Design properties

Name
Mad Mathematician
Topic
math
Learning time
1 hour and 20 minutes
Designed 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, Solve, Play, Use, Construct
Editor
EllaRB

Timeline controls

Timeline

INTRO
8 minutes)
  • Discuss
    5
    25
    0
    shortly discuss about math concept that need to be used. Percentage, ratio, equations.
  • Read Watch Listen
    3
    1
    1
    Students by themselves, read the intro in Mad Scientist, the mission and they famillirize with characters as with the environment
Notes:
Resources linked: 0
MAD SCIENTIST escaperoom
15 minutes)
  • Investigate
    3
    1
    0
    Students investigate the escaperoom and decide about their course of action
  • Practice
    12
    1
    1
    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.
Notes:
Resources linked: 1
Designing a new room
57 minutes)
  • Discuss
    2
    25
    0
    Discuss about the basement of the house. There was no mission in the basement. Ideate with student what could be in basement
  • Collaborate
    20
    4
    0
    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.
  • Produce
    30
    4
    1
    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.
  • Investigate
    5
    4
    1
    Each group of students gives another group to test their new level. They investigate the basement, and they make peer-review for other groups.
Notes:
Resources linked: 0

Learning Experience

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