E1. Geometric and Spatial Reasoning
Specific Expectations
Geometric Reasoning
- constructing three-dimensional objects:
- using interlocking cubes to build rectangle-based prisms
- rolling paper to form cones and cylinders
- cutting and taping cardboard to form shapes
- using nets for a variety of objects
- using building materials for a variety of objects (e.g., modelling clay, sticks)
- sorting real-life objects concretely and using pictures:
- cubes: Rubik’s cubes, tissue boxes, ice cubes
- prisms: boxes, aquariums, buildings, ice crystals
- pyramids: tents, umbrellas, ancient pyramids, roof of a gazebo
- cylinders: cans, broomsticks, tubes, tree trunks
- cones: ice cream cones, funnels, party hats, tornadoes
- sorting and identifying cubes, prisms, pyramids, cylinders, and cones:
Triangle-Based Prisms | Rectangle-Based Prisms |
Cubes or Square-Based Prisms | Trapezoid-Based Prism |
Pyramids | |
Cones | Cylinders |
- Three-dimensional objects have attributes that allow them to be identified, compared, sorted, and classified.
- Geometric properties are attributes that are the same for an entire group of three-dimensional objects. Some attributes are relevant for classifying objects by geometry. Others are not. For example, colour and size are attributes but are not relevant for geometry since there are large cubes, small cubes, blue cubes, and yellow cubes. Having six congruent faces, where each face is a square, is an attribute and a geometric property because all cubes, by definition, have this property.
- When sorting and building objects, some of the attributes that are useful to name and notice are the number and shape of the faces, the number of edges, and the number of vertices and angles.
- When three-dimensional objects are sorted by geometric properties or categories, classes emerge. Each class of three-dimensional object has common geometric properties, and these properties are unaffected by the size or orientation of an object.
Note
- Constructing three-dimensional objects highlights the geometric properties of an object. Properties can be used as a “rule” for constructing a certain class of objects.
- The following table lists properties of some common three-dimensional objects.
Prisms |
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Cubes |
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Cylinders |
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Pyramids |
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Cones |
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Provide students with nets for a cube, a prism, a pyramid, a cylinder, and a cone as well as a labelled picture of each. Ask them to predict which three-dimensional object each of the nets will form. Next, have them construct shapes from the nets to verify their predictions. Ask them to identify the two-dimensional shapes that make up each of the three-dimensional objects they have built. Discuss the geometric properties (including the number of faces, edges, vertices, and angles) of each of these three-dimensional objects.
Have students, in small groups, make pairs of cards for cubes, prisms, pyramids, cylinders, and cones. On one card have them draw or glue a picture of the three-dimensional object, and on the other card they write its name. Once they are finished, have them shuffle the cards and lay them face down in rows and columns. They can then play “Concentration”, taking turns flipping two cards up and trying to match the picture of the three-dimensional object with its name.
Have students play “What’s My Name?”. Working in pairs, students choose a secret three-dimensional object (e.g., a triangle-based prism) and write down everything that is “interesting” about this object, using the language of geometric properties (including the number of faces, edges, vertices, and angles). Pairs then use this information to write a series of clues. Each pair listens to another pair’s clues, guesses the name of the secret object, and explains their reasoning. A variation of this task is to have students play “Twenty Questions” using a series of yes-no questions to determine the mystery object.
E1.2
compose and decompose various structures, and identify the two-dimensional shapes and three-dimensional objects that these structures contain
- various structures:
- student-made structures: fort, snowperson
- natural structures: spiderwebs, coral, trees, honeycombs, birds’ nests, beaver dams
- human-engineered structures: bridges, towers, tunnels, pyramids, buildings, tents, play structures, constructed beehives
- Structures are composed of three-dimensional objects with faces that are two-dimensional shapes. Recognizing and describing the shapes and objects in three-dimensional structures provides insight into how structures are built.
- Objects and structures can be decomposed physically and visually (e.g., using the “mind’s eye”). Visualization is an important skill to develop.
- Triangles are useful for strengthening and stabilizing a structure; rectangular prisms are commonly used because of their ability to be stacked. This expectation is closely related to learning in the Grade 3 Structures and Mechanisms strand of the Science and Technology curriculum, 2022.
Have students collect images of different structures, both in natural and engineered contexts (e.g., bees’ nest, beaver dam, CN Tower, pyramid, teepee, tent, bridge, fence). Have them identify the shapes used in these constructions. This is also an opportunity to discuss the cultural, societal, and ecological significance and histories of these structures.
In conjunction with learning in the science and technology curriculum, have students describe ways to improve a structure’s strength and identify the role of struts and ties in structures that must bear a load. Have them build a bridge that can span a given distance and hold a given mass using only paper, tape, and scissors. Ask which of the structures supported the greatest mass and what features made them the strongest. Alternatively, have students experiment to find the tallest stable tower they can build using similar materials.
