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Term two · sessions 10 to 18

The angle wheel

Put the turtle’s starting point on the centre dot. Before he runs anything, he points at the number he thinks the turtle will land on. Predicting first is what turns this from drawing into mathematics.

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3 sidesturn 120°
4 sidesturn 90°
5 sidesturn 72°
6 sidesturn 60°
8 sidesturn 45°
10 sidesturn 36°
The 360 rule. To draw a shape with n equal sides, the turtle turns 360 / n degrees at every corner — and by the time it gets back to the start it has turned all the way round exactly once. That is the whole of term two in one line. A circle, in this game, is just a polygon with 360 sides that gave up trying to look like one.
The angle wheel · term twokrishpi.sreeb.dev