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The dangerous spy - missing time (gamification in Maths)

A short narrative for a Numeracy lesson (Telling the time) where the techniques of gaming can be used as the learning process.

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The dangerous spy - missing time (gamification in Maths)

  1. 1. The dangerous spy
  2. 2. Agents, your mission should you choose to accept it willbe throught with challenges along the way.Each stage must be completed before the spy can becaught.
  3. 3. Stage 1The spy used analogue clocks (clockswith hands) to plan his escape.You need to demonstrate that you toocan use an analogue clock.
  4. 4. You must show you can read......o clockhalf pastquarter pastquarter to
  5. 5. Stage 2The spy was very clever and started using adifferent time reading. This made his escapeeasier. We discovered he was reading time at 5minutes intervals! Youll never catch me!
  6. 6. Stage 2 challengeCan your group demonstrate that you too canread time at 5 minute intervals?He last used this timesheetCan you crack his code?
  7. 7. Stage 3This is the most difficult stage. We discoveredthe dangerous spy was even cleverer than wethought.He has started using timetables to make hisway round England!We last heard he had travelled fromLeicester to London.
  8. 8. Stage 3Use nationalrail to help find a train leaving thisSaturday 26th November. The train must arrivein London before 2pm!How long will the journey take you?What time will it leave Leicester?What time will it arrive?More on next page...
  9. 9. Stage 3Can your group show you can read atimetable?Can you show how long it takes from one timeto another?Can you catch the Dangerous Spy?
  10. 10. Im off!