E1.3
identify congruent lengths, angles, and faces of three-dimensional objects by mentally and physically matching them, and determine if the objects are congruent
- identifying congruent objects:
- mentally matching lengths, angles, and faces
- directly comparing lengths, angles, and faces
- indirectly comparing lengths, angles, and faces using a third object
- congruent three-dimensional objects:
- Congruence is a relationship between three-dimensional objects that have the same shape and the same size. Congruent three-dimensional shapes match every face exactly, in the exact same position.
- Checking for congruence is closely related to measurement. Side lengths and angles can be directly compared by matching them, one against the other. They can also be measured.
- Two objects that are not congruent can still have specific elements that are congruent. For example, two objects might have a face that is congruent (i.e., the face is the same size and shape), but if the other faces are different in any way (e.g., the faces have different angles or side lengths), then the two objects are not congruent. Likewise, even if all faces are congruent but they are in a different arrangement, the two objects would not be congruent because they would not be the exact same shape.
Note
- The skill of visualizing congruent objects – mentally manipulating and matching objects to predict congruence – can be developed through hands-on experience.
Provide students with different sizes of prisms and pyramids. Ask them to compare the prisms and identify the prisms that have congruent lengths, congruent angles, and congruent faces. Then, ask students to compare the pyramids in a similar way. Have them explain their strategies for determining congruence.
Make a structure with four interlocking cubes, and ask students to use four interlocking cubes to make a structure congruent to the first. Next, ask them to use their four cubes to build as many unique structures as they can. Tell them to verify that each is unique by flipping and turning it. They should work to build all six of the possible structures that can be made with four interlocking cubes. This task can be extended to structures made using five cubes and six cubes.
Location and Movement
E1.4
give and follow multistep instructions involving movement from one location to another, including distances and half- and quarter-turns
- multistep instructions:
- Move 3 steps right, make a quarter-turn clockwise, and move 2 steps left.
- Make a half-turn, move forward 3 m, make a quarter-turn counterclockwise, and move forward 2 m.
- types of directions:
- cardinal:
- north (N), south (S), east (E), west (W)
- directional language:
- forward/backward
- up/down
- right/left
- quarter-turn/half-turn
- clockwise:
- cardinal:
- counterclockwise:
- Instructions to move from one location to another location require information about direction and distance from a given location.
- Numbers and units describe distance (e.g., 5 steps; 3 kilometres).
- Absolute direction can be conveyed using cardinal language (i.e., N, S, E, W), which was introduced in Grade 2 to locate selected communities, countries, and/or continents on a map (See The Ontario Curriculum: Social Studies, Grades 1 to 6; History and Geography, Grades 7 and 8, 2018, Grade 2, B3.3).
- Relative direction can be conveyed using qualitative language (right, left, forward, backward, up, down).
- Relative direction can be quantified and made more precise by describing the amount of turn.
- The amount of a turn involves the measure of angles, a skill that is more formally developed in Grades 4 and 5. In Grade 3, the language of half- and quarter-turn parallels the minute hand of an analog clock. A turn may be clockwise (moving in the same direction as the hands of a clock) or counterclockwise (the opposite direction from the hands of a clock).
- A full turn is a full circle that results in an object facing in the same direction (e.g., start at 12 o’clock, end at 12 o’clock). A full turn clockwise or counterclockwise produces the same result.
- A half-turn results in an object facing the opposite direction, (e.g., start at 12 o’clock, end at 6 o’clock). A half-turn clockwise or counterclockwise produces the same result.
- A quarter-turn results in an object facing either 9 o’clock or 3 o’clock, (i.e., start at 12 o’clock, and go a quarter-turn clockwise, and end at 3 o’clock, or go a quarter-turn counterclockwise, and end at 9 o’clock).
Have students identify a game that is relevant to them and describe the rules for moving game pieces, using the language of distance and turns. For example, in the game of chess, a knight moves in an L shape. It can move two squares horizontally and then one square vertically, or it could move two squares vertically and then one square horizontally. Have students teach their instructions to others who do not know the game, and then play it with them. Alternatively, they could invent their own game using these same movements and play it with others in the class.
Have students write code for a classmate (or small robot or digital image) to move from one location to another, with instructions related to distances and turns. This task may also involve the classmate creating a shape or a pattern.
Have students write instructions for finding a hidden object in the classroom using cardinal directions and length measurements (metric and/or non-standard units). Support them in testing the accuracy of the instructions with their peers and adjusting as needed. As an extension, add vertical directions (up and down) to find hidden objects that are not at ground level.