of Polynomial Functions

Introduction to Exponential Functions

Logarithmic Functions

Quadratics in Factored Form

Quadratics in Polynomial Form

Quadratics in Vertex Form

Radical Functions

Rational Functions

ASF.M.4HSTP.20: Write a function that describes a relationship between two quantities, including composition of functions.

Function Machines 1 (Functions and Tables)

Points, Lines, and Equations

ASF.M.4HSTP.21: Find inverse functions.

ASF.M.4HSTP.21.a: Verify by composition that one function is the inverse of another.

ASF.M.4HSTP.21.b: Read values of an inverse function from a graph or a table, given that the function has an inverse.

ASF.M.4HSTP.22: Understand the inverse relationship between exponents and logarithms and use this relationship to solve problems involving logarithms and exponents.

TIF.M.4HSTP.23: Use special triangles to determine geometrically the values of sine, cosine, tangent for π/3, π/4 and π/6, and use the unit circle to express the values of sine, cosine, and tangent for π–x, π+x, and 2π–x in terms of their values for x, where x is any real number.

Cosine Function

Sine Function

Sum and Difference Identities for Sine and Cosine

Tangent Function

Translating and Scaling Sine and Cosine Functions

TIF.M.4HSTP.28: Prove the addition and subtraction formulas for sine, cosine, and tangent and use them to solve problems.

Simplifying Trigonometric Expressions

Sum and Difference Identities for Sine and Cosine

TIF.M.4HSTP.29: Graph trigonometric functions showing key features, including phase shift.

Translating and Scaling Functions

Translating and Scaling Sine and Cosine Functions

DAG.M.4HSTP.30: Derive the equations of ellipses and hyperbolas given the foci, using the fact that the sum or difference of distances from the foci is constant.

MP.M.4HSTP.33: Calculate the expected value of a random variable; interpret it as the mean of the probability distribution.

MP.M.4HSTP.34: Develop a probability distribution for a random variable defined for a sample space in which theoretical probabilities can be calculated; find the expected value. (e.g., Find the theoretical probability distribution for the number of correct answers obtained by guessing on all five questions of a multiple-choice test where each question has four choices, and find the expected grade under various grading schemes.)

Binomial Probabilities

Geometric Probability

Independent and Dependent Events

Lucky Duck (Expected Value)

Probability Simulations

Theoretical and Experimental Probability

MP.M.4HSTP.35: Develop a probability distribution for a random variable defined for a sample space in which probabilities are assigned empirically; find the expected value.

Geometric Probability

Independent and Dependent Events

Lucky Duck (Expected Value)

Probability Simulations

Theoretical and Experimental Probability

MP.M.4HSTP.36: Weigh the possible outcomes of a decision by assigning probabilities to payoff values and finding expected values.

MP.M.4HSTP.36.a: Find the expected payoff for a game of chance. (e.g., Find the expected winnings from a state lottery ticket or a game at a fast food restaurant.)

MP.M.4HSTP.36.b: Evaluate and compare strategies on the basis of expected values. (e.g., Compare a high-deductible versus a low-deductible automobile insurance policy using various, but reasonable, chances of having a minor or a major accident.)

Correlation last revised: 9/16/2020

This correlation lists the recommended Gizmos for this state's curriculum standards. Click any Gizmo title below for more information.