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Slide

Can you help Marco reset the monuments as you play around with Rigid Geometric Transformations?

Large stone monuments ©MathBait

Learn

We explored transformations in Phaseville!

Click here to review

ShapeofEverythingFrontCover.jpg

You need this!

The content on this page is supplementary material for Marco the Great and the Shape of Everything. 

Reflections

A reflection about a line m maps every point P to a point P' such that if P is not on m, then m is the perpendicular bisector of PP' and if P is on m, then P=P'

Smiley Stick Man

To reflect, we only need a line to reflect over. The distance from each point to the line of reflection is the same as the distance from the reflected point to the line of reflection.​

leaf reflected over a stick ©MathBait

​In the activity below, move the black points to change the triangle or the line of reflection to see what happens when ΔABC is reflected over your line. 

©MathBait® created with GeoGebra

Challenge

Can you get move Dino through this reflection maze? Click on Dino at the start, then select the reflection tool and the line you want to reflect him over. Keep going! Reflect, reflect, reflect to transport Dino to the Finish!

©MathBait® created with GeoGebra

Translations

A translation by a vector v maps every point P to its image P' such that PP'= |v | , PP' || v, and the directed segment PP' travels in the same direction as v.

Smiley Stick Man

All transformations are combinations of reflections! To translate, or slide, we can reflect two times. 

​

Translations require vectors. A vector has magnitude and direction. This tells us how far to go and which way to go. 

©MathBait
Two reflections create a translation.

​In the activity below, move the black points to change the triangle or the vector length or direction to see what happens when ΔABC is translated by your vector. 

©MathBait® created with GeoGebra

Rotations

A rotation about a point C by an angle θ maps a point P to P' such that m∠PCP'=θ and CP=CP'. If P=C, then P'=C.

Smiley Stick Man

A rotation is also two reflections! To rotate, we need a point to rotate about and an angle. 

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In a rotation, the angle between your original point, P, your point of rotation, C, and your rotated point, P', must be equal to your angle of rotation, θ.

​In the activity below, move the black points to change the triangle, the center of rotation, or the angle to see what happens when ΔABC is rotated. Remember! Clockwise gives us a negative angle measure and counter-clockwise gives us a positive angle measure.

©MathBait® created with GeoGebra

Play

Follow along in The Shape of Everything or try to reset the monuments on your own!

Hint: Try moving Monument 6 first to avoid the Simultaneous Somersault

©MathBait®

Sample Digital Game Created with GeoGebra

Ready to start your adventure?

Grab your copy and jump into the pages with a mathematical learning experience like never before!

Marco the Great and the History of Numberville cover
Marco the Great and the Mystery of Phaseville
Marco the Great and the Shape of Everything: An exciting adventure through Geometry
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Student excited to learn
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