Welcome to the World of Symmetry and Transformation!

Hey everyone! Get ready to explore one of the most visual and creative parts of mathematics: Symmetry and Transformation. You see these ideas everywhere – in art, nature, video games, and even in your own reflection!

In this chapter, you'll learn how shapes can be flipped, slid, and turned. It's like being a graphic designer or an animator, using maths to control how objects move. Don't worry if it sounds complicated; we'll break it down into simple, easy steps. Let's get started!


Part 1: Symmetry - The Beauty of Balance

What is Symmetry?

Symmetry is when a shape or object has a sense of perfect balance. If you move it in a certain way (like flipping or turning it), it looks exactly the same as it did before. It's what makes a butterfly's wings or a starfish so pleasing to look at.

Two Main Types of Symmetry

Reflectional Symmetry (or Line Symmetry)

This is the one you're probably most familiar with. A shape has reflectional symmetry if you can draw a straight line through it and each side is a mirror image of the other.

This special line is called the axis of symmetry or line of symmetry.

- Example: A heart has one line of symmetry, right down the middle.
- Example: A square has four lines of symmetry (can you find them all?).
- Example: The letter 'A' has one vertical line of symmetry, while 'E' has one horizontal line of symmetry.

Rotational Symmetry

A shape has rotational symmetry if you can turn it around a central point and it looks the same before you've completed a full 360-degree turn.

The number of times a shape looks the same during a full turn is called its order of rotational symmetry.

- Example: A square looks the same 4 times when you rotate it around its centre. So, it has a rotational symmetry of order 4.
- Example: A pinwheel or a starfish also has rotational symmetry.

Key Takeaway for Symmetry

Symmetry is all about balance. Reflectional symmetry is a mirror image across a line. Rotational symmetry is when a shape looks the same after being turned around a point.


Part 2: Transformations - Moving Shapes Around

A transformation is a way of changing the position or orientation of a shape. Think of it as giving a shape instructions on how to move.

Key Terms to Know:
- Object: The original shape before it's moved.
- Image: The new shape after the transformation.

The transformations we will learn (translation, reflection, and rotation) are special because they don't change the shape's size or its angles. The image is always congruent to the object – they are identical twins, just in different places or facing different ways!

First, A Quick Refresher: The Coordinate Plane

Remember the coordinate plane? It's the grid with two main lines: the horizontal x-axis and the vertical y-axis. The point where they meet is called the origin, which is at coordinate $$(0, 0)$$

We find any point on the grid using its coordinates, written as $$(x, y)$$. Just remember: "You have to walk along the hall (x-axis) before you can go up or down the stairs (y-axis)."


Transformation 1: Translation (The Slide)

A translation is the simplest transformation. It's just a "slide". You move every single point of a shape the exact same distance and in the exact same direction.

Real-world analogy: Imagine sliding a chess piece across the board. It doesn't flip or turn; it just slides to a new square.

How to Translate a Point

Instructions for a translation are given as movements left/right and up/down.

- Moving right adds to the x-coordinate.
- Moving left subtracts from the x-coordinate.
- Moving up adds to the y-coordinate.
- Moving down subtracts from the y-coordinate.

If a point is at $$(x, y)$$ and we translate it $$a$$ units horizontally and $$b$$ units vertically, the new point (the image) will be at $$(x+a, y+b)$$

Step-by-Step Example:

Let's translate the point A(2, 1) by '4 units right and 3 units up'.

1. Start with the original x-coordinate: 2
2. Move 4 units right: $$2 + 4 = 6$$. The new x-coordinate is 6.
3. Start with the original y-coordinate: 1
4. Move 3 units up: $$1 + 3 = 4$$. The new y-coordinate is 4.
5. The image point A' is at (6, 4).

Common Mistake to Avoid!

Be careful with negative directions! Moving 'left' means subtracting from x, and moving 'down' means subtracting from y. Don't mix them up!

Key Takeaway for Translation

Translation is a slide. Just add or subtract from the x and y coordinates to find the new position of the image.


Transformation 2: Reflection (The Flip)

A reflection is a "flip". It's like looking in a mirror. Every point in the image is the same distance from the mirror line as the corresponding point in the object.

The mirror line is called the line of reflection.

Reflecting Across the x-axis

When you reflect a point across the horizontal x-axis, it's like the x-axis is a puddle. The point 'jumps' to the other side, but stays the same distance away from the edge of the puddle.

The Rule: To reflect a point $$(x, y)$$ across the x-axis, the image is $$(x, -y)$$.
Basically, the x-coordinate stays the same, and the y-coordinate flips its sign!

Example: Reflecting the point B(3, 4) across the x-axis gives the image B'(3, -4).

Reflecting Across the y-axis

When you reflect a point across the vertical y-axis, the y-axis is the mirror.

The Rule: To reflect a point $$(x, y)$$ across the y-axis, the image is $$(-x, y)$$.
This time, the y-coordinate stays the same, and the x-coordinate flips its sign!

Example: Reflecting the point C(-2, 5) across the y-axis gives the image C'(2, 5).

Memory Aid:

Here's an easy way to remember the rules:
- When you reflect in the x-axis, the x-coordinate stays the same.
- When you reflect in the y-axis, the y-coordinate stays the same.

