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  • Pennsylvania Standards
  • Mathematics: 8th Grade

Pennsylvania - Mathematics: 8th Grade

Core Standards | Adopted: 2014

This correlation lists the recommended Gizmos for this state's curriculum standards. Click any Gizmo title below for more information.

CC.2.1.8: : Numbers and Operations


CC.2.1.8.E.4: : Estimate irrationalnnumbers by comparing them to rational numbers.

Circumference and Area of Circles

Resize a circle and compare its radius, circumference, and area. 5 Minute Preview


Lesson Info
Launch Gizmo

Square Roots

Explore the meaning of square roots using an area model. Use the side length of a square to find the square root of a decimal number or a whole number. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.1.8.E: : The Number System


CC.2.1.8.E.4: : Estimate irrationalnnumbers by comparing them to rational numbers.

Circumference and Area of Circles

Resize a circle and compare its radius, circumference, and area. 5 Minute Preview


Lesson Info
Launch Gizmo

Square Roots

Explore the meaning of square roots using an area model. Use the side length of a square to find the square root of a decimal number or a whole number. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.1.8.E.4: : Estimate irrationalnnumbers by comparing them to rational numbers.


CC.2.1.8.E.4: : Estimate irrationalnnumbers by comparing them to rational numbers.

Circumference and Area of Circles

Resize a circle and compare its radius, circumference, and area. 5 Minute Preview


Lesson Info
Launch Gizmo

Square Roots

Explore the meaning of square roots using an area model. Use the side length of a square to find the square root of a decimal number or a whole number. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8: : Algebraic Concepts


CC.2.2.8.B.1: : Apply conceptsnof radicals and integer exponents to generate equivalent expressions.

Dividing Exponential Expressions

Choose the correct steps to divide exponential expressions. Use the feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Exponents and Power Rules

Choose the correct steps to simplify expressions with exponents using the rules of exponents and powers. Use feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Multiplying Exponential Expressions

Choose the correct steps to multiply exponential expressions. Use the feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Simplifying Algebraic Expressions II

Will you adopt Spidro, Centeon, or Ping Bee? They're three very different critters with one thing in common: a hunger for simplified algebraic expressions! Learn how the distributive property can be used to combine variable terms, producing expressions that will help your pet grow up healthy and strong. You'll become a pro at identifying terms that can be combined – even terms with exponents and multiple variables. With enough practice, you and your pet will be ready for the competitive expression eating circuit. Good luck! 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.B.2: : Understand thenconnections between proportional relationships, lines, and linear equations.

Direct and Inverse Variation

Adjust the constant of variation and explore how the graph of the direct or inverse variation function changes in response. Compare direct variation functions to inverse variation functions. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.B.3: : Analyze and solvenlinear equations and pairs of simultaneous linear equations.

Cat and Mouse (Modeling with Linear Systems)

Experiment with a system of two lines representing a cat-and-mouse chase. Adjust the speeds of the cat and mouse and the head start of the mouse, and immediately see the effects on the graph and on the chase. Connect real-world meaning to slope, y-intercept, and the intersection of lines. 5 Minute Preview


Lesson Info
Launch Gizmo

Modeling One-Step Equations

Solve a linear equation using a tile model. Use feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Modeling and Solving Two-Step Equations

Solve a two-step equation using a cup-and-counter model. Use step-by-step feedback to diagnose and correct incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Algebraic Equations I

Are there times when you wish you could escape from everyone and just be alone? Meet our variable friend, a real loner who doesn't like coefficients and neighboring terms. Learn how to use inverses to isolate a variable – a foundational skill for solving algebraic equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Algebraic Equations II

Is solving equations tricky? If you know how to isolate a variable, you're halfway there. The other half? Don't do anything to upset the balance of an equation. Join our plucky variable friend as he encounters algebraic equations and a (sometimes grumpy) equal sign. With a little practice, you'll find that solving equations isn't tricky at all. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Equations by Graphing Each Side

Solve an equation by graphing each side and finding the intersection of the lines. Vary the coefficients in the equation and explore how the graph changes in response. 5 Minute Preview


Lesson Info
Launch Gizmo
Math worksheet featuring a number line for solving decimal equations with dynamic arrows.

