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Working with Shapes

3-5
Students review basic geometric terms related to triangles. They explore these terms and other geometric concepts by modeling them on the geoboard.

More Work with Shapes

3-5
Students continue to explore geometric concepts by modeling on the geoboard.  Communication is the Process Standard emphasized in this lesson.

Finding Lines of Symmetry

3-5
Students identify lines of symmetry and congruent figures. They explore these concepts with paper cutting and modeling on the geoboard.

Who Was Wassily Kandinsky?

3-5
This lesson provides students with an exploration of the geometric figures Wassily Kandinsky used in his art. Students participate in a scavenger hunt to become familiar with Kandinsky’s works and the geometric figures used in his paintings.

Seeing Geometry in Art

3-5
Students use paintings studied in the previous lesson to connect their knowledge of geometric shapes and terms with Kandinsky’s use of geometric figures.

Mirroring Kandinsky

3-5
This lesson allows students to apply what they have learned in previous lessons by designing their own art. Students use Kandinsky’s style of art and their own creativity to make paintings that reflect their understanding of geometry.

Stability in Numbers

3-5
In this lesson, students apply their knowledge of addition equations to create number sentences using an electronic balance tool.

Building A Box

3-5, 6-8
This lesson uses a real-world situation to help develop students' spatial visualization skills and geometric understanding. Emma, a new employee at a box factory, is supposed to make cube‑shaped jewelry boxes. Students help Emma determine how many different nets are possible and then analyze the resulting cubes.

Petals Around the Rose

3-5
A puzzle involving five dice and a non-standard pattern is used to promote problem-solving skills.

Sticks and Stones

3-5, 6-8
Students will play Sticks and Stones, a game based on the Apache game "Throw Sticks," which was played at multi-nation celebrations. Students will collect data, investigate the likelihood of various moves, and use basic ideas of expected value to determine the average number of turns needed to win a game.