Mathematics and Statistics
From HookED Wiki
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Revision as of 15:09, 24 January 2012
Learning Area: Mathematics and Statistics
SOLO TAXONOMY CODED SELF ASSESSMENT RUBRICS IN MATHEMATICS- (after Lian and Idris 2006)
Extended abstract: |
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Relational: |
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Multistructural: |
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Unistructural: |
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Prestructural: |
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Angles in Geometry (and MIT Scratch)
Media type="custom" key="6076575"
HOT SOLO GEOMETRY: ANGLE with SCRATCH Rubrics
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[[File:|43x65px|external image clip_image006.gif]] |
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Prestructural |
Unistructural |
Multistructural |
Relational |
Extended abstract |
I need help to identify clockwise and anticlockwise turns |
I can identify clockwise and anticlockwise turns and a simple angle (e.g. right angle) |
I can identify clockwise and anticlockwise turns and angles (e.g right angle, acute, obtuse, straight angle, reflex angle, full turn – or 90, 180, 30, 45, 60) |
I can identify clockwise and anticlockwise turns and simple angles (e.g. right angle, acute, obtuse, straight angle, reflex angle, full turn – or 90, 180, 30, 45, 60) AND measure, order and compare angles with for example right angles to create reflection, rotation and translation. |
I can identify clockwise and anticlockwise turns and simple angles (right angle, acute, obtuse, straight angle, reflex angle, full turn – or 90, 180, 30, 45, 60) measure, order and compare angles with right angles AND estimate and predict angles in a triangle, angles around a point, vertically opposed angles . |
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I can create an animation in Scratch where the avatar turns clockwise and anticlockwise and has a motion path that makes a right angle turn. |
I can create an animation in Scratch where the avatar turns clockwise and anticlockwise and has a motion path that makes a right angle turn, acute, obtuse, straight angle, reflex angle, and full turn – or 90, 180, 30, 45, 60. |
I can create an animation in Scratch where the avatar turns clockwise and anticlockwise and has a motion path that makes a right angle turn, acute, obtuse, straight angle, reflex angle, and full turn – or 90, 180, 30, 45, 60. AND measure, order and or compare angles with for example right angles to create motion paths for reflection, rotation and translation. |
I can create an animation in Scratch where the avatar turns clockwise and anticlockwise and has a motion path that makes a right angle turn, acute, obtuse, straight angle, reflex angle, and full turn – or 90, 180, 30, 45, 60. AND measure, order and or compare angles with for example right angles to create motion paths for reflection, rotation and translation. AND estimate and predict angles or a sequence of angles to create animation special effects |
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Student Exemplar: (insert link to student Scratch project here) |
Student Exemplar: (insert link to student Scratch project here) |
Student Exemplar: (insert link to student Scratch project here) |
Student Exemplar: (insert link to student Scratch project here) |
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I can identify the clockwise and anticlockwise turns and the right angle used in the Scratch animation motion path and describe the movement of the avatar in terms of rotation.. |
I can identify the angles used in the Scratch animation path and describe the movement of the avatar in terms of reflection, rotation and translation. |
I can explain using the appropriate language of angle names, degrees, measurement, order and comparison why the angles were chosen to create the Scratch animation effect used for reflection, rotation and translation. |
I can predict using the appropriate language of angle names, degrees, measurement, order and comparison how to use angles to create a special Scratch animation effects showing reflection, rotation, translation. |
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Student Exemplar: (insert link to student Scratch project reflection here) |
Student Exemplar: (insert link to student Scratch project reflection here) |
Student Exemplar: (insert link to student Scratch project reflection here) |
Student Exemplar: (insert link to student Scratch project reflection here) |