Solving Equations on the Number Line

Solve an equation involving decimals using dynamic arrows on a number line. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Linear Systems (Matrices and Special Solutions)

Explore systems of linear equations, and how many solutions a system can have. Express systems in matrix form. See how the determinant of the coefficient matrix reveals how many solutions a system of equations has. Also, use a draggable green point to see what it means for an (x, y) point to be a solution of an equation, or of a system of equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Linear Systems (Slope-Intercept Form)

Solve systems of linear equations, given in slope-intercept form, both graphically and algebraically. Use a draggable green point to examine what it means for an (x, y) point to be a solution of one equation, or of a system of two equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Linear Systems (Standard Form)

Solve systems of linear equations, written in standard form. Explore what it means to solve systems algebraically (with substitution or elimination) and graphically. Also, use a draggable green point to see what it means when (x, y) values are solutions of an equation, or of a system of equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Two-Step Equations

Choose the correct steps to solve a two-step equation. Use the feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.C.1: : Define, evaluate,nand compare functions.

Function Machines 1 (Functions and Tables)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a robot with a clock and timer, illustrating the Function Machines 2 educational tool.

Function Machines 2 (Functions, Tables, and Graphs)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Function Machines 3 (Functions and Problem Solving)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Linear Functions

Determine if a relation is a function from the mapping diagram, ordered pairs, or graph. Use the graph to determine if it is linear. 5 Minute Preview


Lesson Info
Launch Gizmo

Points, Lines, and Equations

Compare the graph of a linear function to its rule and to a table of its values. Change the function by dragging two points on the line. Examine how the rule and table change. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.C.2: : Use concepts ofnfunctions to model relationships between quantities.

Function Machines 1 (Functions and Tables)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a robot with a clock and timer, illustrating the Function Machines 2 educational tool.

Function Machines 2 (Functions, Tables, and Graphs)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Function Machines 3 (Functions and Problem Solving)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Linear Functions

Determine if a relation is a function from the mapping diagram, ordered pairs, or graph. Use the graph to determine if it is linear. 5 Minute Preview


Lesson Info
Launch Gizmo

Points, Lines, and Equations

Compare the graph of a linear function to its rule and to a table of its values. Change the function by dragging two points on the line. Examine how the rule and table change. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.B: : Expressions and Equations


CC.2.2.8.B.1: : Apply conceptsnof radicals and integer exponents to generate equivalent expressions.

Dividing Exponential Expressions

Choose the correct steps to divide exponential expressions. Use the feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Exponents and Power Rules

Choose the correct steps to simplify expressions with exponents using the rules of exponents and powers. Use feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Multiplying Exponential Expressions

Choose the correct steps to multiply exponential expressions. Use the feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Simplifying Algebraic Expressions II

Will you adopt Spidro, Centeon, or Ping Bee? They're three very different critters with one thing in common: a hunger for simplified algebraic expressions! Learn how the distributive property can be used to combine variable terms, producing expressions that will help your pet grow up healthy and strong. You'll become a pro at identifying terms that can be combined – even terms with exponents and multiple variables. With enough practice, you and your pet will be ready for the competitive expression eating circuit. Good luck! 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.B.2: : Understand thenconnections between proportional relationships, lines, and linear equations.

Direct and Inverse Variation

Adjust the constant of variation and explore how the graph of the direct or inverse variation function changes in response. Compare direct variation functions to inverse variation functions. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.B.3: : Analyze and solvenlinear equations and pairs of simultaneous linear equations.

