Escape from Everest - Fraction Multiplication Game | 10story Learning

Multiply a fraction by a whole number

Build equations to escape from Everest before nightfall!
Escape from Everest Game Setup
Grades
5+
Game Length
15 minutes
Game Type
Cooperative, Puzzle
  • Multiply a fraction by a whole number. (5.NF.B.4)
1

Inside the Math

Each round, students receive five random numbers and must select four to construct an equation: whole number × fraction + whole number. The constraint that the fraction's numerator must be less than its denominator means students work exclusively with proper fractions. Given 9, 5, 2, 6, and 4 with a target of 5, students might try 9 × 2/6 + 2 or 6 × 4/5 + 2, each producing different results.

This structure addresses a common difficulty with fraction multiplication: students learn the algorithm (multiply by numerator, divide by denominator) without developing intuition about what happens when you multiply by a fraction less than one. The rule that proper fractions make numbers smaller becomes concrete through repeated experience. Multiply 8 by 3/4 and you get 6. The product is always between zero and the original whole number.

Multiplying by fractions less than one always reduces the original quantity—repeated experience builds this intuition.

The target-matching mechanism develops estimation. Students don't need exact answers—just close ones. If the target is 5, then 9 × 2/6 + 2 = 5 is perfect, but 9 × 4/6 + 1 ≈ 7 still works. This tolerance for approximation encourages students to estimate before calculating: will 9 × 4/6 be bigger or smaller than 5? Is it even worth checking precisely?

The addition step adds strategic complexity. Students must decide which number to multiply, which two to use in the fraction, and which to add. This creates a genuine puzzle: with 5, 6, 3, 4, and 2 targeting 8, should you try 6 × 3/4 + 2 or 5 × 4/6 + 3? The addition component allows students to adjust if their multiplication overshoots or undershoots.

Productive disagreement emerges naturally: One player suggests 8 × 3/5 + 1 while another proposes 5 × 4/6 + 2. To decide, the team must articulate why each option might work, estimate the results, and evaluate which gets closer. This externalization of mathematical thinking is where learning happens.

The game implicitly introduces absolute difference through movement rules. A result of 6 when the target is 5 moves the same distance as a result of 4—both are off by 1. Students experience the concept that "distance from target" doesn't care about direction. This intuitive understanding of absolute value emerges naturally from gameplay.

Pattern recognition develops across rounds. Fractions like 5/6 keep most of the whole number; fractions like 1/6 take only a small piece. Students begin to see these as scaling factors: 5/6 scales down slightly, 1/2 cuts in half, 2/3 takes most but not all. This intuition about fraction magnitude—harder to develop through worksheets—emerges from strategic necessity.

Repeated practice with immediate feedback builds both computational skill and numerical intuition.

The time pressure from the advancing sun creates urgency without anxiety. Teams can afford a few bad rounds as long as they make steady progress. This low-stakes environment supports risk-taking: students try equations they're not sure about, check if they work, and adjust strategy for the next round. The game provides what drill-and-practice rarely does—a reason to care whether the answer is right.

2

Building Foundation for Mathematical Thinking

The game directly confronts a persistent misconception from whole-number arithmetic: that multiplication makes things bigger. In elementary school, 6 × 4 = 24—the product exceeds both factors. But 6 × 2/3 = 4, and suddenly multiplication makes things smaller. Escape from Everest normalizes this experience through repeated exposure. After a dozen rounds of multiplying by fractions less than one, the idea that multiplication scales proportionally becomes intuitive.

Estimation develops as a practical necessity. Before calculating 8 × 5/6 precisely, students learn to reason: "5/6 is close to 1, so this should be close to 8." This quick approximation lets them evaluate whether an equation is worth pursuing before committing to calculation. Over time, students build a mental library of fraction benchmarks—1/2 cuts in half, 3/4 keeps most, 1/4 keeps only a bit.

Trade-off thinking emerges from constraints: Using a large fraction might get close through multiplication alone, but leaves less flexibility with addition. Using a small fraction creates more room to add, which might offer another path to the target. Students learn to evaluate options rather than apply algorithms blindly.

The game introduces optimization naturally. Given five numbers, dozens of valid equations exist. The challenge isn't making any equation—it's making the best equation for the current target. This shifts the question from "did I do it right?" to "could I have done it better?" That metacognitive shift matters for mathematical development.

