掷骰子乘6:随机点与多边形变换的交互演示
几何画板及绘图内容加载中,请稍等……
① 本范例通过掷骰子随机生成点数,并在平面上以骰子点数对应的多边形(如六边形)为基础,演示乘以6的乘法运算与图形缩放(Dilation)的对应关系。② 核心数学概念包括乘法、平面图形(多边形)、位似变换(缩放)、随机数与条件概率,同时涉及二次方程作为扩展背景。③ 作图要点:使用GeoGebra命令如Shuffle、Random、Point、Circle、Polygon、Rotate、Angle、Midpoint、Textfield、Intersect等,构建骰子面点阵(AP至JP)、位置列表(positionlist、pl)、骰子列表(dlist)及中心点A,通过随机旋转和缩放生成动态图形,并利用文本输入框交互。④ 适合小学高年级至初中学生,用于直观理解乘法与几何变换的联系,也可作为概率与随机模拟的入门案例。
GeoGebra 命令及参数
Shuffle(positionlist) → pl, {(9, 21), (14, 16), (2, 16), (5, 10), (21, 21), (21, 15), (8, 15), (19.234824979926557, 9.296710623986465), (3, 22), (15, 22)}Element(pl, 1) → AElement(pl, 2) → BElement(pl, 3) → CElement(pl, 4) → DElement(pl, 5) → EElement(pl, 6) → FElement(pl, 7) → GElement(pl, 8) → HElement(pl, 9) → IElement(pl, 10) → JCircle(A, sd) → cCircle(B, sd) → dCircle(C, sd) → eCircle(D, sd) → fCircle(E, sd) → gCircle(J, sd) → hCircle(I, sd) → kCircle(H, sd) → pCircle(G, sd) → qRandom(90, 270) → a1Circle(F, sd) → rPoint(c) → KPoint(d) → LPoint(e) → MPoint(f) → NPoint(g) → ORotate(K, a1°, A) → K'Angle(K, A, K') → αPolygon(A, K', 4) → poly1, i, j, l, m, P, QRandom(0, 360) → a2Random(0, 360) → a3Random(0, 360) → a4Random(0, 360) → a5Random(0, 360) → a6Random(0, 360) → a7Random(0, 360) → a8Random(0, 360) → a9Random(0, 360) → a10Point(r) → RPoint(q) → SPoint(p) → TPoint(k) → UPoint(h) → VRotate(L, a2°, B) → L'Angle(L, B, L') → βRotate(M, a3°, C) → M'Angle(M, C, M') → γRotate(N, a4°, D) → N'Angle(N, D, N') → δRotate(O, a5°, E) → O'Angle(O, E, O') → εRotate(R, a6°, F) → R'Angle(R, F, R') → ζRotate(S, a7°, G) → S'Angle(S, G, S') → ηRotate(T, a8°, H) → T'Angle(T, H, T') → θRotate(U, a9°, I) → U'Angle(U, I, U') → ιRotate(V, a10°, J) → V'Angle(V, J, V') → κPolygon(B, L', 4) → poly2, n, s, t, a, W, ZPolygon(C, M', 4) → poly3, b, f_1, g_1, h_1, A_1, B_1Polygon(D, N', 4) → poly4, i_1, j_1, k_1, l_1, C_1, D_1Polygon(E, O', 4) → poly5, m_1, n_1, p_1, q_1, E_1, F_1Polygon(F, R', 4) → poly6, r_1, s_1, t_1, a_1, G_1, H_1Polygon(G, S', 4) → poly7, b_1, c_1, d_1, e_1, I_1, J_1Polygon(H, T', 4) → poly8, f_2, g_2, h_2, i_2, K_1, L_1Polygon(I, U', 4) → poly9, j_2, k_2, l_2, m_2, M_1, N_1Polygon(J, V', 