x-intercept:−1;y-intercept:−2.5When x = 2,f(x) = −1,and whenx = −2,f(x) = 15.FreeFreeincreasing:x < 3,decreasing:x > 313;9;−1x-intercept:6,y-intercept:−101;−15increasing:x > −4,decreasing:x < −4;y → +∞ as x→ +∞andy → 0 as x→ −∞Rangepositivewhen x < 2,and when x > 4.negative when2 < x < 4, y → +∞ asx → +∞and y → −∞as x → −∞linear; As xincreases by 2,y increasesby 9. The rateof change isconstant.nonlinear; As xincreases by 2, yincreases bydifferent amounts.Therate of change isnot constant.x-intercepts:−2, 3;y-intercept:−63; −1;−3/2linear;The graphis a linee positivewhen x < 0,positive when0 < x < 3,and negativewhen x > 3.Domainpositive:x > 2;negative:x < 2linear;The graphis a line.So,5 ▲ 2= 18.  f(3, 4)=21.x-intercept:−1;y-intercept:−2.5When x = 2,f(x) = −1,and whenx = −2,f(x) = 15.FreeFreeincreasing:x < 3,decreasing:x > 313;9;−1x-intercept:6,y-intercept:−101;−15increasing:x > −4,decreasing:x < −4;y → +∞ as x→ +∞andy → 0 as x→ −∞Rangepositivewhen x < 2,and when x > 4.negative when2 < x < 4, y → +∞ asx → +∞and y → −∞as x → −∞linear; As xincreases by 2,y increasesby 9. The rateof change isconstant.nonlinear; As xincreases by 2, yincreases bydifferent amounts.Therate of change isnot constant.x-intercepts:−2, 3;y-intercept:−63; −1;−3/2linear;The graphis a linee positivewhen x < 0,positive when0 < x < 3,and negativewhen x > 3.Domainpositive:x > 2;negative:x < 2linear;The graphis a line.So,5 ▲ 2= 18.  f(3, 4)=21.

Math Bingo - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. x-intercept: −1; y-intercept: −2.5
  2. When x = 2, f(x) = −1, and when x = −2, f(x) = 15.
  3. Free
  4. Free
  5. increasing: x < 3, decreasing: x > 3
  6. 13;9;−1
  7. x-intercept: 6, y-intercept: −10
  8. 1;−15
  9. increasing: x > −4, decreasing: x < −4;
  10. y → +∞ as x → +∞ and y → 0 as x → −∞
  11. Range
  12. positive when x < 2, and when x > 4. negative when 2 < x < 4,
  13. y → +∞ as x → +∞ and y → −∞ as x → −∞
  14. linear; As x increases by 2, y increases by 9. The rate of change is constant.
  15. nonlinear; As x increases by 2, y increases by different amounts. The rate of change is not constant.
  16. x-intercepts: −2, 3; y-intercept: −6
  17. 3; −1; −3/2
  18. linear; The graph is a line
  19. e positive when x < 0, positive when 0 < x < 3, and negative when x > 3.
  20. Domain
  21. positive: x > 2; negative: x < 2
  22. linear; The graph is a line.
  23. So, 5 ▲ 2 = 18.
  24. f(3, 4)=21.