iPad Classroom: Apps for Educators
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iPad Classroom: Apps for Educators

with Aaron Quigley

Video: Pick-a-Path

Pick-a-Path is a math game that really focuses on analyzing and evaluating math problems. To play, students get to choose their level, and the levels get harder each time they go up. I'm going to go ahead and start with puzzle one under level one. What the goal of the game, is to have the octopus get from one side of the grid to the other side of the grid with the highest possible value. So right away I can choose either multiply times 3, multiply times 6, or multiply times 9. Most students, knowing that the goal is to get the biggest number, will say, okay, we'll let's go ahead and multiply times 9. So they'll touch the seashell that's just past the multiply times 9 circle.

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Watch the Online Video Course iPad Classroom: Apps for Educators
1h 42m Beginner Oct 03, 2013

Viewers: in countries Watching now:

iPads are becoming a common sight in the classroom, in the hands of both teachers and students, and the number of educational apps is growing everyday. Learn how to get the most from the iPad as a classroom teaching tool in this course with author and educator Aaron Quigley—and enhance student achievement, save time, and be more productive. Aaron shares his favorite apps for students of all levels, from categories like science, math, English, and others designed specifically to help teachers. Use this course to decide if these apps are right for you before you purchase them for the classroom.

Subject:
Education + Elearning
Software:
iPad
Author:
Aaron Quigley

Pick-a-Path

Pick-a-Path is a math game that really focuses on analyzing and evaluating math problems. To play, students get to choose their level, and the levels get harder each time they go up. I'm going to go ahead and start with puzzle one under level one. What the goal of the game, is to have the octopus get from one side of the grid to the other side of the grid with the highest possible value. So right away I can choose either multiply times 3, multiply times 6, or multiply times 9. Most students, knowing that the goal is to get the biggest number, will say, okay, we'll let's go ahead and multiply times 9. So they'll touch the seashell that's just past the multiply times 9 circle.

Well, we now have a couple options. I can either divide by 2, or divide by 3. If I divide by 3, it'll automatically finish the run, and take me to the bottom. But I can also see that if I can get to the middle, there's another multiply times 2 before I can get to the bottom. So at this point, a student could say, Okay well I'm just going to finish the game and go divide by 3. And the student only received two stars, meaning there's a better path that they haven't chosen yet. So student can close out of this, come back, click back on the 100 up at the top, and try to figure out the better path.

So right away, notice that I can multiply times 6, divide by 3, and then multiply times 2 again. So this time according to the sound we went ahead and solved the problem correctly. We found the path that would give the highest score at the end which was 400. At this point they've unlocked puzzle 2 and they can go ahead and move on to the next puzzle which gets more complicated.

So as students move through this process, they're having to think about not only what is the actual math that is taking place. But what's going to give me the highest number in the end. It really helps students develop number sence and really pushes them to be independent thinkers and learners.

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