Equation Quest: Design a Mobile Game to Solve Equations
Created bySteve Morris
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Equation Quest: Design a Mobile Game to Solve Equations

Grade 7Math4 days
5.0 (1 rating)
In "Equation Quest," 7th-grade students design a mobile game integrating mathematical equations to create an engaging learning experience. Students translate real-world scenarios into equations, design game mechanics around equation-solving, and balance game difficulty with player engagement. The project culminates in a refined game design, emphasizing equation accuracy and clarity, and iterative design based on peer feedback.
Equation SolvingGame DesignMobile GameVariable RepresentationReal-World ScenariosGame BalancingPlayer Engagement
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Inquiry Framework

Question Framework

Driving Question

The overarching question that guides the entire project.How can we design a mobile game that uses mathematical equations to create an engaging and challenging learning experience for players?

Essential Questions

Supporting questions that break down major concepts.
  • How can we represent real-world situations using equations with variables?
  • How can we design game mechanics that effectively use equation-solving skills?
  • What strategies can be used to solve one-variable equations?
  • How do you balance game difficulty and player engagement when incorporating mathematical challenges?

Standards & Learning Goals

Learning Goals

By the end of this project, students will be able to:
  • Understand how to represent quantities with variables in equations.
  • Learn to solve one-variable equations.
  • Design game mechanics that utilize equation-solving skills.
  • Balance game difficulty with player engagement.

Common Core Standards

7.EE.4
Primary
Use variables to represent quantities in a real-world problem and construct simple equations and inequalities to solve problems.Reason: Directly addresses the use of variables and equation construction, which is central to the game's design and mechanics.

Entry Events

Events that will be used to introduce the project to students

The Mysterious Letter

Students receive a mysterious letter from a fictional game company CEO. The letter states that the company needs help designing a new math-based mobile game and invites the students to participate in a design competition. This creates a sense of purpose and challenges students to use their math skills creatively.

The Unfair Game

Students play a simple equation-solving game where their scores are visibly displayed on a leaderboard. However, the game has intentionally unbalanced scoring, leading to some students quickly gaining unfair advantages. The class discusses the role of equations in creating fair and balanced game mechanics, prompting them to consider the ethical implications of game design.

Genre Brainstorm

Divide the class into small groups and provide each group with a different game genre (puzzle, adventure, strategy, etc.). Each group brainstorms how equations could be integrated into their assigned genre to create engaging gameplay. This promotes collaboration and allows for diverse approaches to game design.
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Portfolio Activities

Portfolio Activities

These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.
Activity 1

Equation Scenario Builder

Students will start by brainstorming real-world scenarios that can be represented using mathematical equations. They will then translate these scenarios into simple equations using variables to represent unknown quantities.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Brainstorm real-world scenarios where quantities are unknown (e.g., calculating the total cost of items, determining the distance traveled).
2. For each scenario, identify the unknown quantity and assign a variable to represent it.
3. Write an equation that represents the relationship between the known and unknown quantities in each scenario.

Final Product

What students will submit as the final product of the activityA collection of real-world scenarios, each accompanied by a corresponding equation using variables.

Alignment

How this activity aligns with the learning objectives & standardsAligns with 7.EE.4 (representing quantities with variables) and Learning Goal: Understand how to represent quantities with variables in equations.
Activity 2

Equation Quest Balancer

Students will refine their game mechanics to balance difficulty and engagement. They will test their game mechanics with peers and gather feedback on the difficulty and enjoyment levels.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Test the designed game mechanics with peers and gather feedback on the difficulty and enjoyment levels.
2. Analyze the feedback and identify areas where the game mechanics can be improved.
3. Adjust the equation complexity and rewards to balance difficulty and engagement.
4. Document the changes made and explain the rationale behind them.

Final Product

What students will submit as the final product of the activityA refined game design document that incorporates feedback on difficulty and engagement, with specific adjustments made to equation complexity and rewards.

Alignment

How this activity aligns with the learning objectives & standardsAligns with 7.EE.4 and Learning Goal: Balance game difficulty with player engagement.
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Rubric & Reflection

Portfolio Rubric

Grading criteria for assessing the overall project portfolio

Equation Quest Game Design Rubric

Category 1

Equation Scenario Building

Assesses the student's ability to translate real-world situations into mathematical equations using variables.
Criterion 1

Equation Accuracy

Accuracy of translating real-world scenarios into mathematical equations.

