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Instructions

  1. Think about Billy’s recent gameplay in Portal 2. Choose one or more test chambers, puzzles, or areas that he remembers clearly.
  2. Use the geometry vocabulary in this worksheet to describe what he saw, how objects were arranged, and how he solved problems.
  3. Show calculations when asked. If exact measurements are not available, use reasonable estimates and label them as estimates.
  4. For reflection questions, more than one answer may be correct. Explain your thinking clearly.

Helpful idea: In a portal puzzle, walls, floors, ceilings, cubes, buttons, lasers, platforms, doors, and movement paths can all be described using geometry.

Part 1: Geometry Spotting Mission

Match each geometry term with the best description. Write the correct letter on the line.

Term Answer Description
1. Point _____ A. Two lines or surfaces that meet at a right angle
2. Line segment _____ B. A flat shape with straight sides
3. Ray _____ C. An exact location with no size
4. Parallel lines _____ D. Part of a line with two endpoints
5. Perpendicular lines _____ E. Lines that stay the same distance apart and never meet
6. Polygon _____ F. Part of a line with one endpoint that continues forever in one direction

Example: A square floor tile is a polygon because it is a closed, flat shape with straight sides.

Now find examples from Billy’s gameplay.

Geometry idea Example from a Portal 2 area Why it fits
Example: Rectangle A test-chamber floor panel It has four sides and four right angles.
Point
Line segment
Ray or path
Parallel lines or edges
Perpendicular lines or edges
Polygon

Part 2: Shape Detective

Choose one object or surface from the game, such as a cube, button, platform, door, wall panel, or floor tile.

  1. What object did you choose?


  2. What two-dimensional shape does it most closely resemble when viewed from the front?


  3. How many sides and vertices does that shape have?

    Sides: ____ Vertices: ____

  4. Does the object appear regular or irregular? Explain.



  5. Sketch the front view of the object below. Label at least two sides, one angle, and one vertex.




Part 3: Angles in Action

Identify the type of angle in each situation. Choose from acute, right, obtuse, or straight.

  1. A corner where a wall meets the floor at 90°: ____
  2. A laser beam changes direction by 45°: ____
  3. A platform and a wall form an angle greater than 90° but less than 180°: ____
  4. A character moves along a path that makes a 180° turn: ____
  5. A door opens to form a small angle with the wall: ____

Gameplay reflection:

Describe one moment when recognizing an angle, direction, or corner might have helped Billy solve a puzzle.



Part 4: Area and Perimeter of a Test-Chamber Panel

Suppose a square panel on a wall is 4 meters long on each side.

  1. Find the perimeter.

    Formula: perimeter = 4 × side length

    Calculation: __

    Answer: ____ meters

  2. Find the area.

    Formula: area = side length × side length

    Calculation: __

    Answer: ____ square meters

  3. If a rectangular platform is 6 meters long and 3 meters wide, find its perimeter and area.

    Perimeter calculation: _____

    Perimeter: ____ meters

    Area calculation: __

    Area: ____ square meters

  4. Explain why area would be useful when planning where a portal could fit on a wall or platform.



Part 5: Volume and 3-D Objects

A storage cube in a test chamber has edges that are 1 meter long.

  1. What is the shape of the object?


  2. How many faces, edges, and vertices does it have?

    Faces: ____ Edges: ____ Vertices: ____

  3. Find its volume.

    Formula: volume = length × width × height

    Calculation: __

    Answer: ____ cubic meter(s)

  4. A larger crate is 2 meters long, 2 meters wide, and 3 meters high. Find its volume.

    Calculation: __

    Answer: ____ cubic meters

  5. Why might volume matter when deciding whether an object can pass through a space?



Part 6: Movement on a Coordinate Grid

Imagine a top-down map of a test chamber. Let the starting position be point A at (1, 2). A button is at point B at (6, 2).

  1. How many units must Billy move horizontally from A to B?

    ____ units

  2. Are A and B on a horizontal or vertical line?

    ____ line

  3. A cube is at point C (6, 5). How many units is C above B?

    ____ units

  4. What is the total distance if Billy moves from A to B and then from B to C?

    ____ units

  5. Plot and label A, B, and C on a coordinate grid. Draw the movement path with arrows.

Part 7: Transformations and Portals

A transformation changes the position, direction, or size of a shape.

Match each transformation with the gameplay-style example.

