Geometry Lesson Plan

TITLE:Puzzling with Pentominoes

CONTENT AREAS:  Mathematics, Art

GRADE LEVEL:  Can be adjusted for all grades K – 12, our lesson will focus on 4-5th grade

MATERIALS NEEDED:  Scissors for each pair, graph paper as attached, coloring utensils (pencils, markers, crayons), glue

KEY CONCEPTS:  Geometry, Congruence, Line Symmetry, Area, Perimeter

EALR’s:

·         Math 1.2 - Understand concepts of perimeter, area and volume. 

·         Math 1.3 – Understand and apply concepts from geometric sense.

·         Math 1.4 – Understand and apply concepts from probability and statistics.

·         Math 1.5 – Understand and apply concepts from algebraic sense.

·         Math 2.1 - Investigate situations.

·         Math 2.3 – Construct solutions.

·         Math 3.3 – Draw conclusions and verify results.

·         Math 4.1 -   Gather information—read, listen, and observe to access and extract mathematical information.

·         Math 4.2 - Organize and interpret information.

·         Math 4.3 -   Represent and share information—express and explain mathematical ideas using language and notation in ways appropriate for audience and purposes.

·         Math 5.3 -   Relate mathematical concepts and procedures to real-life situations and understand the connections between mathematics and problem-solving skills used everyday at work and at home.

·         Communication 3.1 - Use language to interact effectively and responsibly with others.

·         Communication 3.2 -Work cooperatively as a member of a group.

·         Communication 3.3 -Seek agreement and solutions through discussion.

GOALS:  For the student to manipulate pentominoes, find a relationship between 2-D and 3-D, develop and discover spatial perception, develop problem solving, give them a better understanding of area and perimeter, group cooperation, and develop note taking skills.

OBJECTIVES: 

PROCEDURES:

PENTOMINOE GAME:

"Besides its intrigue as a puzzle, the placement of pentominoes on a checkerboard also makes it an exciting competitive game of skill. Played by two or three players, the object of the game is to be the last player to place a pentominoe piece on the checkerboard. Players take turns choosing a piece and placing it on the board. The pieces must not overlap or extend beyond the boundary of the board, but they do not have to be adjacent. The game will last at least five, and at the most twelve moves. "