Goals of the Game
Goal Building
Kids struggle with the order of operations. It is an important foundational concept that upper elementary students need to have automatic in their brains. The objective of this game would be compete against others to build correct equations using number and operation cards using the order of operations rules. Not only do players compete for correct mathematical expressions but also score point for complexity. The goal would be for learners to practice and eventually master the order of operations (for automaticity in process).
- Choose cards.
- Analyze which numbers could potentially add/subtract/multiply/divide to target number.
- Create equation based on constraints.
- Check equation.
Rules-ish
Game Goal/Objective: Players create a valid mathematical equation using their Building Block cards to match or get as close as possible to the Design Target. They must apply the correct order of operations (PEMDAS) when constructing their equation.
1. Draw Cards
- At the start of each round, each player draws 6 Building Block Cards (numerals) and chooses one each of operation cards, parentheses, and exponent cards -- every player gets one of each.
- The Design Target card is revealed for that round (e.g., 36).
2. Building the Equation:
- Players use their Architect Table to work out equations (as needed) and arrange their Building Block cards.
- Using more cards adds complexity and potential for bonus points.
3. Submitting an Equation:
- When a player completes their equation, they submit it by writing a final version on their Architect Table and announcing "Blueprint Ready!" This locks in their solution for that round.
4. Accuracy Check:
- Once a player submits their equation, the other players or a designated "judge" check its accuracy by verifying the order of operations and calculations.
- If correct, the player earns points based on accuracy and possible bonus point for complexity.
- If incorrect, the player does not receive any points.
- Accuracy: Matching or getting closest (+/- 2 either way) to the Design Target.
- Complexity: Using 4 or more cards or parentheses adds a bonus point each.
- Speed: The first player to submit a correct equation earns a speed bonus.
- Players may challenge another player's equation if they believe it is incorrect.
- A successful challenge earns the challenger a point -- an incorrect challenge loses them a point.
- The game ends after a set number of rounds.
- The player with the most points (accuracy, complexity, and speed bonuses) at the end of the game wins.
- Exponents are added.
- Design Target numbers are higher.
I did a bit of reflection based on the friendly tips in Goals, Rules, and Mechanics.
Elaborate missions and quests: Learning goal is to master order of operations. The overall game goal is to write correct equations in order to collect as many points as possible -- and points are based on accuracy (writing a correct equation) and bonus points for speed and complexity.
Engagement with learning goals: Thinking through this - the learning goals are about accuracy and proper use. The game goals are to get as many points as possible, which can only be earned by using order of operations correctly.
Embed the learning activities in the game: The game centers around independent practice and mastery of order of operations as well as solving problems using order of operations (comprehension).
Challenges and Purpose of the Challenge: There is definitely some challenge and creativity, all with purpose. Students need to create equations based on the cards they draw - this encourages deeper understanding of the order of operations because it requires them to craft their own equation rather than just solve the equation. Each challenge in the game -- solving for the Design Target using order of operations -- aligns with the core learning goal of demonstrating master of OofO. Balancing speed and accuracy mimics real-world problem-solving, where students must use mental math skills under pressure. Speed is not a driving force, per se, but the first person correct does get a Bonus point. The points, however, are rooted in accuracy.
Things to Consider:
1. Add mini-challenges within each round such as solve only using a limited set of operations.
2. Add iterative learning -- if a player makes a mistake and does not accurately create the equation the first time, they can try again for less points. This would help students correct their understanding in real time.
3. To help with transfer of learning, maybe have a post-game reflection/discussion where students analyze how they solved problems in the game and how those same principles may apply to other math problems.