Transformation Answer Example
1. Translation _____ A. A shape is flipped across a line
2. Rotation _____ B. A shape slides without turning or changing size
3. Reflection _____ C. A shape turns around a fixed point
4. Dilation _____ D. A shape becomes larger or smaller while keeping the same form

Answer the questions.

  1. When Billy walks sideways across a chamber without turning, which transformation is most similar to his movement?


  2. When a platform turns around a central point, which transformation is most similar?


  3. If a square is enlarged but keeps all four right angles, is it still similar to the original square? Explain.



  4. Describe one portal-related movement or object change that reminds you of a transformation.


Part 8: Design a Geometry-Based Test Chamber

Design a small test chamber on paper. Your chamber must include:

  • At least one rectangle and one square
  • Two parallel edges
  • Two perpendicular edges
  • One acute, obtuse, or straight angle
  • A path with at least three line segments
  • A cube, button, or other object
  • A labeled start point and finish point
  • At least one measurement for length, perimeter, area, or distance

Use the space below or draw on a separate sheet.

Chamber plan:






Explain how the player solves your chamber:




Geometry vocabulary used:


Part 9: Reflection and Real-World Connections

  1. Which geometry idea appeared most often in Billy’s gameplay?


  2. Which idea was easiest to recognize? Why?



  3. Which idea was hardest to recognize? Why?



  4. Where might people use area, perimeter, angles, or volume outside a video game?



  5. If you could add one new geometry puzzle to the game, what would it require the player to calculate or notice?



Optional Challenge

A rectangular test chamber is 12 meters long and 8 meters wide. A square platform with a side length of 3 meters takes up part of the floor.

  1. What is the area of the entire chamber?
  2. What is the area of the platform?
  3. How much floor area remains uncovered?
  4. What percentage of the chamber floor is covered by the platform? Round to the nearest whole percent.

Work:




Answer Key

Part 1

  1. C
  2. D
  3. F
  4. E
  5. A
  6. B

Student examples will vary. Accept reasonable examples connected to walls, floors, platforms, portals, buttons, doors, paths, or other game elements. A complete response should explain why each example matches the geometry term.

Part 2

Answers will vary. A rectangular door has 4 sides and 4 vertices. A square platform has 4 sides and 4 vertices. A regular shape has equal sides and equal angles; an irregular shape does not have all sides or angles equal.

Part 3

  1. Right
  2. Acute
  3. Obtuse
  4. Straight
  5. Acute

The gameplay reflection should connect angles, corners, directions, or alignment to solving a puzzle.

Part 4

  1. Perimeter = 4 × 4 = 16 meters
  2. Area = 4 × 4 = 16 square meters
  3. Perimeter = 2 × (6 + 3) = 18 meters Area = 6 × 3 = 18 square meters
  4. Area helps determine how much surface is available for a portal, platform, object, or safe landing space.

Part 5

  1. Cube
  2. 6 faces, 12 edges, 8 vertices
  3. Volume = 1 × 1 × 1 = 1 cubic meter
  4. Volume = 2 × 2 × 3 = 12 cubic meters
  5. Volume helps compare the size of an object with the amount of space available for it to move through or occupy.

Part 6

  1. From x = 1 to x = 6: 5 units
  2. Horizontal line
  3. From y = 2 to y = 5: 3 units
  4. 5 + 3 = 8 units
  5. The path should connect A (1, 2) to B (6, 2), then B (6, 2) to C (6, 5), with arrows showing direction.

Part 7

  1. B

  2. C

  3. A

  4. D

  5. Translation

  6. Rotation

  7. Yes. The two squares are similar because their corresponding angles are equal and their corresponding sides have the same ratio.

  8. Answers will vary. Accept examples involving moving, turning, flipping, enlarging, or shrinking an object or path.

Part 8

Check that the design includes all seven required features. The chamber explanation should describe a logical sequence for solving the puzzle and use accurate geometry vocabulary.

Part 9

Answers will vary. Strong answers should name a geometry concept, give evidence from gameplay, and connect geometry to a real-world use such as construction, architecture, engineering, design, navigation, or packing objects.

Optional Challenge

  1. Entire chamber area = 12 × 8 = 96 square meters
  2. Platform area = 3 × 3 = 9 square meters
  3. Uncovered area = 96 − 9 = 87 square meters
  4. Percentage covered = 9 ÷ 96 × 100 = 9.375%, which rounds to 9%
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