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Your Students will Love this Virtual Geometry and Geography Game
by Grant Zimmerman
A thousand or so years ago in Mrs. Gale’s fifth grade class I completed my homework she assigned on cowboys and ranching. She asked us to go home, pretend that we owned a ranch and create “brand” that we might use to identify our cattle. That memorable homework assignment made my study of America in the 1870’s come to life. More importantly, it became the guiding principle whenever I created units for my students— make learning challenging, fun, and useful. Play a Game with Virtual Geometry and Geography
I offer you today the materials and instructions to send your students, grades 4 through college, on a trip across the Atlantic Ocean. Your students will sail galleons from the prescribed European ports of Lisbon, Plymouth, Brest, and Cadiz in route to the New World. They should work in groups of three to complete their voyage. Your students will use Word and Insert Shapes to plot the desired course. They will plot that course on Bing Maps®.
After rolling the virtual dice from one of the web sites listed below to determine the day’s wind speed and wind direction, the crew will select the most advantageous heading and sail configuration. Using a 360º compass matched with the Sailing Points Circle, the crew selects their heading. They choose what level of sails they wish to unfurl (Full sails, 75% sails, etc.) and calculate their galleon’s speed for a 24-hour period. As you can see, the students are practicing their understanding of geometry and geography during this series of activities. It’s fun and useful.
Each crew will plot a weekly course from their homeport to the New World. They will use the following materials. Download and print the materials.
1. Bing Maps
a. Sign up first for a free Windows Live ID. Sign into Bing Maps with the Live ID. This allows the user to save their work and create videos.
12. Brass Fasteners
13. Scissors
14. Laser or Copier Clear Transparencies;
15. Web Site for Dice Roll.
How to Use the Artifacts to Plot a Course
Let’s look at what to do to get you and your students ready to practice using their skills.



1. Cut each of the small compasses into four, slightly smaller, 3 ½” squares. These fit inside the Compass Holder.
2. Before having the students cut and fold the Compass Holder, use an art knife to cut two slits to hold the tab closure.
3. Copy or print the Main Compass on card stock.
4. Copy or print the Sailing Points Circle on clear Transparencies.
a. Punch a hole in the center of the Sailing Points transparency and the Main Compass.



b. Have the students cut the Sailing Points transparency and fasten it to the Main Compass with a brass fastener.
5. Teach the Sailing Terms. Practice using the terms Broad Reach, Running, No-Go, etc.
6. Study the 360º compass and its relationship to the globes latitude and longitude. Remember, 1º equals 70 miles.
7. Teach and study the Wind Speed and Direction Chart with the Beaufort Wind Scale.
a. Use the ratios (Broad Reach (BD) heading increases speed by a factor of 1.25)
b. Practice using the Sail Adjustment ratios to factor in different speeds.
8. Establish and award different advancement levels based on objective performance levels. That is, if a crew assesses their collaborative work at acceptable levels as identified by a rubric and completes the work at an acceptable level; advance the crew from the Novice level to Beginner level. Keep the crews moving forward. This
provides excitement and a marketing incentive.
provides excitement and a marketing incentive.a. The Six Crew Levels are Novice, Beginner, Average, Experienced, Seasoned, and Crack.
Playing the Game
1. Roll the virtual dice for both Direction and Wind Speed for seven days and record these numbers. Using the chart determine the wind speed and direction, each crew selects the best heading for their galleon using these values.
2. After selecting a heading and sails, calculate the speed and distance covered.
3. Determine each days beginning and ending latitude and longitude. Record these on the Plotting Grid.
4. Keep a daily log of the events: weather, wind speed, direction, etc.
5. Using the small compass, plot the route on the Plotting Grid. Use a paper grid and use the Word version, along with <Insert Shapes<Line, to plot the galleon’s course.
6. Repeat the process until the ship’s reach the New World. Have the crews
reaching the New World first turn around and head back to their homeport. The goal is for each crew to get to their destination.
reaching the New World first turn around and head back to their homeport. The goal is for each crew to get to their destination. I’m always afraid that I may leave out some important direction when I write step-by-step directions for units or activities I create. If something does seem confusing, please send me an email and I’ll help you through the process. Let the teacher in you thrive and blossom. Create your own rubrics that assess both collaborative and academic skills. Most of all, have fun and enjoy the process of learning.
Grant Zimmerman is a Program Associate and National Faculty Member of the National Paideia Center at the University of North Carolina. He leads educators in Professional Development sessions on the Paideia Seminar and the Paideia Project. Grant is also a Senior Education Consultant with Knowledge Network Solutions—Leaders in Technology Integration in schools. You can reach Grant at gzimmerman@northcarolina.edu or at gzimmerman@knowledgenetworksolutions.com.
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Question of the Month
Student Creativity




This Rocks! I've been looking for just such a lessons to use before we use our GPS Recievers. Idea's on what we could do using the GPS units or Google Earth.... Thank you. Trina Springer tspringer@midlandisd.net
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