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Marshmallow / Tower Challenge (math)

Marshmallow / Tower Challenge (math)
Product Description
Divide your class into teams of 3-­4. Each team should have a whiteboard, marker, and eraser.
Students will compete to earn plastic cups (the cheapest ones work best ­ I usually use the 8 oz
size.) At the end of Round 1 (FIVE QUESTIONS), students will build a tower using the cups they
have earned. The goal is to have the tallest tower at the end of the game. Have all of the groups
build their tower in a central location, like on a bookshelf. All of these towers will become
“targets” for teams that earn/throw marshmallows in round 2. After asking 5 questions AND
after the students have built their cup towers, you will move on to the round with the
marshmallows.
ROUND 2 “MARSHMALLOW QUESTIONS”
For this round all teams will answer the first question, those with the correct answer will earn ONE marshmallow to throw at the towers of cups. If they successfully hit a tower and knock cups over, they get to take those cups and add them to their own tower. They only get to collect the cups that have fallen over. If they accidentally knock over their own tower they can rebuild it with the cups that have fallen. They may only add to their tower with any collected cups, they do NOT get to completely restart and build their tower. After all teams with correct answers have thrown one marshmallow, move on to the next question in round 2 -- I usually ask 5 questions per round and declare a winner.
Total Pages
4 pages
Answer Key
Included
Teaching Duration
45 minutes
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