4) → poly10, n_2, p_2, q_2, r_2, O_1, P_1Circle(J, O_1) → c_2Circle(H, K_1) → d_2Circle(G, I_1) → e_2Circle(F, G_1) → s_2Circle(E, E_1) → t_2Circle(D, C_1) → c_3Circle(C, A_1) → d_3Circle(B, W) → e_3Circle(I, M_1) → f_3Circle(A, P) → g_3Midpoint(K', Q) → Q_1Midpoint(Q_1, Q) → R_1Midpoint(K', Q_1) → S_1Midpoint(B, W) → T_1Midpoint(T_1, W) → U_1Midpoint(B, T_1) → V_1Midpoint(C, A_1) → W_1Midpoint(C, W_1) → Z_1Midpoint(W_1, A_1) → A_2Midpoint(D, C_1) → B_2Midpoint(D, B_2) → C_2Midpoint(B_2, C_1) → D_2Midpoint(E, E_1) → E_2Midpoint(E_2, E_1) → F_2Midpoint(E, E_2) → G_2Midpoint(F, G_1) → H_2Midpoint(H_2, G_1) → I_2Midpoint(F, H_2) → J_2Midpoint(G, I_1) → K_2Midpoint(G, K_2) → L_2Midpoint(I_1, K_2) → M_2Midpoint(H, K_1) → N_2Midpoint(H, N_2) → O_2Midpoint(N_2, K_1) → P_2Midpoint(J, O_1) → Q_2Midpoint(J, Q_2) → R_2Midpoint(Q_2, O_1) → S_2Midpoint(M_1, I) → T_2Midpoint(M_1, T_2) → U_2Midpoint(T_2, I) → V_2Element(dl, dsl) → dnTextfield(kiddice) → InputBox1Textfield(kiddots) → InputBox2Element(dl, dsl) → diceIntersect(j, l) → E_3Intersect(t, a) → F_3Intersect(g_1, h_1) → G_3Intersect(k_1, l_1) → H_3Intersect(p_1, q_1) → I_3Intersect(t_1, a_1) → J_3Intersect(d_1, e_1) → K_3Intersect(h_2, i_2) → L_3Intersect(l_2, m_2) → M_3Intersect(n_2, p_2) → N_3Intersect(q_2, r_2) → O_3Midpoint(A, Q_1) → P_3Midpoint(Q_1, E_3) → Q_3Midpoint(F_3, T_1) → R_3Midpoint(L', T_1) → S_3Midpoint(M', W_1) → T_3Midpoint(W_1, G_3) → U_3Midpoint(H_3, B_2) → V_3Midpoint(B_2, N') → W_3Midpoint(E_2, I_3) → Z_3Midpoint(E_2, O') → A_4Midpoint(R', H_2) → B_4Midpoint(H_2, J_3) → C_4Midpoint(K_2, S') → D_4Midpoint(K_3, K_2) → E_4Midpoint(L_3, N_2) → F_4Midpoint(N_2, T') → G_4Midpoint(U', T_2) → H_4Midpoint(T_2, M_3) → I_4Midpoint(N_3, Q_2) → J_4Midpoint(Q_2, O_3) → K_4Midpoint(Q_3, R_1) → B_3Midpoint(S_1, P_3) → C_3Midpoint(S_3, U_1) → D_3Midpoint(V_1, R_3) → L_4Midpoint(V_3, C_2) → M_4Midpoint(D_2, W_3) → N_4Midpoint(A_2, U_3) → O_4Midpoint(T_3, Z_1) → P_4Midpoint(U_2, I_4) → Q_4Midpoint(H_4, V_2) → R_4Midpoint(C_4, J_2) → S_4Midpoint(I_2, B_4) → T_4Midpoint(P_2, G_4) → U_4Midpoint(F_4, O_2) → V_4Midpoint(E_4, M_2) → W_4Midpoint(L_2, D_4) → Z_4Midpoint(K_4, S_2) → A_5Midpoint(F_2, A_4) → B_5Midpoint(Z_3, G_2) → C_5Midpoint(R_2, J_4) → D_5
AI 绘图提示语参考
在平面上随机生成十个点,并从中选取一个作为中心点。以其中九个点为圆心,绘制大小相同的圆,每个圆上各取一个随机点。将中心点与第一个圆上的点连线,并绕中心点旋转一个随机角度,形成一个旋转角。以中心点为顶点,按该旋转角构造一个正多边形(如正方形),并显示其旋转角。其余圆上的点也分别绕各自圆心旋转随机角度,形成各自的旋转角。所有点、圆、旋转角和多边形共同展示随机性与几何变换的关系。
以上提示语为根据原始绘图命令整理而来,仅供参考。