Problem
Reasoning · Grade 2-2 Rules and Problem Solving
Read the code from the legend
The arrow gives the direction and the number the square count.
Reading 'go this far in this direction' is the same as following position words like right, left, up, and down.
K.G.A.1Draw A DiagramMark a starting point and make the first three moves
Left 2, down 2, right 1 draws three joined segments.
Doing one arrow at a time keeps each move simple -- you only think about a single direction and a small count.
K.G.A.1Identify SubproblemsMake the next two moves
Up 1 and right 1 make a small notch.
Each new segment simply starts where the last one stopped, like walking step by step.
K.G.A.1Draw A DiagramMake the last two moves
Down 3 and left 4 finish with two long segments.
The bigger counts (3 and 4) are just longer straight strokes in one direction, no harder than the short ones.
K.G.A.1Draw A DiagramFind where the line ends
Totalling each axis puts the end 4 left and 4 down.
Counting all the left/right moves together and all the up/down moves together tells you exactly where the pen finishes.
2.OA.A.1Identify SubproblemsAdding up all the left-and-right moves together and all the up-and-down moves together tells you exactly where the pen stops.
Why?
A sideways move never changes how far up or down the pen is, so the two directions can be totalled apart from each other.
Why?
Regrouping the moves into two piles cannot change where they end up, because reordering a sum never changes its total.
Each symbol is just 'go this many squares this way' -- follow them in order like footsteps and the line draws itself!
- Read the code from the legend
- Mark a starting point and make the first three moves
- Make the next two moves
- Make the last two moves
- Find where the line ends