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 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
- Editor
- EllaRB
Timeline controls
Timeline
INTRO
8 minutes)
-
Discuss525shortly discuss about math concept that need to be used. Percentage, ratio, equations.
-
Read Watch Listen31Students 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)
-
Investigate31Students investigate the escaperoom and decide about their course of action
-
Practice121Student 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)
-
Discuss225Discuss about the basement of the house. There was no mission in the basement. Ideate with student what could be in basement
-
Collaborate204Student 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.
-
Produce304After 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.
-
Investigate54Each 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
One or more graphs might not display correctly, because one or more learning types do not have duration set.
Social learning graph will not display correctly, because no class size is set.
Social learning graph will not display correctly, because one or more learning types do not have group size set.