1. Investigation 1—Paths and Length of Paths
      2. Investigation 2—Turns in Paths
      3. Investigation 3—Paths with the Same Length

      Grade 3
      Tips for Helping at Home
      Questions to ask:
      What is it that you don’t understand (have
      the student be specific)?
      What about putting things in order?
      Could you try it with simpler numbers?
      Can you guess and check?
      Does this make sense?
      What can you do to explain your answer to
      show others what you are thinking?
      Does your answer seem reasonable?
      Talk with your child about paths you walk inside
      and outside the house. What directions would
      you give for the paths?
      Listen to your child’s plans for his or her “face”
      design, the final project in the unit. You child can
      explain to you how the plan on paper becomes a
      computer program.
      If possible, download the Turtle Paths software.
      You will need the password from your student’s
      teacher.
      http://investigations.scottforesman.com/turtle.html
      Continue computation practice with array cards
      and addition fact cards if necessary.
      Mathematical Emphasis
      Investigation 1—Paths and Length of Paths
      Understanding paths as representations or records
      of movement
      Using Geo-Logo commands to construct paths and
      describe their properties
      Applying mathematical processes such as addi-
      tion, subtraction, estimation, and “undoing” to
      paths
      Investigation 2—Turns in Paths
      Using degrees to measure turns, especially full,
      half, and quarter turns, estimating turn measures
      in degrees
      Describing the properties of triangles
      Investigation 3—Paths with the Same Length
      Constructing geometric figures that satisfy given
      criteria, using analysis of geometric situations,
      arithmetic, and problem-solving strategies
      Understanding that shapes can be moved in space
      without losing their geometric properties
      Estimating and measuring the perimeters of vari-
      ous objects
      Websites
      http://cms.everett.k12.wa.us/math/Third
      Grade
      Get the Turtle to the Pond
      http://illuminations.nctm.org/LessonDetail.asp
      x?ID=L396
      Ladybug Mazes
      http://standards.nctm.org/document/eexamples
      /chap4/4.3/standalone3.htm
      2-D Geometry

      Building Strong Concepts
      In this unit students are asked to invent their
      own definitions. Wouldn’t it be more efficient
      to just give them the correct definition? Usu-
      ally not, for several reasons.
      First, mathematics is not just “knowing” the
      definition. Real mathematical activity in-
      cludes forming and arguing about defini-
      tions.
      Second, students do not think with defini-
      tions. They use “concept images” - a combi-
      nation of all the mental pictures and ideas
      they have associated with the concept.
      For example, students who see only
      “typical” triangles may say that figures are
      not triangles if they do not have a horizontal
      base or if they are long and skinny.
      Clements, D. Investigations in Number, Data, and Space: Turtle
      Paths. Dale Seymour Publications, 1998.
      Vocabulary
      angle—the amount of turning between two
      lines meeting at a common point
      properties—common feature or characteristic
      equilateral triangle—a triangle with 3
      equal sides and 3 equal angles.
      path—movement without turns
      turn—a rotation or change in direction and
      creates a corner in the path.
      closed path—paths whose starting and ending
      points are the same.
      shape—figure, form or outline of anything
      Glossary
      http://www.amathsdictionaryforkids.com/
      Game
      The Maze Game
      Materials:
      Student Sheet 1
      counters
      2 dice or number cubes
      2 people
      How to Play:
      Choose and label a Finish dot on the student sheet.
      Taking turns, a player rolls the two number cubes,
      adds the numbers, and moves his or her counter
      that many steps.
      The player cannot pass another player’s counter.
      If the path is blocked, the player needs to look for a
      different path.
      The player who reaches the Finish dot first wins.
      Start

      Back to top