Mathematics / Year 3 / Measurement and Geometry / Geometric reasoning

View on Australian Curriculum website Australian Curriculum, Assessment and Reporting Authority
Curriculum content descriptions

Identify angles as measures of turn and compare angle sizes in everyday situations (ACMMG064)

Elaborations
  • opening doors partially and fully and comparing the size of the angles created
  • recognising that analogue clocks use the turning of arms to indicate time, and comparing the size of angles between the arms for familiar times
General capabilities
  • Numeracy Numeracy
  • Critical and creative thinking Critical and creative thinking
ScOT terms

Angles

Tablet friendly (Interactive resource)

Cassowary sanctuary

Help a park ranger to arrange fencing in a wildlife sanctuary. Divide common geometric shapes into equal-sized sections for keeping cassowaries. Group the enclosures to form a quarantine zone for sick and injured birds. Then express divisions of the enclosures as fractions. Work through facts about the life of cassowaries: ...

Interactive Resource

Sites2See: Space and Geometry for Primary

Selected links to online resources that can support the teaching and learning of geometry for primary-aged students.

Moving Image

Daredevil geometry

What does a daredevil jumps rider need to know about geometry? Find out as we discover angles for take off and for landing. But before we do that sit down for some angles basics! A good place to start is angles of turn through a circle from a 1/4, 1/2, 3/4, all the way to one full turn. See how many each represents as an angle.

Collection

Mixed-Up Maths

Join our host, Ed, as he finds himself in all types of situations where only his knowledge of Maths can help him. From saving the planet from Aliens, to creating a superhero that can stop a strawberry milkshake tidal wave. From searching for buried treasure, to jumping like a daredevil, or planning the greatest circus party ...

Teacher resource

Primary mathematics: games, simulations and modelling

These seven learning activities, which focus on 'games, simulations and modelling' using a variety of tools (software) and devices (hardware), illustrate the ways in which content, pedagogy and technology can be successfully and effectively integrated in order to promote learning. In the activities, teachers use games, ...