Shifting from "did I do it right?" to "could I do it better?" develops metacognitive awareness.

Collaborative problem-solving creates opportunities for mathematical argumentation. When teammates disagree about which equation to try, they must articulate their reasoning. "7 × 4/5 is better because..." This verbalization strengthens understanding—we often don't fully understand our own thinking until we try to explain it to someone else.

The recording sheets serve assessment purposes beyond documentation. They reveal student thinking: Do they construct equations randomly or systematically? Do they check multiple options? When they miss a target, do they adjust strategy for the next round? These patterns show whether students are developing genuine number sense or just calculating blindly.

The sun tracker introduces consequence without punishment. Missing a target moves the sun forward but doesn't end the game. Students can recover from mistakes, which creates psychological safety for risk-taking. This design matters—students won't try strategies they're uncertain about if getting it wrong feels too costly.

3

In the Classroom

The game works best after students understand the conceptual basis of fraction multiplication—that 8 × 3/4 means "3/4 of 8." They should know the computational procedure (multiply by numerator, divide by denominator) but don't need to be fluent yet. That's what the game builds.

For students still developing computational skill, simplify the numbers. Use 2-6 instead of 2-9, or choose denominators that divide evenly. Allow calculators for computation while keeping the strategic decision-making manual. The goal is practicing equation construction and estimation, not arithmetic speed.

Materials per team: Gameboard showing the mountain path and daylight tracker, two tokens, recording sheets, pencils, and the number generator app. Teams of 2 work best—enough collaboration without diluting individual participation. Solo play is possible; groups of 3 start to create uneven engagement.

The recording sheet documents student thinking. Each round, students write the five numbers, construct their equation, calculate the result, and find the difference. This creates a record for formative assessment—you can see whether students estimate before calculating, whether they try multiple approaches, whether their errors are computational or strategic.

Watch early rounds to distinguish computational errors from strategic misunderstandings about fraction operations.

Watch for patterns in early gameplay. Do students construct equations randomly or systematically? Do they recognize that certain fractions will produce results too large or too small? Do they adjust strategy after missing a target? These observations indicate whether students need support with estimation, fraction magnitude, or computation itself.

Some teams develop sophisticated strategies quickly—testing multiple equations mentally before writing one down, systematically trying different constructions, estimating to eliminate poor options. Other teams work more tentatively, trying one equation per round without exploring alternatives. Both approaches work. The game doesn't penalize exploration time since teams control pacing.

Natural differentiation through movement: Strong teams that consistently hit targets move quickly and finish in fewer rounds. Struggling teams move slowly but can still win—the sun advances gradually, giving multiple chances to recover. This self-adjusting difficulty means everyone faces appropriate challenge.

Common discussion points emerge during play: What if no equation hits the target exactly? (This happens—students learn to optimize for "close enough.") What if multiple equations give the same result? (Good observation—multiple paths to the same answer.) How do we decide between two equations that look equally good? (Estimate and compare.)

For quick finishers, extend the challenge: Find two different equations that both hit the target exactly. Find the closest possible result using all five numbers (removing the "use four" constraint). Play with stricter movement rules where only exact targets count. These extensions deepen strategic thinking without requiring new materials.

Teams that struggle benefit from scaffolding: allow calculators, provide an equation template, work through an example together as a class, or permit visual fraction models. Remove these supports gradually as confidence builds.

Post-game discussions help students articulate patterns in their problem-solving and consolidate learning.

After playing, ask: Which round was hardest? Why? What strategy worked for your team? How did you decide which numbers to use? When you missed the target, what did you change next time? These questions help students articulate their learning and recognize patterns in their problem-solving.

Students often notice that certain targets are harder than others. Target 5 is relatively easy—many combinations work. Target 13 is difficult—it requires near-optimal construction. This observation can lead to discussions about factors and decomposition, laying groundwork for number theory.

After multiple games, students develop strategic preferences. Some favor large fractions with small additions; others prefer small fractions with large additions. Neither is inherently better—both succeed depending on the numbers. These preferences reflect developing number sense and comfort with different approaches.

The game fits naturally into fraction units as purposeful practice with multiplication. Unlike isolated exercises, the game creates authentic motivation—teams' progress depends on computational accuracy and strategic thinking. This combination of procedural practice and problem-solving supports both skill development and conceptual understanding. Students naturally check their work, ask for help, and persist through challenges because success matters to them. The activity drives the mathematics.