Similarity Through Transformations Math Games
In this series of games, your students will learn that a two-dimensional figure is similar to another if the second can be obtained from the first by a sequence of rotations, reflections, translations, and dilations. The Similarity Through Transformations learning objective — based on CCSS and state standards — delivers improved student engagement and academic performance in your classroom, as demonstrated by research. This learning objective directly references 8.G.A.4 as written in the common core national math standards.
Scroll down for a preview of this learning objective’s games and the concepts.
Experiment with translations (sliding a figure in a particular direction for a particular distance), rotations (rotate around a particular point called the center of rotation), and reflections (flipping a point or figure over a particular line called the line of reflection). Reflections, rotations, and translations, and compositions of these, are called rigid motions. Use transparencies to experiment with rigid motions. Rigid motions preserve the lengths of line segments and the measurements of angles.
Terminology for transformations (image, pre-image, and preserve) is used to describe the effects of rigid motions and other transformations. Two figures in the plane are said to be congruent if there is a sequence of rigid motions that superimpose one figure onto the other. Given two congruent rectangles on a plane in different quadrants, use two transformations to superimpose the pre-image onto the second image.
Two figures are similar if there is a sequence of rigid motions and dilations that can superimpose one figure directly on top of the other.
A preview of each game in the learning objective is found below.
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