Let’s Go Shopping!

Anngelia Allen

Ruth Maas

 


| Instructional Objective | Learners & Context | Object of Game | Game Materials |

| Time Required | Rules | Design Process | References |

 


Instructional Objective

The learners will be able to solve a variety of math equations as they play the Let’s Go Shopping! board game. The problems will be focused on the following seventh grade math standards:

1.2 Add, subtract, multiply, and divide rational numbers (integers, fractions, and terminating decimals) and take positive rational numbers to whole-number powers.


1.6 Calculate the percentage of increases and decreases of a quantity.

1.7 Solve problems that involve discounts, markups, commissions, and profit and compute simple and compound interest.

 


Learners & Context of Use

The Let’s Go Shopping! board game is designed for middle school students. The game can be modified for younger or older students by changing the game cards for questions to match different grade levels. The subject matter is mathematics, specifically targeting consumer math.

The game will be used primarily in a classroom setting. It is designed to be played more than once, both to reinforce the objectives after they are taught, and to review skills throughout the year. Prior to playing the game, a lesson should be taught with problems that are similar to those on the game cards. After playing the game a quiz containing equations similar to the game card questions should be administered to the students. Assess results for student understanding.

 


Object of the Game

The first player to correctly answer one question of each color and then answer the Final Question correctly wins.

 


Game Materials

This game requires the following materials:

§         Game Board: upper left, upper right, lower left, and lower right

§         One stack of question cards in each of these colors: red, green, blue, and yellow

§         One stack of final question cards

§         Four tokens of different sizes, shapes, or colors

§         One six-sided die

§         One timer, capable of 60-second and two-minute timing

§         Scratch paper

§         Pencils

 

Material

Description

Game Board

The game board consists of squares of five colors, each with a different meaning. It also has places for each of the card stacks.

Red Percentage Cards

These cards are blank on one side, with a percentage question on the other side.

 

You are buying a model airplane. It is regularly $34.99, but it is on sale for 30% off. What is the sale price of the model airplane?

$24.49

Yellow Addition Cards

Blank on one side, these cards have an addition question on the other side.

 

You are buying a pair of pants for $22.99, a shirt for $19.99, and a belt for $14.99. What is the total cost of all three items?

$57.97

Blue Division Cards

These cards are blank on one side, with a division question on the other side.

 

DVDs are buy one, get one free. If the total cost is $12.44, how much does each DVD really cost?

$6.22

Green Multiplication Cards

These cards are blank on one side, with a multiplication question on the other side.

 

You are buying three smoothies, which cost $3.49 each. How much will all three cost?

$10.47

Purple Final Question Cards

These cards are blank on one side, with a question that incorporates multiple mathematical operations on the other side.

 

Wow, look at that! Jeans for $16.99 each. You want three. You have $60.00. If you bought all three, how much money would you have left over?

$9.03

Tokens

The tokens, or game pieces, are used to represent the players on their journey through the mall.

 

Six-Sided Die

Players use the six-sided die to advance through the mall.

 

Timer

The timer is used to ensure players do not use more than 60 seconds to answer the question, and no more than two minutes to answer the final question.

 

Scratch Paper and Pencils

Players use the scratch paper and pencils to work out the answers to the questions they are asked.

 


Before Playing

 

Follow these steps to create the game board and cards before playing.

 

  • Print each section of the game board in color, and then trim as necessary. Paste the sections on a 22’ x 34’ piece of cardboard.
  • Print each of the question cards on the appropriate color cardstock. Trim the cards as necessary.

 


Time Required

 

This game will take approximately 30 minutes to play, with no carry over to another game session.

 


The Rules

Beginning the Game

The game board is set up in the center of the circle of players (Player A, Player B, Player C, and Player D). Each colored card pile is set in the appropriate marked space.

Player C

 

 

Player A

 

Player D

Player B

 

Player C

 

Each player selects a token to represent her space on the board.

Each player places her token on any space on the board.

All players take turns rolling the die. The player with the highest number goes first. Play will then continue in a clockwise rotation around the board.

 

How to Play

1.      The current player (Player A) rolls the die, and then moves that number of spaces on the board. Player A must move clockwise around the board.

2.      If the player lands on a white space, he acts as directed by the space.

3.      If the player lands on a colored space, the person to the right of the current player (Player D) draws a card from the corresponding colored card pile.

4.      Player D slowly and clearly reads the question on the card to Player A and sets the timer for 60 seconds after reading the question.

5.      Player A has 60 seconds to work out the correct answer to the question. While Player A is working, the other players may also work out the correct answer to the question.

At the end of the 60-second period, Player D asks Player A for the answer. If correct, Player A keeps the question card.