Exemplary
4 Points

Accurately translates complex real-world scenarios into sophisticated equations, demonstrating a deep understanding of variable representation and relationships.

Proficient
3 Points

Accurately translates most real-world scenarios into equations, demonstrating a solid understanding of variable representation and relationships.

Developing
2 Points

Translates some real-world scenarios into equations with occasional errors or omissions, demonstrating a basic understanding of variable representation.

Beginning
1 Points

Struggles to translate real-world scenarios into equations, showing limited understanding of variable representation.

Criterion 2

Clarity and Completeness

Clarity and completeness of the scenarios and equations.

Exemplary
4 Points

Presents scenarios and equations with exceptional clarity and detail, making it easy to understand the relationships and context.

Proficient
3 Points

Presents scenarios and equations with good clarity and detail, making it easy to understand the relationships and context.

Developing
2 Points

Presents scenarios and equations with some clarity, but may lack detail in certain areas, making it somewhat difficult to understand the relationships.

Beginning
1 Points

Lacks clarity and detail, making it difficult to understand the scenarios, equations, and their relationships.

Criterion 3

Scenario Variety and Complexity

Variety and complexity of the real-world scenarios chosen.

Exemplary
4 Points

Chooses a diverse range of complex and challenging real-world scenarios, demonstrating creativity and broad application of equation modeling.

Proficient
3 Points

Chooses a good variety of real-world scenarios with appropriate complexity, demonstrating effective application of equation modeling.

Developing
2 Points

Chooses limited variety of real-world scenarios with some complexity, demonstrating basic application of equation modeling.

Beginning
1 Points

Chooses very basic and limited real-world scenarios, showing minimal understanding of equation modeling.

Category 2

Equation Quest Balancing

Focuses on the student's ability to refine game mechanics based on feedback to achieve balance between difficulty and player engagement.
Criterion 1

Testing and Feedback

Thoroughness of testing and feedback gathering from peers.

Exemplary
4 Points

Conducts extensive testing with a diverse group of peers, gathering comprehensive and insightful feedback on various aspects of the game mechanics.

Proficient
3 Points

Conducts thorough testing with peers, gathering detailed and relevant feedback on the game mechanics.

Developing
2 Points

Conducts limited testing with peers, gathering some feedback on the game mechanics, but may lack depth.

Beginning
1 Points

Conducts minimal testing with limited feedback from peers, showing insufficient effort in gathering feedback.

Criterion 2

Feedback Analysis

Effectiveness of analyzing feedback and identifying areas for improvement.

Exemplary
4 Points

Demonstrates exceptional ability to analyze feedback and identify key areas for improvement, showing a deep understanding of game balancing principles.

Proficient
3 Points

Effectively analyzes feedback and identifies relevant areas for improvement in the game mechanics.

Developing
2 Points

Analyzes feedback and identifies some areas for improvement, but may miss key aspects of game balancing.

Beginning
1 Points

Struggles to analyze feedback effectively, showing limited understanding of game balancing principles.

Criterion 3

Balancing Adjustments

Quality of adjustments made to balance difficulty and engagement, with justification.

Exemplary
4 Points

Implements innovative and well-justified adjustments that significantly enhance game balance and player engagement, demonstrating a deep understanding of game design principles.

Proficient
3 Points

Implements effective and well-justified adjustments that improve game balance and player engagement.

Developing
2 Points

Implements some adjustments with limited justification, showing some improvement in game balance and player engagement.

Beginning
1 Points

Implements minimal adjustments with poor justification, showing little improvement in game balance and player engagement.

Criterion 4

Documentation

Clarity and completeness of documentation of changes and rationale.

Exemplary
4 Points

Provides exceptionally clear, comprehensive, and insightful documentation of all changes made, with detailed rationale and evidence of improved game balance and engagement.

Proficient
3 Points

Provides clear and complete documentation of changes made, with a detailed rationale for each adjustment.

Developing
2 Points

Provides documentation of changes, but may lack detail or clarity in the rationale.

Beginning
1 Points

Provides minimal and unclear documentation of changes, with little to no rationale provided.

Reflection Prompts

End-of-project reflection questions to get students to think about their learning
Question 1

How did your understanding of variables and equations evolve as you designed your game?

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Question 2

What was the most challenging aspect of incorporating equation-solving into your game's mechanics, and how did you overcome it?

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Question 3

To what extent do you think your game effectively balances mathematical challenge and player engagement?

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Question 4

If you were to continue working on this project, what specific improvements or new features would you add to further enhance the game's educational value and entertainment?

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