Reflecting Across Other Horizontal or Vertical Lines

Sometimes the mirror line isn't an axis! What if you need to reflect across the line y = 2 or x = -1?

The 'Counting Squares' Method:
1. Pick a point on your object.
2. Count the number of squares from that point directly to the line of reflection.
3. Count the same number of squares on the other side of the line.
4. That's where your image point goes! Repeat for all corners of the shape.

Key Takeaway for Reflection

Reflection is a flip across a line. For reflections in the axes, just flip the sign of the *other* coordinate. For other lines, count the squares!


Transformation 3: Rotation (The Turn)

A rotation is a "turn". A shape is turned around a fixed point, called the centre of rotation. For our lessons, the centre of rotation will always be the origin (0, 0).

To describe a rotation, you need three things:
1. The centre of rotation (always the origin for us).
2. The angle of rotation (e.g., $$90^\circ, 180^\circ, 270^\circ$$).
3. The direction of rotation (clockwise or anti-clockwise).

Did you know?

In mathematics, anti-clockwise is considered the 'positive' direction for rotation. It's the standard way we measure rotational angles!

The Coordinate Rules for Rotation about the Origin (0,0)

These might seem tricky at first, but they follow a pattern. Let's focus on the standard anti-clockwise direction.

For any point $$(x, y)$$:

  • Rotation of 90° anti-clockwise: The new point is $$(-y, x)$$.
    (Trick: Swap x and y, then change the sign of the new first number)

  • Rotation of 180° (either direction): The new point is $$(-x, -y)$$.
    (Trick: Just flip the signs of both x and y)

  • Rotation of 270° anti-clockwise: The new point is $$(y, -x)$$.
    (Trick: Swap x and y, then change the sign of the new second number)

Quick Note: A 90° clockwise turn is the same as a 270° anti-clockwise turn. And a 270° clockwise turn is the same as a 90° anti-clockwise turn!

Step-by-Step Example:

Let's rotate the point D(4, 2) by 90° anti-clockwise about the origin.

1. Original point: $$(x, y) = (4, 2)$$.
2. The rule for 90° anti-clockwise is: $$(x, y) \to (-y, x)$$.
3. Apply the rule: The new x will be -y, so it's -2. The new y will be x, so it's 4.
4. The image point D' is at (-2, 4).

Key Takeaway for Rotation

Rotation is a turn around a point (the origin for us). Memorise the three key rules for 90°, 180°, and 270° anti-clockwise rotations. They are your secret weapon!


Part 3: Tessellations - Patterns that Fit Together

A tessellation is a pattern made of one or more shapes that fit together perfectly, without any gaps or overlaps. It's like tiling a floor!

Real-world examples: A honeycomb made by bees, a brick wall, bathroom floor tiles.

Why Do Some Shapes Tessellate?

The secret is in the corners! For a shape to tessellate, the angles of all the corners that meet at any single point (called a vertex) must add up to exactly 360 degrees. If they add up to less, there will be a gap. If they add up to more, they will overlap.

Which Regular Polygons Tessellate?

Only three regular polygons can tessellate all by themselves:

- Equilateral Triangles: Each angle is 60°. Six of them meet at a point ($$6 \times 60^\circ = 360^\circ$$).
- Squares: Each angle is 90°. Four of them meet at a point ($$4 \times 90^\circ = 360^\circ$$).
- Regular Hexagons: Each angle is 120°. Three of them meet at a point ($$3 \times 120^\circ = 360^\circ$$).

A regular pentagon can't tessellate because its interior angle is 108°, and you can't multiply 108 by any whole number to get 360!

Did you know?

All triangles (not just equilateral ones) and all quadrilaterals (not just squares) can create a tessellation! This is because the sum of their interior angles (180° for triangles and 360° for quadrilaterals) divides 360 perfectly.

Key Takeaway for Tessellations

Tessellation means tiling with shapes that have no gaps or overlaps. The angles around every meeting point must add up to exactly $$360^\circ$$.


Chapter Summary

Wow, you've learned a lot! You can now move shapes around the coordinate plane like a pro. Here's a final recap of everything.

Quick Review Box

- Symmetry: A shape has perfect balance. It can be reflectional (mirror image) or rotational (looks the same when turned).

- Translation (Slide): Move a shape without turning or flipping it. Just add/subtract from the coordinates.
$$(x, y) \to (x+a, y+b)$$

- Reflection (Flip): Flip a shape across a mirror line.
- Across x-axis: $$(x, y) \to (x, -y)$$
- Across y-axis: $$(x, y) \to (-x, y)$$

- Rotation (Turn): Turn a shape around the origin $$(0,0)$$.
- 90° anti-clockwise: $$(x, y) \to (-y, x)$$
- 180°: $$(x, y) \to (-x, -y)$$
- 270° anti-clockwise: $$(x, y) \to (y, -x)$$

- Tessellation (Tile): A repeating pattern of shapes with no gaps or overlaps. The angles at any vertex must sum to $$360^\circ$$.

Keep practising these moves, and you'll find them in art, design, and nature all around you. Great job!