Math Lesson Plan: Video Game Animator
Student: Paxton (13-year-old auditory homeschooler)
Subject: 8th Grade Math (Pre-Algebra)
Dates: August 18-22, 2025
Materials Needed
- A computer with internet access
- A headset with a microphone for auditory instruction and recording
- Access to GeoGebra Classic (Graphing) or Desmos for the coordinate plane
- A digital notebook (like Google Docs or Microsoft Word) for notes and coordinates
- A free screen recording tool (like Loom or Screencastify) for the final project submission
Overall Learning Objectives
By the end of this week, Paxton will be able to:
- Design a 2D character on a coordinate plane by plotting and connecting points.
- Graph a linear equation in the form y = mx + b to represent a path of motion.
- Verbally describe and apply geometric transformations (translations, reflections, rotations) to a figure on the coordinate plane.
- Create and present a multi-step animation sequence for his character, justifying each movement with mathematical reasoning.
Oklahoma Academic Standards (OAS) Alignment
- PA.A.2.2: Identify and graph linear equations in the form y = mx + b.
- PA.GM.2.1: Predict and describe the effects of transformations (translations, reflections, and rotations) on two-dimensional figures.
- PA.GM.2.2: Informally prove or disprove the congruency of two-dimensional figures using transformations.
Daily Lesson Plan
Day 1: Monday, Aug 18 - Mission: Character Creation
- Daily Objective: Paxton will plot at least 10 coordinate pairs to create a simple 2D character on a digital graphing tool.
- Warm-Up (Auditory Focus): Listen to these coordinate pairs and visualize where they are on a graph: (0,0), (5,0), (0,-5), (-2, 3). Which one is on the origin? Which one is in the fourth quadrant?
- Instruction & Activity (The "Mission"):
- Open GeoGebra or Desmos. We will call this our "Animation Canvas."
- Today's mission is to design the hero of our video game. It can be a robot, an alien, an animal, or anything you can imagine. Keep the design simple, using straight lines.
- In your digital notebook, create a list of at least 10 coordinate pairs (x, y) that will form the outline of your character. For example, the corner of an eye could be at (-2, 4).
- On the Animation Canvas, plot each point. Then, connect the dots to create your character's final shape.
- Take a screenshot of your completed character and save it. This is your "Model Sheet."
- Check for Understanding (Formative Assessment): Verbally describe your character's location. "The head of my robot is in Quadrant II, and its feet are on the x-axis." Point to a specific vertex on your character and state its coordinate pair.
- Wrap-Up: Great work creating your character! Tomorrow, we'll give it its first ability: moving in a perfectly straight line across the screen.
Day 2: Tuesday, Aug 19 - Mission: The Laser Path
- Daily Objective: Paxton will write and graph at least two different linear equations in the form y = mx + b.
- Warm-Up (Auditory Focus): Think about the word "slope." What does it mean in the real world (like on a hill or a roof)? How might that relate to a line on a graph?
- Instruction & Activity (The "Mission"):
- Load your character's Model Sheet onto the Animation Canvas.
- Today, we are programming a path of movement. We will use linear equations. The equation y = mx + b is the code for a straight line.
- b is the y-intercept: where the path begins on the y-axis.
- m is the slope: how steep the path is. We describe this as "rise over run." A slope of 2 (or 2/1) means "go up 2 units for every 1 unit you go right."
- Let's create a path starting at (0, -5). So, b = -5. Let's make the slope 3. So, m = 3. Your equation is y = 3x - 5. Type this into GeoGebra/Desmos. See the line appear?
- Now, it's your turn. Create two different "laser paths" for your character. Experiment! What happens if the slope (m) is negative? What if the slope is a fraction, like 1/2? Record the equations for your two favorite paths in your notebook.
- Check for Understanding (Formative Assessment): Verbally explain one of your equations. "This path is y = -2x + 4. It starts at 4 on the y-axis and goes down 2 units for every 1 unit it moves to the right."
- Wrap-Up: Your character can now move in a straight line. But what about jumping or dodging? Tomorrow, we'll learn the code for a "jump" move.
Day 3: Wednesday, Aug 20 - Mission: The Jump and Flip
- Daily Objective: Paxton will correctly apply one translation and one reflection to his character, recording the new coordinates.