Cat and Mouse (Modeling with Linear Systems)

Experiment with a system of two lines representing a cat-and-mouse chase. Adjust the speeds of the cat and mouse and the head start of the mouse, and immediately see the effects on the graph and on the chase. Connect real-world meaning to slope, y-intercept, and the intersection of lines. 5 Minute Preview


Lesson Info
Launch Gizmo

Modeling One-Step Equations

Solve a linear equation using a tile model. Use feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Modeling and Solving Two-Step Equations

Solve a two-step equation using a cup-and-counter model. Use step-by-step feedback to diagnose and correct incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Algebraic Equations I

Are there times when you wish you could escape from everyone and just be alone? Meet our variable friend, a real loner who doesn't like coefficients and neighboring terms. Learn how to use inverses to isolate a variable – a foundational skill for solving algebraic equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Algebraic Equations II

Is solving equations tricky? If you know how to isolate a variable, you're halfway there. The other half? Don't do anything to upset the balance of an equation. Join our plucky variable friend as he encounters algebraic equations and a (sometimes grumpy) equal sign. With a little practice, you'll find that solving equations isn't tricky at all. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Equations by Graphing Each Side

Solve an equation by graphing each side and finding the intersection of the lines. Vary the coefficients in the equation and explore how the graph changes in response. 5 Minute Preview


Lesson Info
Launch Gizmo
Math worksheet featuring a number line for solving decimal equations with dynamic arrows.

Solving Equations on the Number Line

Solve an equation involving decimals using dynamic arrows on a number line. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Linear Systems (Matrices and Special Solutions)

Explore systems of linear equations, and how many solutions a system can have. Express systems in matrix form. See how the determinant of the coefficient matrix reveals how many solutions a system of equations has. Also, use a draggable green point to see what it means for an (x, y) point to be a solution of an equation, or of a system of equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Linear Systems (Slope-Intercept Form)

Solve systems of linear equations, given in slope-intercept form, both graphically and algebraically. Use a draggable green point to examine what it means for an (x, y) point to be a solution of one equation, or of a system of two equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Linear Systems (Standard Form)

Solve systems of linear equations, written in standard form. Explore what it means to solve systems algebraically (with substitution or elimination) and graphically. Also, use a draggable green point to see what it means when (x, y) values are solutions of an equation, or of a system of equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Two-Step Equations

Choose the correct steps to solve a two-step equation. Use the feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.B.1: : Apply conceptsnof radicals and integer exponents to generate equivalent expressions.


CC.2.2.8.B.1: : Apply conceptsnof radicals and integer exponents to generate equivalent expressions.

Dividing Exponential Expressions

Choose the correct steps to divide exponential expressions. Use the feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Exponents and Power Rules

Choose the correct steps to simplify expressions with exponents using the rules of exponents and powers. Use feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Multiplying Exponential Expressions

Choose the correct steps to multiply exponential expressions. Use the feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Simplifying Algebraic Expressions II

Will you adopt Spidro, Centeon, or Ping Bee? They're three very different critters with one thing in common: a hunger for simplified algebraic expressions! Learn how the distributive property can be used to combine variable terms, producing expressions that will help your pet grow up healthy and strong. You'll become a pro at identifying terms that can be combined – even terms with exponents and multiple variables. With enough practice, you and your pet will be ready for the competitive expression eating circuit. Good luck! 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.B.2: : Understand thenconnections between proportional relationships, lines, and linear equations.


CC.2.2.8.B.2: : Understand thenconnections between proportional relationships, lines, and linear equations.

Direct and Inverse Variation

Adjust the constant of variation and explore how the graph of the direct or inverse variation function changes in response. Compare direct variation functions to inverse variation functions. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.B.3: : Analyze and solvenlinear equations and pairs of simultaneous linear equations.


CC.2.2.8.B.3: : Analyze and solvenlinear equations and pairs of simultaneous linear equations.

