Friday, October 22, 2010

Symmetry Game

VELS Domain: Mathematics
VELS Dimension: Space
VELS Level: 2-3


This game tests student understanding of lines of symmetry in a variety of shapes including hexagon, parallelogram, and different triangles. It would probably be most effective used by students individually or in pairs, in order to maximally exploit the motivating effect of the points scheme. Provision of extrinsic motivation, such as points, has been shown to motivate students to engage in a task that may seem irrelevant to them (Snowman et al, 2009) – ideal for Grade 2 and 3 students being introduced to a concept like symmetry – motivation is also maintained by an opportunity to re-answer failed questions without a net loss of points. 

The clear animations of the shapes “folding” along their lines of symmetry will appeal to students with strengths in spatial and kinaesthetic intelligences, and you could further enhance this by providing some paper shapes for students to physically fold along with the animation. Howard Gardner has advocated technology’s capacity to complement our multiple intelligences, but also warns of pretty games potentially distracting from real educational goals (Gardner, 2000) – this danger is certainly apparent with this game which is really only exploring a single concept with students, a concept that should then be interconnected and built upon throughout the curriculum area.

References:
Gardner, H. (2000). Can technology exploit our many ways of knowing?  In Gordon, D.T. (Ed.), The digital classroom: how technology is changing the way we teach and learn (pp. 32-35). Cambridge, MA: Harvard Education Letter.  

Snowman, J., Dobozy, E., Scevak, J., Bryer, F., Bartlett, B., & Biehler, R. (2009). Psychology Applied to Teaching. Milton, QLD: John Wiley & Sons Australia.

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