2. • Spy Class is ...
• An immersive , 2D game, that allows
students to apply their mathematical
knowledge in a fun and rewarding way
• The intersection of ‘Education,
Technology, and Story’
• Developing Spy Class
• Telling a story with ‘hooks’ and ‘gaps’
• Finding the right artist
• Mapping the story to the curriculum
• Designing rich, cool tasks that take
students beyond the classroom
• Offering meaningful rewards
3. • Who can play Spy Class?
• ‘Spy Class’ is designed for students in years 7 and 8 (13 and 14 years old).
• ‘Spy Class: Operation OTMA’ is aimed at year 7;
• ‘Spy Class: The Icarus Principle’ is aimed at year 8.
• When to use Spy Class
• These games can be used in a number of ways:
• To introduce a topic,
• As a ‘reward’ for finishing a topic,
• Or at the end of a longer period of work, such as a term or semester break.
• Because activities are aimed at students ‘below the level’, ‘at the level’, and ‘above
the level’, it can be used not only for ‘regular students, but for the disengaged or for
those who need extension.
• What Spy Class is not
• Spy Class is not a primary teaching tool, though simple examples are offered
throughout the game. It is designed for engagement, revision and application.