Cat and Mouse (Modeling with Linear Systems)

Experiment with a system of two lines representing a cat-and-mouse chase. Adjust the speeds of the cat and mouse and the head start of the mouse, and immediately see the effects on the graph and on the chase. Connect real-world meaning to slope, y-intercept, and the intersection of lines. 5 Minute Preview


Lesson Info
Launch Gizmo

Modeling One-Step Equations

Solve a linear equation using a tile model. Use feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Modeling and Solving Two-Step Equations

Solve a two-step equation using a cup-and-counter model. Use step-by-step feedback to diagnose and correct incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Algebraic Equations I

Are there times when you wish you could escape from everyone and just be alone? Meet our variable friend, a real loner who doesn't like coefficients and neighboring terms. Learn how to use inverses to isolate a variable – a foundational skill for solving algebraic equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Algebraic Equations II

Is solving equations tricky? If you know how to isolate a variable, you're halfway there. The other half? Don't do anything to upset the balance of an equation. Join our plucky variable friend as he encounters algebraic equations and a (sometimes grumpy) equal sign. With a little practice, you'll find that solving equations isn't tricky at all. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Equations by Graphing Each Side

Solve an equation by graphing each side and finding the intersection of the lines. Vary the coefficients in the equation and explore how the graph changes in response. 5 Minute Preview


Lesson Info
Launch Gizmo
Math worksheet featuring a number line for solving decimal equations with dynamic arrows.

Solving Equations on the Number Line

Solve an equation involving decimals using dynamic arrows on a number line. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Linear Systems (Matrices and Special Solutions)

Explore systems of linear equations, and how many solutions a system can have. Express systems in matrix form. See how the determinant of the coefficient matrix reveals how many solutions a system of equations has. Also, use a draggable green point to see what it means for an (x, y) point to be a solution of an equation, or of a system of equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Linear Systems (Slope-Intercept Form)

Solve systems of linear equations, given in slope-intercept form, both graphically and algebraically. Use a draggable green point to examine what it means for an (x, y) point to be a solution of one equation, or of a system of two equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Linear Systems (Standard Form)

Solve systems of linear equations, written in standard form. Explore what it means to solve systems algebraically (with substitution or elimination) and graphically. Also, use a draggable green point to see what it means when (x, y) values are solutions of an equation, or of a system of equations. 5 Minute Preview


Lesson Info
Launch Gizmo

Solving Two-Step Equations

Choose the correct steps to solve a two-step equation. Use the feedback to diagnose incorrect steps. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.C: : Functions


CC.2.2.8.C.1: : Define, evaluate,nand compare functions.

Function Machines 1 (Functions and Tables)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a robot with a clock and timer, illustrating the Function Machines 2 educational tool.

Function Machines 2 (Functions, Tables, and Graphs)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Function Machines 3 (Functions and Problem Solving)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Linear Functions

Determine if a relation is a function from the mapping diagram, ordered pairs, or graph. Use the graph to determine if it is linear. 5 Minute Preview


Lesson Info
Launch Gizmo

Points, Lines, and Equations

Compare the graph of a linear function to its rule and to a table of its values. Change the function by dragging two points on the line. Examine how the rule and table change. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.C.2: : Use concepts ofnfunctions to model relationships between quantities.

Function Machines 1 (Functions and Tables)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a robot with a clock and timer, illustrating the Function Machines 2 educational tool.

Function Machines 2 (Functions, Tables, and Graphs)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Function Machines 3 (Functions and Problem Solving)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Linear Functions

Determine if a relation is a function from the mapping diagram, ordered pairs, or graph. Use the graph to determine if it is linear. 5 Minute Preview


Lesson Info
Launch Gizmo

Points, Lines, and Equations

Compare the graph of a linear function to its rule and to a table of its values. Change the function by dragging two points on the line. Examine how the rule and table change. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.C.1: : Define, evaluate,nand compare functions.


CC.2.2.8.C.1: : Define, evaluate,nand compare functions.

