In math classes, we wanted to examine the application of isometric transformations in everyday life.
Studying isometric transformations in school, the goal was to study them through various examples in everyday life, but the emphasis was placed on the application of isometric transformations when creating computer games.
Due to the unfavorable epidemiological situation due to the Covid-19 virus, schools in Serbia implemented regular classes online during this period, which is why it was necessary to design the activities that were planned to be implemented a little differently. In other words, all activities were implemented online, so we used different tools just like GoogleMeet, GeoGebra.
Activities were implemented in the period from 1 to 30 March 2021.
The activities included several phases:
• Defining terms: isometric transformation, types of isometric transformations
• Isometric transformations in everyday life
• Kaleidoscope and symmetry
• Application of isometric transformations in creating computer games
• Presentation of students’ works
Aim of the activity:
• development of competencies for coping and active participation in a changing modern society;
• full intellectual, emotional, social, moral and physical development of each child, student and adult, in accordance with his / her age, developmental needs and interests;
• development of key competences for lifelong learning, interdisciplinary competences and professional competences in accordance with the requirements of the profession, the needs of the labor market and the development of modern science and technology;
• development of self-awareness, creative abilities, critical thinking, motivation to learn, ability to work in a team, ability to self-evaluate, self-initiative and express one’s opinion;
• training for making valid decisions on the choice of further education and occupation, own development and future life;
• developing positive human values.
About the activities…
After defining isometric transformations in class, we dealt with the application of isometric transformations in everyday life.
Observing the translation as a “transfer of points”, we found it in the design of the carpet, which at hundreds of meters consists of the transmission of different patterns, when singing – when the singer performs a piece of music by a composer, when moving ships, etc.
The simplest example of rotation in everyday life is the rotation of the turning wheel. The wheel rotates on the axle of the car.
We studied the symmetry of mirrors, studied what a kaleidoscope does with a picture, noticed symmetry in insects, the human face, plants.
Talking about many examples from everyday life in which an isometric transformation can be found, in the math class we also touched on the application of isometric transformations in computer games.
The students were given the task to use isometric transformations to explain the movement of their heroes in one part of the game that they designed themselves. They were allowed to work in groups (there can be a maximum of three students in a group). 60 students participated.
To create the games, the students used Scratch and PowerPoint , but some students made their works in Unity 2020.1.3f1 , programmed in Visual Studio Community to create the games.
Each task is presented in several video meetings organized using GoogleMeet.
Students, authors of papers presented their papers, and then other students would discuss the paper.
More about activities: https://sway.office.com/LcLuFnRaNYMRalDo?ref=Link
With these activities, the student could:
• express and interpret ideas, thoughts, feelings, facts and attitudes orally and in writing;
• collects, analyzes, organizes and critically evaluates information;
• effectively and critically uses scientific and technological knowledge, while demonstrating responsibility towards one’s own life, the lives of others and the environment;
• works effectively with others as a member of a team, group, organization and community;
• knows how to learn;
• can distinguish facts from interpretations;
• applies mathematical thinking and knowledge in order to solve a number of problems in everyday situations;
• initiates and readily accepts change, takes responsibility and has an entrepreneurial approach and a clear orientation towards achieving goals and achieving success;
• understands the world as a whole of connected systems and when solving specific problems understands that they are not isolated; has an awareness of their own culture and diversity of cultures, recognizes the importance of creative expression of ideas, experiences and feelings through different media.
At the end…
Making math fun isn’t a bad thing, though. It just needs to happen correctly. We want to present to you how we used isometric transformations (translation, rotation, symmetry) to explain how games are made and some games we made! It was a pleasure to do this work!