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Position and Orientation AO1: give and follow instructions for movement that involve distances, directions, and half or quarter turns. .
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describe the attributes of oblongs and circles give a sequence of instructions related to movement and position (up, down, sidewards) devise and use problem solving strategies to explore situations mathematically (guess and check, make a drawing, use equipment).
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Copymaster of the problem Copymaster of the problem (Mori) 4 x 4 grid Oblongs and circles
Teaching sequence 1. 2. Introduce the problem as a game for 2 players. Each player has a shape but the other player moves it. This means that you must give clear instructions for its movement. As a class list the words that are useful for giving instructions.
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Give the students the game to play in pairs. Once more check that the students understand that they have to give instructions for the other player to move their shape. As the students work ask questions that focus their thinking on the moves they are making. What other instructions could you have given to get to this position? Where did you start from? Where else have you started from? (if the students can't remember encourage them to plan ways to record this ? for example, a pencil mark in the square). Ask one pair to give instructions to all the other pairs in the class about where to move the shapes so that they land on one another. Are there any other solutions? Discuss how they checked out other possibilities.
Make up movement rules for a new game. Solution After 3 moves (if they continue to move in the same direction) the oblong lands in the top right-hand square and the circle lands in the top left-hand square. If the oblong starts out in any of the four corner squares of the board, then the circle can be positioned to join it on their third moves.
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