Function Machines 1 (Functions and Tables)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a robot with a clock and timer, illustrating the Function Machines 2 educational tool.

Function Machines 2 (Functions, Tables, and Graphs)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Function Machines 3 (Functions and Problem Solving)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Linear Functions

Determine if a relation is a function from the mapping diagram, ordered pairs, or graph. Use the graph to determine if it is linear. 5 Minute Preview


Lesson Info
Launch Gizmo

Points, Lines, and Equations

Compare the graph of a linear function to its rule and to a table of its values. Change the function by dragging two points on the line. Examine how the rule and table change. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.2.8.C.2: : Use concepts ofnfunctions to model relationships between quantities.


CC.2.2.8.C.2: : Use concepts ofnfunctions to model relationships between quantities.

Function Machines 1 (Functions and Tables)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo
A computer screen displays a robot with a clock and timer, illustrating the Function Machines 2 educational tool.

Function Machines 2 (Functions, Tables, and Graphs)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Function Machines 3 (Functions and Problem Solving)

Drop a number into a function machine, and see what number comes out! You can use one of the six pre-set function machines, or program your own function rule into one of the blank machines. Stack up to three function machines together. Input and output can be recorded in a table and on a graph. 5 Minute Preview


Lesson Info
Launch Gizmo

Linear Functions

Determine if a relation is a function from the mapping diagram, ordered pairs, or graph. Use the graph to determine if it is linear. 5 Minute Preview


Lesson Info
Launch Gizmo

Points, Lines, and Equations

Compare the graph of a linear function to its rule and to a table of its values. Change the function by dragging two points on the line. Examine how the rule and table change. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.3.8: : Geometry


CC.2.3.8.A.1: : Apply the conceptsnof volume of cylinders, cones, and spheres to solve real-world and mathematical problems.

Prisms and Cylinders

Vary the height and base-edge or radius length of a prism or cylinder and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of an oblique prism or cylinder to the volume of a right prism or cylinder. 5 Minute Preview


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Pyramids and Cones

Vary the height and base-edge or radius length of a pyramid or cone and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of a skew pyramid or cone to the volume of a right pyramid or cone. 5 Minute Preview


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CC.2.3.8.A.2: : Understand andnapply congruence, similarity, and geometric transformations using various tools.

Circles

Compare the graph of a circle with its equation. Vary the terms in the equation and explore how the circle is translated and scaled in response. 5 Minute Preview


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Congruence in Right Triangles

Apply constraints to two right triangles. Then drag their vertices around under those conditions. Determine under what conditions the triangles are guaranteed to be congruent. 5 Minute Preview


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Dilations

Dilate a figure and investigate its resized image. See how scaling a figure affects the coordinates of its vertices, both in (x, y) form and in matrix form. 5 Minute Preview


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Perimeters and Areas of Similar Figures

Manipulate two similar figures and vary the scale factor to see what changes are possible under similarity. Explore how the perimeters and areas of two similar figures compare. 5 Minute Preview


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Proving Triangles Congruent

Apply constraints to two triangles. Then drag the vertices of the triangles around and determine which constraints guarantee congruence. 5 Minute Preview


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Reflections

Reshape and resize a figure and examine how its reflection changes in response. Move the line of reflection and explore how the reflection is translated. 5 Minute Preview


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Screenshot of a game where players create rock art using ancient symbols, exploring transformations to match rock paintings.

Rock Art (Transformations)

Create your own rock art with ancient symbols. Each symbol can be translated, rotated, and reflected. After exploring each type of transformation, see if you can use them to match ancient rock paintings. 5 Minute Preview


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Rotations, Reflections, and Translations

Rotate, reflect, and translate a figure in the plane. Compare the translated figure to the original figure. 5 Minute Preview


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Similar Figures

Vary the scale factor and rotation of an image and compare it to the preimage. Determine how the angle measures and side lengths of the two figures are related. 5 Minute Preview


Lesson Info
Launch Gizmo

Similarity in Right Triangles

Divide a right triangle at the altitude to the hypotenuse to get two similar right triangles. Explore the relationship between the two triangles. 5 Minute Preview


Lesson Info
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Translations

Translate a figure horizontally and vertically in the plane and examine the matrix representation of the translation. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.3.8.A.3: : Understand andnapply the Pythagorean Theorem to solve problems.

