# 4th Grade Math Mission - Digital Escape Room - Back to School Amazing Race

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Resource Type
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PDF

(6 MB|60 pages)
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Will your class solve this math mission in time? This digital escape room is a perfect beginning of the year activity. It is a fun and engaging game that involves your students in a timed, interactive game where they are trying to complete the Amazing Race. Students will solve a series of questions and clues in order to compete the tasks required to make their way through 4 countries - France, Italy, China, and Australia. Review important 3rd grade math skills involving addition, subtraction, and multiplication of numbers. Students will be involved in solving riddles, a maze, and questions involving rounding numbers, using expanded form of numbers, solving place value riddles, and problem solving. This mission is great for the beginning of the unit review to review of those 3rd grade skills needed in 4th grade math.

What is a digital escape room?

A digital escape room is an online game that begins with a theme - this one is the Amazing Race. Students work collaboratively in groups of 2 or 3 in order to escape or solve the mission. They are challenged to solve riddles and questions in order to find clues and codes. Escape rooms are fun and engaging for students and they LOVE them!

Included in this resource:

• Teacher Guide of directions on how to use the resource
• Masters to copy for the Travel Documents Envelopes (You need to provide 4 envelopes.)

This is the Digital version of the Amazing Race Math Mission. It includes a Google form for you to share with your students. All of the questions and their answers will go on the google form which they will complete and submit to you. The Google form is set up so students can not advance to the next task/question until they solve the question correctly. I have found this extremely helpful as when students get stuck they can discuss it with their partners or come to me and we discuss the question right then.

Similar to a scavenger hunt, students will have 4 opportunities to move around the room and look for the travel document envelopes based on clues. These envelopes will contain the materials they need to complete the next task. Everything is included except for the 4 envelopes the teacher will need to provide.

Students can use a passport to collect stamps for each country they visit in the Amazing Race.

Since this is a digital math mission, I have kept prep work down to a minimum. You will need to make a few copies to put in the task envelopes and hide them in the classroom. There is a detailed list of instructions with pictures and a checklist to make it as easy to follow as possible. You will not need to buy those expensive locks and containers. The envelopes you use will hold all the materials and they can be “locked” with the number or word from the problem the students have to solve to gain access to the location of the envelope. If they answers do not match, they need to rework the problem before they can open or unlock the envelope.

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More to come so be sure to follow me!

WipeOut is A fun and engaging Math Game:

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WipeOut Math Game –Multiplication Facts

Interactive Escape Room ~ Break out Session ~ Have fun Cracking the Code on this Math Mystery Mission

Solve two-step word problems using the four operations. Represent these problems using equations with a letter standing for the unknown quantity. Assess the reasonableness of answers using mental computation and estimation strategies including rounding.
Fluently multiply and divide within 100, using strategies such as the relationship between multiplication and division (e.g., knowing that 8 × 5 = 40, one knows 40 ÷ 5 = 8) or properties of operations. By the end of Grade 3, know from memory all products of two one-digit numbers.
Use multiplication and division within 100 to solve word problems in situations involving equal groups, arrays, and measurement quantities, e.g., by using drawings and equations with a symbol for the unknown number to represent the problem.
Fluently add and subtract within 1000 using strategies and algorithms based on place value, properties of operations, and/or the relationship between addition and subtraction.
Use place value understanding to round whole numbers to the nearest 10 or 100.
Total Pages
60 pages
Included
Teaching Duration
1 hour
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