- Warm-Up (Auditory Focus): Listen carefully. If you are standing at the number 3 on a number line, and I tell you to "translate positive five," where do you end up? If you are at 3, and I say "reflect across zero," where do you end up?
- Instruction & Activity (The "Mission"):
- A translation is a "slide" or "jump." We just add or subtract from the coordinates! To move right 4, we add 4 to every x-coordinate. To move down 2, we subtract 2 from every y-coordinate.
- Take your original character's coordinates from Day 1. Write them in your notebook. Now, create a new list of coordinates by translating your character left 5 and up 3. (Hint: subtract 5 from x, add 3 to y). Plot these new points on the canvas to see your character "jump."
- A reflection is a "flip" over a line. To reflect across the y-axis, every x-coordinate becomes its opposite (e.g., 3 becomes -3). To reflect across the x-axis, every y-coordinate becomes its opposite.
- Go back to your original character's coordinates. Create a new list of coordinates by reflecting it across the x-axis. Plot these points. Does it look like your character is looking at its reflection in water?
- Check for Understanding (Formative Assessment): If one point on your character is (2, 6), what are its new coordinates after a translation of right 3, down 1? What are its new coordinates after a reflection over the y-axis? Explain your answer out loud.
- Wrap-Up: Fantastic! Now your character can jump and flip. There's one more key move to learn: the spin attack! We'll tackle that tomorrow.
Day 4: Thursday, Aug 21 - Mission: The Spin Move
- Daily Objective: Paxton will apply a 90-degree and a 180-degree rotation around the origin to his character.
- Warm-Up (Auditory Focus): Picture a clock. If the minute hand is on the 12, and it rotates 90 degrees clockwise, what number is it pointing to? What about 180 degrees?
- Instruction & Activity (The "Mission"):
- A rotation is a "spin" around a point. We'll use the origin (0,0) as our spinning point. There are simple rules (or "codes") for this!
- Code for 90° Clockwise Rotation: The point (x, y) becomes (y, -x). So, (2, 5) becomes (5, -2).
- Code for 180° Rotation: The point (x, y) becomes (-x, -y). So, (2, 5) becomes (-2, -5).
- Go back to your original character's coordinates. Apply the 90° clockwise rotation rule to every point and plot the new "spun" character.
- Now try again, but with the 180° rotation rule. Does it look like your character did a half-turn?
- Check for Understanding (Formative Assessment): Verbally explain the rule for a 180-degree rotation. If a character's foot is at (-4, -1), where will it be after a 90-degree clockwise rotation?
- Wrap-Up: You've mastered all the core animation moves! Tomorrow is the final showcase, where you'll combine everything to create a unique animation sequence for your character.
Day 5: Friday, Aug 22 - Summative Assessment: The Animation Showcase
- Daily Objective: Paxton will create, record, and verbally present a 4-step animation sequence applying the week's concepts.
- The Final "Mission":
- Plan a 4-step "story" for your character on your Animation Canvas. You must use at least one linear path, one translation or reflection, and one rotation.
- Example Storyboard:
- Step 1: Starting Position. Character appears at its original coordinates.
- Step 2: Linear Movement. Character moves along the path y = -x + 5 until it reaches the y-axis.
- Step 3: Transformation 1. From its new position, the character performs a 180-degree rotation to face the other way.
- Step 4: Transformation 2. The character translates 8 units down to "exit" the screen.
- Open your screen recording tool (Loom, Screencastify).
- Record your screen and your voice. Start by introducing your character. Then, guide me through your 4-step animation. For each step, show the "before" and "after" on the canvas and verbally explain the math you used. For example, say "Next, I am applying a 180-degree rotation, so I am changing every (x, y) coordinate to (-x, -y)."
- Keep the recording under 5 minutes. Submit the link to your video as your final project.
Differentiation and Support
- For Support: If Paxton finds the concepts difficult, we can simplify the tasks. For example, he could design a much simpler character (a triangle or square), use simpler slope values (like 1 or -1), or focus on only one type of transformation per day. The final project could be reduced to 3 steps.
- For Challenge: If Paxton masters the concepts quickly, he can be challenged to create a more complex character, use fractional slopes, explore reflections over lines other than the axes (e.g., reflect over the line y = x), or learn the rules for 90° counter-clockwise rotations. His final project could require more steps or a more complex combination of moves.