Circles

Compare the graph of a circle with its equation. Vary the terms in the equation and explore how the circle is translated and scaled in response. 5 Minute Preview


Lesson Info
Launch Gizmo

Distance Formula

Explore the distance formula as an application of the Pythagorean theorem. Learn to see any two points as the endpoints of the hypotenuse of a right triangle. Drag those points and examine changes to the triangle and the distance calculation. 5 Minute Preview


Lesson Info
Launch Gizmo

Pythagorean Theorem

Explore the Pythagorean Theorem using a dynamic right triangle. Examine a visual, geometric application of the Pythagorean Theorem, using the areas of squares on the sides of the triangle. 5 Minute Preview


Lesson Info
Launch Gizmo

Pythagorean Theorem with a Geoboard

Build right triangles in an interactive geoboard and build squares on the sides of the triangles to discover the Pythagorean Theorem. 5 Minute Preview


Lesson Info
Launch Gizmo

Surface and Lateral Areas of Pyramids and Cones

Vary the dimensions of a pyramid or cone and investigate how the surface area changes. Use the dynamic net of the solid to compute the lateral area and the surface area of the solid. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.3.8.A: : Geometry


CC.2.3.8.A.1: : Apply the conceptsnof volume of cylinders, cones, and spheres to solve real-world and mathematical problems.

Prisms and Cylinders

Vary the height and base-edge or radius length of a prism or cylinder and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of an oblique prism or cylinder to the volume of a right prism or cylinder. 5 Minute Preview


Lesson Info
Launch Gizmo

Pyramids and Cones

Vary the height and base-edge or radius length of a pyramid or cone and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of a skew pyramid or cone to the volume of a right pyramid or cone. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.3.8.A.2: : Understand andnapply congruence, similarity, and geometric transformations using various tools.

Circles

Compare the graph of a circle with its equation. Vary the terms in the equation and explore how the circle is translated and scaled in response. 5 Minute Preview


Lesson Info
Launch Gizmo

Congruence in Right Triangles

Apply constraints to two right triangles. Then drag their vertices around under those conditions. Determine under what conditions the triangles are guaranteed to be congruent. 5 Minute Preview


Lesson Info
Launch Gizmo

Dilations

Dilate a figure and investigate its resized image. See how scaling a figure affects the coordinates of its vertices, both in (x, y) form and in matrix form. 5 Minute Preview


Lesson Info
Launch Gizmo

Perimeters and Areas of Similar Figures

Manipulate two similar figures and vary the scale factor to see what changes are possible under similarity. Explore how the perimeters and areas of two similar figures compare. 5 Minute Preview


Lesson Info
Launch Gizmo

Proving Triangles Congruent

Apply constraints to two triangles. Then drag the vertices of the triangles around and determine which constraints guarantee congruence. 5 Minute Preview


Lesson Info
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Reflections

Reshape and resize a figure and examine how its reflection changes in response. Move the line of reflection and explore how the reflection is translated. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of a game where players create rock art using ancient symbols, exploring transformations to match rock paintings.

