The Light and Color Unit is intended to engage students
in myriad experiences with hands-on and computer-based materials that will
help them modify their existing ideas and construct new ideas about light and
color. The focus on the unit is on
geometrical optics. Physical optics
is not covered in this unit. (A
separate Waves and Sound unit will focus on wave motion. Light waves could be incorporated as
application or extended activities in that Unit.) Extensive use is made of both hands-on equipment and the
various Light and Color Simulators throughout the entire unit.
The Unit consists of four cycles:
Cycle I: Illumination, shadows and pinholes
Cycle II: Reflection and image
formation with mirrors
Cycle III: Refraction and image
formation with lenses
Cycle IV: Color
Target Ideas for
Unit
The Light and Color Unit was designed to provide
the opportunities for students to construct ideas which are closely aligned
with the ones listed below. We have
developed Idea Journals for each cycle, with each idea prompted by a set of
questions. The target ideas listed
below correspond to the individual "pockets" in the Idea Journals
where students write their own ideas, and provide supporting evidence. At the
end of each activity in the Development Phase, students are asked to add or
modify an idea in their Idea Journal, based on evidenced gathered within that
activity. We have found this
semi-structured approach for development of a common set of ideas to work
well. Naturally, as part of their
consensus discussion for each cycle, the students will probably develop these
ideas in their own words. However, the conceptual content of their
own ideas should be similar to these. The Teacher Guide for each cycle
provides examples of the kinds of statements students actually develop in the
class. After the class agrees on a set of ideas the teacher should introduce
appropriate terminology and conventions so that the students' are more
closely aligned with the corresponding ideas they would find in textbooks or
when they talk with other students. Target Ideas for
Cycle I 1.
Light travels idea: Light travels in straight lines. Scientists represent this idea
diagrammatically by drawing straight lines with arrows pointing in the
direction that light travels. These
diagrammatic representations are called light rays. A diagram showing how light behaves in a particular situation
in terms of light rays is called a light ray diagram. Light ray diagrams show representations of
the set-up and how light is behaving.
There are almost always drawn from either a SIDE VIEW or TOP VIEW
perspective. Sometimes they also
include a drawing of the phenomenon that is observed (for example, a front
view of the screen).
2.
Point source idea: A point source sends out light in all
directions.
For simplicity, in
representing a point source in light ray diagrams, scientists usually just
draw a tiny circle and ignore the remaining structure of the source. This is done whether you are using a Side
view or Top view representation.
Scientists also just draw a few light rays, carefully chosen to
emphasize critical features of the explanation. For example:
3.
Screen illumination idea: The brightness of a
region on the screen (including a partial shadow region) depends on the
intensity and number of light sources sending light to that region, and on
the distance between each light source and the screen. The screen brightness increases as the
number and/or intensity of light sources increase, and the screen brightness
decreases as the distance between the light source(s) and the screen increases.
4.
Extended source idea: An extended source
consists of a continuous sequence of point sources. (Each point on an extended source sends out light in all
directions.)
5.
Intensity-distance idea: The intensity of
light decreases with distance from a source.
(This idea is suggested in the way we represent light traveling
outward in all directions from a source.
Adjacent light rays get further part the greater the distance from the
source. )
6.
Reproduction of a Source idea: To
produce a pattern of illumination on a screen that looks like a reproduction
of the source (although perhaps inverted), light reaching each point on the
screen must have come from only one point on the source.
Target Ideas for
Cycle II 1. Reflection from a
mirrored surface idea: Light reflects off a mirrored surface
at the same angle that it hits the surface.
This is also called regular (or specular) reflection. If the surface is curved, the light reflects
off each point as if there was a flat mirror at that point tangent to the
curve of the mirror.
2. Reflection from a
non-mirrored surface idea: Light reflects off a non-mirrored
surface in all directions. This is also called diffuse reflection.
3. Vision idea: To
see a point, light spreading out from that point must enter your eye. The point can be its own light source, a
non-light source (in which case light from a source must diffusely reflect
off it), or an image.
4. Concave mirror image
idea: Light spreads out from each point source in front of the
concave mirror, reflects off all parts of the mirror, and comes together at
another point in front of the mirror called the image point. The location of this image point depends
both on the distance between the source and the mirror, and also on the
curviness of the mirror. An entire
image, made up of many points, will be upside-down and left-to-right
reversed.
5. Plane mirror image
idea: Light spreads out from each point in front of a plane
mirror, reflects off all parts of the mirror, and spreads out so as to appear
to come from another point behind the mirror called the image point. A plane mirror can form an image that
appears to be an equal distance behind the mirror as the object is in front. This image cannot be formed on a screen.
Target Ideas for
Cycle III 1. Refraction of light
idea: (a) When traveling from air into a solid, the light
bends (refracts) partly towards the perpendicular line. As the incoming angle increases, the
bending angle decreases. (b) When
traveling from a solid or liquid into air, the light bends (refracts) partly away
from the perpendicular line. For
incoming angles greater than about 45 degrees, as the incoming angle
increases, the bending angle decreases.
For incoming angles less than about 45 degrees, all of the light will
be reflected back into the solid or liquid, and none will emerge into the
air. (This phenomenon is called total
internal reflection.)
2. Distortion of objects
idea: Objects immersed in a transparent solid or liquid material
will appear distorted or displaced because of refraction. Light leaving the object will change
direction in going from the material into air, and hence enter your eye as if
originating from a different point.
3. Lens image idea: Light
spreads out from each point in front of a lens, refracts at both surfaces of
the lens, and comes together at another point on the other side of the lens
called the image point. (In drawing
ray diagrams, for simplicity, we usually only show light bending at the
mid-plane of the lens.) The location
of the image point depends both on the distance between the source and lens
and the bulginess of the lens. The
closer the source is to the lens, the further away the image is formed (and
conversely). The bulgier the lens the
closer the image is formed (and conversely).
An entire image, made up of many points, will be upside-down and
left-to-right reversed.
Target Ideas for
Cycle IV 1. Colored components of
white light idea: White light consists of a mixture of all
the colors of the spectrum. As a
simple approximation it can be considered to consist of three main
components: red, green and blue.
2. Color filter idea: A
colored filter produces colored light by removing other colored components
from the light entering it. This
process is called color subtraction.
Colored plastic, paints, inks, dyes and crayons behave like colored
filters. For ideal filters:
• a red filter subtracts out the green and
blue components (also known as a -G-B filter) • a green filter subtracts out the red and
blue components (also known as a -R-B filter) • a blue filter subtracts out the red and
green components (also known as a -R-G filter) • a cyan filter subtracts out the red
component (also known as a -R filter) • a magenta filter subtracts out the green
component (also known as a -G filter) • a yellow filter subtracts out the blue
component (also known as a -B filter)
3. Color addition idea: Overlapping
different brightness of red, green and blue lights can produce any colored
light, a process called color addition. The simple rules of color addition
(for equal brightness of colored lights) are:
• red + green = yellow • red + blue = magenta • green + blue = cyan • red + green + blue = white 4. Overlapping filters
idea: When colored filters are overlapped, the resulting color
perceived is that left over after each filter subtracts out its colored
components. Overlapping different
amounts of yellow, cyan and magenta filters can produce any other color.
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