Epsilon
by Dan
Kalman
This Mathwright Web activity explores the
epsilon-delta definition of limit. It uses the familiar concept of
width and height of a graphing window (connected with graphing calculators
or computer software) to give meaning to the inequalities in the formal definition.
The quantification of the definition is formulated in terms of a two player
game. Then students are asked to play the game to investigate whether or
not specific limits exist and have proposed values.
There are four activity pages. The first screen is shown below.
On this page, students are able to define a rectangular box on a larger
graph, and are shown an enlarged version of the box in a separate graph window.
They are introduced to the the following concept: the graph of a function
fits within the box if it runs from the left side to the right side without
going off the top or the bottom. The dimensions of the box are determined
by student input. The height is twice epsilon, the width is twice delta.
Working with these parameters, students are asked to play a game. The first
player enters a value of epsilon, the second enters a value of delta. If
the graph stays in the box the second player wins, otherwise the first player
wins. These outcomes can be equivalently described as follows. If f
(x) stays within epsilon of f (x) for all x
which are within delta of a, then player 2 wins. Thus, playing the
game and determining who wins gives the students direct experience with the
inequalities that define the limit concept.
The second screen connects the epsilon-delta game to the limit concept.
See the screen image below.
Here, it is explained how the epsilon-delta game determines whether or
not a limit is given by a certain value. Students are asked to practice there
understanding of this idea by playing the game in connection with several
proposed limits.
On the third screen, an alternate means is used to visualize the playing
of the epsilon delta game. See the screen image below.
For this activity, students input a function f, values of a
and L, and an initial epsilon and delta. That produces a graph centered
at (a,L), and extending 3 delta left and right, and 3 epsilon
up and down. A series of lines are drawn vertically from the interval of
width delta centered at a, to the graph of f, and then horizontally
to the y axis. The point is to see whether all of these lines strike
the y axis within the interval of width epsilon centered at L.
The value of delta can be revised by clicking on the x axis, causing
a new set of lines to be drawn. The lines are drawn dynamically, so that
the process of staring with x values and generating y values
is highlighted by the animation. The final screen presents three specific examples for which limits do
not exist. For one the sample function is unbounded, the second has a jump
discontinuity, and the third oscillates. See the screen image below.
For this screen, students are invited to verify, using the epsilon-delta
game, that limits can not be found for the three examples.
A handout providing laboratory instructions for a class period is available as a MS word document. Get Lab Instructions.
If you have already installed the Mathwrightweb plug-in for Internet Explorer, you can try this activity by clicking TRY IT NOW. If you need instructions for obtaining the plug-in, or more information about Mathwright activities and software, click on GET MORE INFO. You can also click on GO TO DAN KALMAN'S MATHWRIGHTWEB ACTIVITY LIST.