Rock Art (Transformations)

Create your own rock art with ancient symbols. Each symbol can be translated, rotated, and reflected. After exploring each type of transformation, see if you can use them to match ancient rock paintings. 5 Minute Preview


Lesson Info
Launch Gizmo

Rotations, Reflections, and Translations

Rotate, reflect, and translate a figure in the plane. Compare the translated figure to the original figure. 5 Minute Preview


Lesson Info
Launch Gizmo

Similar Figures

Vary the scale factor and rotation of an image and compare it to the preimage. Determine how the angle measures and side lengths of the two figures are related. 5 Minute Preview


Lesson Info
Launch Gizmo

Similarity in Right Triangles

Divide a right triangle at the altitude to the hypotenuse to get two similar right triangles. Explore the relationship between the two triangles. 5 Minute Preview


Lesson Info
Launch Gizmo

Translations

Translate a figure horizontally and vertically in the plane and examine the matrix representation of the translation. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.3.8.A.3: : Understand andnapply the Pythagorean Theorem to solve problems.

Circles

Compare the graph of a circle with its equation. Vary the terms in the equation and explore how the circle is translated and scaled in response. 5 Minute Preview


Lesson Info
Launch Gizmo

Distance Formula

Explore the distance formula as an application of the Pythagorean theorem. Learn to see any two points as the endpoints of the hypotenuse of a right triangle. Drag those points and examine changes to the triangle and the distance calculation. 5 Minute Preview


Lesson Info
Launch Gizmo

Pythagorean Theorem

Explore the Pythagorean Theorem using a dynamic right triangle. Examine a visual, geometric application of the Pythagorean Theorem, using the areas of squares on the sides of the triangle. 5 Minute Preview


Lesson Info
Launch Gizmo

Pythagorean Theorem with a Geoboard

Build right triangles in an interactive geoboard and build squares on the sides of the triangles to discover the Pythagorean Theorem. 5 Minute Preview


Lesson Info
Launch Gizmo

Surface and Lateral Areas of Pyramids and Cones

Vary the dimensions of a pyramid or cone and investigate how the surface area changes. Use the dynamic net of the solid to compute the lateral area and the surface area of the solid. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.3.8.A.1: : Apply the conceptsnof volume of cylinders, cones, and spheres to solve real-world and mathematical problems.


CC.2.3.8.A.1: : Apply the conceptsnof volume of cylinders, cones, and spheres to solve real-world and mathematical problems.

Prisms and Cylinders

Vary the height and base-edge or radius length of a prism or cylinder and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of an oblique prism or cylinder to the volume of a right prism or cylinder. 5 Minute Preview


Lesson Info
Launch Gizmo

Pyramids and Cones

Vary the height and base-edge or radius length of a pyramid or cone and examine how its three-dimensional representation changes. Determine the area of the base and the volume of the solid. Compare the volume of a skew pyramid or cone to the volume of a right pyramid or cone. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.3.8.A.2: : Understand andnapply congruence, similarity, and geometric transformations using various tools.


CC.2.3.8.A.2: : Understand andnapply congruence, similarity, and geometric transformations using various tools.

Circles

Compare the graph of a circle with its equation. Vary the terms in the equation and explore how the circle is translated and scaled in response. 5 Minute Preview


Lesson Info
Launch Gizmo

Congruence in Right Triangles

Apply constraints to two right triangles. Then drag their vertices around under those conditions. Determine under what conditions the triangles are guaranteed to be congruent. 5 Minute Preview


Lesson Info
Launch Gizmo

Dilations

Dilate a figure and investigate its resized image. See how scaling a figure affects the coordinates of its vertices, both in (x, y) form and in matrix form. 5 Minute Preview


Lesson Info
Launch Gizmo

Perimeters and Areas of Similar Figures

Manipulate two similar figures and vary the scale factor to see what changes are possible under similarity. Explore how the perimeters and areas of two similar figures compare. 5 Minute Preview


Lesson Info
Launch Gizmo

Proving Triangles Congruent

Apply constraints to two triangles. Then drag the vertices of the triangles around and determine which constraints guarantee congruence. 5 Minute Preview


Lesson Info
Launch Gizmo

Reflections

Reshape and resize a figure and examine how its reflection changes in response. Move the line of reflection and explore how the reflection is translated. 5 Minute Preview


Lesson Info
Launch Gizmo
Screenshot of a game where players create rock art using ancient symbols, exploring transformations to match rock paintings.