If incorrect, Player D asks the Player B to answer. If correct, Player B keeps the question card.

If incorrect, Player D asks Player C to answer. If correct, Player C keeps the card.

If incorrect, the card is added back to the bottom of the stack.

6.      Play then moves to the next player, repeating steps 1-4.

When one player has collected one card of each color, instead of rolling the die, she announces “Final question, please.

The player to her right draws a card from the Final Question stack. He slowly and clearly reads the question on the card and then sets the timer for two minutes after reading the question.

At the end of the two-minute period, the player is asked for her answer. If correct, the player wins the game.

If incorrect, the card is added back to the bottom of the stack and play continues for the other players.

 


Design Process

Originally we conceived a budgeting game. In that game, players would have some aspects of the game be preset, with others changing depending on which chance squares they landed on during their roll. They would also keep track of their budget as they moved through the months, which were represented on the game board. The game required a lot of advance setup, with many choices that had to be rolled for, such as occupation, housing, utilities, etc. At our first group meeting, we discussed the game and tried to pick out the flaws. Some that we determined were:

§         Complication
The game seemed very complicated to set up, without much reward for being this complicated.

§         Time consuming
It appeared that it would take quite some time to complete the game.

§         Too random
It was argued that because of the random chance issues, the game itself might not really represent the topic of budgeting as well as it should. Additionally, with all the chance involved, the players did not have much control over the outcome, which makes the game less interesting.

§         Not fun
The game just didn’t seem like it would be that much fun to play.

So, we incubated for a while. During this time, we tried to decide what was really interesting to us. We determined that we both really wanted to create a math-based game. With that in mind, we started brainstorming. Ruth came up with the great idea of a board that was set up like a mall. We expanded that to a board that was mall based, with four different colors, each representing different types of shops, like clothing, toys and hobbies, entertainment, and food. We tried to figure out how to present the questions to the players. After much deliberation, we decided to tie a type of math problem to each color. So, in the food shops, the players would be required to answer multiplication problems. In the entertainment shops, the players would be required to answer division problems. In the other shops they would answer questions relating to percentages and addition. We created questions that were appropriate for seventh grade, challenging but doable. We decided to allow the player sixty seconds to answer the question, using scratch paper and a pencil that were provided with the game.

At this point, another question was raised. What would the other players do during this period? Would they tune out while the player was working? How could we ensure that we retained their interest? The answer we came up with was simple. Allow all players except the reader to try to answer the question. The first one to give an answer would be the player who rolled the die. But if the answer was incorrect, the other players would be given the chance to steal the card. This aspect seemed likely to ensure we would retain the attention of all the players. It also gave the other players some control over the game. If they paid attention and worked out the correct answer, they might be able to steal the card.

When creating the rules, we started by challenging some norms. We decided to have the player who rolled the lowest number go first, because it seems like it is always the person who rolls the highest number who gets to go first. We also decided to allow the players to move clockwise or counter-clockwise around the game board. This would allow them to use some strategy, moving to colored squares they needed, instead of landing on colored squares they had already answered. Without realizing it, we did not include any negative consequence elements to the game. We also chose to allow players to start anywhere on the game board, because it seemed easier to write the rules that way.

With a rough draft of the game prepared, we began to test it. A bit to our surprise, the first thing we noticed was how engaged the players were, even though they were outside our target audience. They liked the game and were challenged by the problems, though the challenge was mostly not to look stupid in front of their peers. There was an overwhelmingly positive response to the game; however, our players did raise some questions and concerns.

§         Why are the corners of the game board free spaces? 
Players wondered what to do in those spaces. Our response was to make those areas into consequence squares. Players landing in those areas would either lose a turn or lose a card, depending where they landed. We also decided that players would only be able to move in a clockwise direction; otherwise they would never allow themselves to land on a consequence square.

§         Why does the lowest number start first?
This was counter intuitive to the players. We decided to conform to the norm, since there was no real reason not to.

§         What do you do when you land on a colored square you have already answered?
We decided to allow the players to collect multiple cards of the same colors. This allowed us to add a strategy element that had been missing. Because other players were allowed to steal a card if you answered incorrectly, it was good defensive strategy to make sure you answered the question correctly even if you had that color card already.

Once we finalized those elements, we were confident in our game. We thought it would make a fun addition to a seventh-grade classroom, allowing players to practice skills taught in this grade.

 


References

Books & Journals

  • Thomson, J. (2007). Game design course : principles, practice, and techniques-the ultimate guide for the aspiring game designer. New Jersey: John Wiley & Sons, Inc.
  • Malone, T.W., and Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.).  Aptitude, learning and instruction. Volume 3: Conative and affective process analysis. Hillsdale, NJ: Lawrence Erlbaum.

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