Perform and describe translations, reflections, and 90° rotations on the coordinate plane; decide whether figures are congruent or similar; use scale factor to map lengths and coordinates; and connect coordinate rules to game sprites, photo crops, and map scales.
What you’ll learn
Reflecting across x=a sends x to 2a−x; identify a move from two points, apply sequences in order, and remember that rigid motions keep lengths while dilations scale them.
Translations add (h,k) to coordinates; reflections flip signs according to the mirror line; 90° CCW rotation about the origin sends (x,y) to (−y,x).
Congruent figures match size and shape via rigid motions; similar figures have equal angles and side lengths in proportion.
Scale factor k multiplies lengths; a dilation (x,y)↦(kx,ky) about the origin preserves angle measures.
Order matters when you chain moves: reflect then translate may land differently than translate then reflect.
Coordinate rules connect to distance and slope tools when you verify side lengths after a move.
A research-backed week of short routines that help a student study less and remember more: spacing, self-quizzing, and a calmer week before tests.
Learning acts
Discover
Think about this
How can you tell whether two triangles are congruent from a list of side lengths without graphing?
Every sprite move on a grid is a transformation; congruence keeps size, similarity scales it.
Introduction to transformations | Geometry | Khan Academy (12:12)
Learn
Read each section like a formula card: why it matters, the steps, one worked example, then the check. Try the steps yourself before moving to Practice.
Translation (slide)
How to do it:
1. Slide every point by the same vector (h,k).
2. Rule: (x,y)↦(x+h,y+k).
3. Check one vertex, then apply the same pair to every vertex.
Worked example: Move right 3 and down 2:(x,y)↦(x+3,y−2). The point (−2,5) goes to (1,3).
Check: every point must move the same direction and distance. Changing only one vertex breaks congruence.
Reflection (flip)
How to do it:
1. Flip across a line.
2. Across the x-axis: (x,y)↦(x,−y). Across the y-axis: (x,y)↦(−x,y). Across y=x:(x,y)↦(y,x).
3. Sketch the mirror line first so signs do not wander.
Worked example: Reflect (4,−1) across the x-axis to (4,1). Reflect (3,2) across the y-axis to (−3,2). A game avatar mirrored across a vertical line uses the y-axis rule.
Check: reflecting across the x-axis does not negate x.(4,−1) must not become (−4,−1).
Reflect across lines like x=2 or y=−1
How to do it:
1. A vertical mirror x=a keeps y and sends x to 2a−x: the image lands as far past the line as the point started before it.
2. A horizontal mirror y=b keeps x and sends y to 2b−y.
3. Check with distances: the point and its image are the same distance from the mirror line.
Worked example: reflect (5,3) across x=2:x becomes 2(2)−5=−1, so the image is (−1,3). Reflect (4,6) across y=−1:y becomes 2(−1)−6=−8, so the image is (4,−8).
Check:(5,3) is 3 units right of x=2, and (−1,3) is 3 units left of it. The axes are the special cases a=0 and b=0.
Rotation 90° about the origin
How to do it:
1. Use counterclockwise about (0,0) unless a problem says otherwise.
3. Label clockwise versus counterclockwise on the sketch.
Worked example: Rotate (2,1)90° CCW about the origin to (−1,2). Rotate (2,3) the same way to (−3,2).
Check: swapping coordinates without the sign pattern is not a 90° turn. Clockwise uses a different rule than counterclockwise.
Identify the transformation from coordinates
How to do it:
1. Line up each preimage point with its image and compare coordinates.
2. The same amount added to every x and every y: a translation. One coordinate flips sign: a reflection over an axis. Coordinates swap with a sign pattern: a rotation of 90°. Both coordinates multiplied by the same number: a dilation.
3. Confirm the rule on a second point before you name the move.
Worked example:(2,3)↦(5,1) and (0,0)↦(3,−2): add 3 to x and −2 to y, a translation by (3,−2).(2,3)↦(−3,2): the rule (x,y)↦(−y,x), a 90° counterclockwise rotation. (2,3)↦(4,6): a dilation with k=2.