Rock Art (Transformations)

Create your own rock art with ancient symbols. Each symbol can be translated, rotated, and reflected. After exploring each type of transformation, see if you can use them to match ancient rock paintings. 5 Minute Preview


Lesson Info
Launch Gizmo

Rotations, Reflections, and Translations

Rotate, reflect, and translate a figure in the plane. Compare the translated figure to the original figure. 5 Minute Preview


Lesson Info
Launch Gizmo

Similar Figures

Vary the scale factor and rotation of an image and compare it to the preimage. Determine how the angle measures and side lengths of the two figures are related. 5 Minute Preview


Lesson Info
Launch Gizmo

Similarity in Right Triangles

Divide a right triangle at the altitude to the hypotenuse to get two similar right triangles. Explore the relationship between the two triangles. 5 Minute Preview


Lesson Info
Launch Gizmo

Translations

Translate a figure horizontally and vertically in the plane and examine the matrix representation of the translation. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.3.8.A.3: : Understand andnapply the Pythagorean Theorem to solve problems.


CC.2.3.8.A.3: : Understand andnapply the Pythagorean Theorem to solve problems.

Circles

Compare the graph of a circle with its equation. Vary the terms in the equation and explore how the circle is translated and scaled in response. 5 Minute Preview


Lesson Info
Launch Gizmo

Distance Formula

Explore the distance formula as an application of the Pythagorean theorem. Learn to see any two points as the endpoints of the hypotenuse of a right triangle. Drag those points and examine changes to the triangle and the distance calculation. 5 Minute Preview


Lesson Info
Launch Gizmo

Pythagorean Theorem

Explore the Pythagorean Theorem using a dynamic right triangle. Examine a visual, geometric application of the Pythagorean Theorem, using the areas of squares on the sides of the triangle. 5 Minute Preview


Lesson Info
Launch Gizmo

Pythagorean Theorem with a Geoboard

Build right triangles in an interactive geoboard and build squares on the sides of the triangles to discover the Pythagorean Theorem. 5 Minute Preview


Lesson Info
Launch Gizmo

Surface and Lateral Areas of Pyramids and Cones

Vary the dimensions of a pyramid or cone and investigate how the surface area changes. Use the dynamic net of the solid to compute the lateral area and the surface area of the solid. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.4.8: : Measurement, Data, andnProbability


CC.2.4.8.B.1: : Analyze and/orninterpret bivariate data displayed in multiple representations.

Correlation

Explore the relationship between the correlation coefficient of a data set and its graph. Fit a line to the data and compare the least-squares fit line. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.4.8.B: : Statistics and Probability


CC.2.4.8.B.1: : Analyze and/orninterpret bivariate data displayed in multiple representations.

Correlation

Explore the relationship between the correlation coefficient of a data set and its graph. Fit a line to the data and compare the least-squares fit line. 5 Minute Preview


Lesson Info
Launch Gizmo

CC.2.4.8.B.1: : Analyze and/orninterpret bivariate data displayed in multiple representations.


CC.2.4.8.B.1: : Analyze and/orninterpret bivariate data displayed in multiple representations.

Correlation

Explore the relationship between the correlation coefficient of a data set and its graph. Fit a line to the data and compare the least-squares fit line. 5 Minute Preview


Lesson Info
Launch Gizmo

Correlation last revised: 3/31/2025

About STEM Cases

Students assume the role of a scientist trying to solve a real world problem. They use scientific practices to collect and analyze data, and form and test a hypothesis as they solve the problems.

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Each STEM Case uses realtime reporting to show live student results.
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STEM Cases take between 30-90 minutes for students to complete, depending on the case.

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© 2025 ExploreLearning. All rights reserved. Gizmo and Gizmos are registered trademarks of ExploreLearning. STEM Cases, Handbooks and the associated Realtime Reporting System are protected by US Patent No. 10,410,534

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