 Name
 Mad Mathematician
 Topic
 math
 Learning time
 1 hour and 20 minutes
 Designed learning time
 1 hour and 20 minutes
 Size of class
 25
 Description
 gamified math lesson
 Mode of delivery
 Blended
 Aims
 The aim of the lessons is to get students practice math concept and English vocabulary (percentage, ratios, equations) but in a informal way by playing and designing games.
 Outcomes


Calculate
calculate the percentage

Solve
solve a ratio, simple equation

Play
play an escaperoom game

Use
use existing escaperoom to make one more room

Construct
construct a new room (new level) for a game
Calculate, Solve, Play, Use, Construct
 Editor
 EllaRB
INTRO
8 minutes)

shortly discuss about math concept that need to be used. Percentage, ratio, equations.

Students by themselves, read the intro in Mad Scientist, the mission and they famillirize with characters as with the environment
Resources linked: 0
MAD SCIENTIST escaperoom
15 minutes)

Students investigate the escaperoom and decide about their course of action

Student practice their math skills in calculating percentage, ratios and solving simple equations by solving math problems applied to human skeleton. They need to solve the problems in order to escape from haunted house.
Resources linked: 1
Designing a new room
57 minutes)

Discuss about the basement of the house. There was no mission in the basement. Ideate with student what could be in basement

Student collaborate together in a groups of four to make a new level, a new room in the basement. They need to make it accordantly to the rest of the game. Each math problem should incorporate ratios, percentage and bones (skeleton). Everything must be in English.
They need to design a room (using free images or vectors from pixabay or similar), create a math problem for it and think about exiting the haunted house and all the linkage needed between the rooms.

After making a good workflow for a new room, the students use the Genially tool, the existing escaperoom and they bulid a new room, a new task in the basement.

Each group of students gives another group to test their new level. They investigate the basement, and they make peerreview for other groups.
Resources linked: 0
Learning Experience
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Social learning graph will not display correctly, because one or more learning types do not have group size set.