Check: one point is never enough. (2,3)↦(−2,3) could be a reflection over the y-axis or a translation by (−4,0); a second point settles it.
Sequences of transformations
How to do it:
1. Apply the moves one at a time, in the order given, writing the coordinates after each step.
2. To carry one figure onto another, first match orientation (reflect if the figure is flipped), then rotate if needed, then translate to line up a vertex.
3. Order matters: reflecting then translating usually differs from translating then reflecting.
Worked example: reflect (1,2) across the y-axis to get (−1,2), then translate by (0,−5) to get (−1,−3). In the other order: translate first to (1,−3), then reflect to (−1,−3), the same result because the translation was vertical. With a horizontal translation by (3,0), the two orders give (2,2) and (−4,2).
Check: any sequence of translations, reflections, and rotations produces a congruent figure. Adding a dilation makes the figures similar instead.
Congruence, similarity, and dilation
How to do it:
1. Congruent figures match in size and shape; one can be carried onto the other by rigid motions.
2. Similar figures have equal angle measures and proportional side lengths. Scale factor k multiplies every length.
3. Dilation about (0,0):(x,y)↦(kx,ky).k>1 enlarges; 0<k<1 shrinks. Lengths scale by k; areas scale by k2.
Worked example: Two sprites that differ only by a mirror flip are congruent. A mini-map icon with k=3 is similar, not congruent. A photo pinch to 150% is k=1.5. Map scale 1 cm : 5 km is a dilation relating drawing lengths to real lengths.
Check: order matters when you chain moves: reflect then translate may land differently than translate then reflect. Stretching only width breaks similarity.
What stays the same
How to do it:
1. Rigid motions keep lengths, angle measures, and parallel lines; lines go to lines, and segments go to segments of the same length.
2. Dilations keep angle measures and parallel lines but multiply every length by k.
3. Verify a length with the distance formula, and a right angle by checking the slopes of the sides.
Worked example: a triangle with vertices (0,0),(3,0),(0,4) has sides 3,4,5 and a right angle at the origin. After a 90° rotation the vertices are (0,0),(0,3),(−4,0): still 3,4, and 16+9=5. After a dilation by k=2 the sides are 6,8,10, and the angle is still 90°.
Check: if a side length changed after a "rigid motion," a coordinate was copied wrong. Parallel sides stay parallel under every transformation in this topic.
Key points to remember
Reflecting across x=a sends x to 2a−x; identify a move from two points, apply sequences in order, and remember that rigid motions keep lengths while dilations scale them.
Translations add (h,k) to coordinates; reflections flip signs according to the mirror line; 90° CCW rotation about the origin sends (x,y) to (−y,x).
Congruent figures match size and shape via rigid motions; similar figures have equal angles and side lengths in proportion.
Scale factor k multiplies lengths; a dilation (x,y)↦(kx,ky) about the origin preserves angle measures.
Order matters when you chain moves: reflect then translate may land differently than translate then reflect.
Coordinate rules connect to distance and slope tools when you verify side lengths after a move.
Practice
Practice what you learned
Apply what you read with the activities below. Use calculators and formula sheets as needed; scored quizzes are in Apply.
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Apply
Apply what you learned
The best check is explaining Transformations & Similarity in your own words. The tutor listens like a curious friend and asks clarifying questions. No score, no grade.
Explain it in your own words
Explain Transformations & Similarity as if to someone who has never heard of it. The tutor responds like a curious learner with clarifying questions, not a score.
+Reflection prompts (optional)
How can you tell whether two triangles are congruent from a list of side lengths without graphing?
Why does a 90° rotation about the origin swap and change signs of coordinates but keep side lengths?
When is a map drawing similar to real terrain but not congruent?
+Optional: scored check
Want a scored check? Open it here. The teach-back above does not require finishing it.
The scored check opens up once you have spent a little time in Learn and Practice. Recall sticks best after you have engaged with the material first.