
Grades 4–6 (P.4–P.6)
Mathematics
An AR classroom game for Grade 6. Learners can aim with their hands at the camera or play by tapping the screen.
This set has 4 rounds in an interactive ordering activity.
Curriculum indicatorค 1.2 ป.6/1
A look before you play
A few real prompts from the game to help you choose an activity for your class.
One, eight, twenty-seven and sixty-four are one to four cubed.
Seven, fourteen, twenty-one and twenty-eight are the seven times table.
Each number is the sum of the two before it.
Before you play
Spot number patterns (cube numbers, the 7 times table, the Fibonacci sequence) and put the steps for finding a sequence's rule in order, following ค 1.2 ป.6/1.
4 ordering rounds of 4 cards - Cube numbers smallest first: 1, 8, 27, 64 - Going up in 7s: 7, 14, 21, 28 - Fibonacci order: 1, 2, 3, 5 - Steps to find a rule: look at the numbers, find the differences, state the rule, use it for the next number
Use to open the patterns and relationships unit; about 4 minutes. - Play as a class on the projector; after round 3 ask for the next number after 1, 2, 3, 5 (it is 8) - For round 1, build a 2 × 2 × 2 cube to show why 8 is a cube number - Use round 4 as the routine for pattern problems throughout the unit - Play it linked to the class to record results in the mark book.
- Rounds 1-3 are simply ascending numbers, so children can order them without knowing cubes or Fibonacci; ask follow-up questions to check real understanding - Round 4: 'state the rule' and 'find the differences' may be swapped by children who guess the rule first - Round 3: children may ask why there is only one 1, having seen 1, 1, 2, 3, 5 elsewhere