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Overview

Daniel Budd edited this page Apr 11, 2026 · 1 revision

Overview

A two-minute summary of what Geometry Playground is, who it's for, and what it teaches.

What it is

Geometry Playground is a six-chapter high school geometry curriculum taught through Swift code. Students learn mathematical concepts by writing programs that draw them. Each chapter introduces a new programming idea (sequences, variables, loops, conditionals, functions, composition) alongside the geometric idea it makes possible (coordinate geometry, shape properties, regular polygons, classification, similarity, composite figures).

It runs on iPad or Mac via the free Swift Playgrounds app, as a downloadable Playground Book subscription. The reading material (chapter walkthroughs, exercises, solutions, vocabulary popovers) lives on the companion website at dbbudd.github.io.

Who it's for

  • Year 9 to Year 11 students (Grade 9 to Grade 11) taking their first formal geometry course
  • High school maths teachers looking for a technology-integrated alternative to textbook exercises
  • Students working independently who want a self-paced introduction to both geometry and Swift
  • Robotics and computing teachers who want a concrete, visual way into the idea of writing code

The curriculum assumes comfort with basic algebra and familiarity with iPads, but no prior programming experience. A motivated student with no Swift background can start from Chapter I and finish the course without external tutorials.

What it teaches

Chapter Maths Programming
I. Coordinate Geometry with Sequences coordinates, angles, basic shapes writing sequences of commands
II. Shape Properties with Variables irregular polygons, symmetry, area variables and reusable values
III. Polygon Patterns with Loops regular polygons, interior angle formula, rotational symmetry for loops, nested loops
IV. Sorting Shapes with Conditionals triangle and quadrilateral classification if / else, Boolean logic, interactive input
V. Similarity with Functions scale, dilation, similar figures functions, parameters, reusable code
VI. Composite Figures in Action composition, decomposition, real world modelling combining everything into scenes

Every chapter finishes with a preview of the next, and every chapter after the first references material from earlier chapters as retrieval practice.

Curriculum alignment

The curriculum is designed against Integrated Mathematics 1 (IM1) as the primary alignment, with explicit extensions into IM2 and IM3 noted in per-section tables. It maps cleanly onto the Common Core State Standards (US), the UK National Curriculum Key Stage 3 and GCSE, and the Australian Curriculum for Years 9 to 10.

A full curriculum alignment table is available on the live site home page (scroll to "Integrated Maths Connections"). A deeper per-standard breakdown will eventually live on this wiki.

What makes it different

Most geometry curricula use diagrams on paper or pre-built interactive tools where the student manipulates a shape someone else built. Geometry Playground is different in three ways.

1. Students write the code

They don't click sliders on pre-built shapes; they write the Swift that builds the shapes. The act of writing the code is the act of thinking about the geometry.

2. The walking metaphor

The Pen API is framed around the idea of a student walking across a sheet of paper with a pen in their hand. When they turn 90 degrees, they turn 90 degrees. When they walk 100 units, they walk. This kinesthetic framing (rather than the traditional "turtle") has consistently produced better retention in classroom testing because students can physically rehearse what the pen is doing.

3. Accessibility and inclusivity baked in

The companion website supports text size control, Dyslexic font (OpenDyslexic), Light / Sepia / Dark themes, vocabulary popovers on over 70 mathematical and programming terms, site wide search, a mobile navigation drawer, a reading progress indicator, and screen reader support. These features aren't optional extras; they're core to how the curriculum is delivered.

What it isn't

  • Not a full Swift course. It teaches just enough Swift to do interesting geometry. Students who want to build apps afterwards should move on to Apple's own Learn to Code or Develop in Swift.
  • Not a replacement for classroom instruction. It's a rich self-paced resource that works best alongside a teacher guiding discussion, introducing misconceptions to avoid, and helping with stuck moments.
  • Not pre-assessed. You'll need your own rubrics and assessment tools, or you can use the sample rubrics coming to this wiki.
  • Not a one-size-fits-all pacing. Different classes will move at very different speeds. Chapter I can take anywhere from one to three weeks depending on how much direct instruction you add.

How long does it take

Rough estimates for a typical Year 9 class of mixed ability:

Chapter Estimated time
I. Coordinate Geometry with Sequences 2 weeks (8 to 10 lessons)
II. Shape Properties with Variables 3 weeks (12 to 15 lessons)
III. Polygon Patterns with Loops 2 weeks (8 to 10 lessons)
IV. Sorting Shapes with Conditionals 2 weeks (8 to 10 lessons)
V. Similarity with Functions 3 weeks (12 to 15 lessons)
VI. Composite Figures in Action 2 weeks (8 to 10 lessons)

Total: roughly 14 weeks of lessons, which fits neatly inside a typical semester or half-year unit. For a full year course, add one or two extension weeks for revision or project based assessment at the end.

Next steps

Ready to adopt it in your classroom? Continue to Setup for the install and deployment guide.

Running into a problem? See Troubleshooting.

Want to build something similar for your own subject? See the Library API reference.

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