6th Grade  Project 3 weeks

Fair Play Game Lab

Eric F
Updated
CCSS.Math.Practice.MP8
CCSS.Math.Practice.MP3
CCSS.Math.Practice.MP7
6-8.AF.5.5
CCSS.Math.Practice.MP5
+ 5 more
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Purpose

Students design and test a playable game to answer whether a game can be both fun and mathematically fair. Through repeated trials, data tables, graphs, mean, and probability comparisons, they use patterns in results to justify rule choices, critique one another’s reasoning, and revise designs based on teacher check-ins and community play-tester feedback. The work builds mathematical thinking, collaboration, communication, and self-direction as students create a final game with rules, a fairness proof page, and a public showcase presentation.

Learning goals

Students will design and revise a playable multiplayer game by using structure in rules, scoring, and outcomes to make the experience balanced and enjoyable for different players. They will predict probabilities, run repeated trials with dice, cards, or spinners, collect data in tables and graphs, calculate mean results, and compare experimental results to expected results to decide whether their game is fair. Students will use appropriate tools, mathematical arguments, and feedback from peers, teachers, families, and community play-testers to defend design choices, critique one another’s reasoning, and improve their game through multiple revisions. They will present their final game, teach others to play, and explain with evidence how their rules, data, and changes show growth in creating a fair and fun game.

Standards
  • [Common Core] CCSS.Math.Practice.MP8 - Look for and express regularity in repeated reasoning.
  • [Common Core] CCSS.Math.Practice.MP3 - Construct viable arguments and critique the reasoning of others.
  • [Common Core] CCSS.Math.Practice.MP7 - Look for and make use of structure.
  • [Next Generation Science Standards] 6-8.AF.5.5 - Use digital tools and/or mathematical concepts and arguments to test and compare proposed solutions to an engineering design problem.
  • [Common Core] CCSS.Math.Practice.MP5 - Use appropriate tools strategically.
Competencies
  • Critical Thinking & Problem Solving - Students consider a variety of innovative approaches to address and understand complex questions that are authentic and important to their communities.
  • Collaboration - Students co-design projects with peers, exercise shared-decision making, strengthen relational agency, resolve conflict, and assume leadership roles.
  • Effective Communication - Students practice listening to understand, communicating with empathy, and share their learning through exhibiting, presenting and reflecting on their work.
  • Content Expertise - Students develop key competencies, skills, and dispositions with ample opportunities to apply knowledge and engage in work that matters to them.
  • Self Directed Learning - Students use teacher and peer feedback and self-reflection to monitor and direct their own learning while building self knowledge both in and out of the classroom.

Products

Students create a playable tabletop, card, dice, spinner, or mini challenge game with student-made pieces, a rule card, and a score system. Along the way, each team produces a fairness proof page with sample probability calculations, a test log of repeated trials, and tables or graphs comparing predicted and actual results, plus brief check-in notes showing revisions after feedback. By the end, teams present a polished game set, printed rules, data charts, and a reflection card explaining how play-testing and redesign improved balance and fairness. During the Odds & Endgame Expo, visitors and community play-testers use feedback notes or votes to respond to how fair, clear, and enjoyable each game feels.

Launch

Start with a “Fair or Foul Game Lab” where students rotate through short mystery games using dice, cards, and spinners, then leave sticky-note feedback about what felt fair, unfair, fun, or confusing. Follow with a quick “Spin, Roll, and Win” station tour in which teams predict the chances of key outcomes, play several rounds, and compare what they expected to what actually happened. Close with a whole-class discussion around the question, “How can we design a game that is fun to play and fair for every player?” and introduce the challenge: each team will create a playable game and pass a Math Test by defending its fairness with data, graphs, and sample probability calculations.

Exhibition

Host an Odds & Endgame Expo where teams teach families, classmates, and community volunteers to play their game, then defend key rules with a fairness proof page, sample probability calculations, and data charts comparing expected and actual results. Set up each table with the playable game, rule card, score system, test log, and a visitor feedback station where play-testers leave sticky notes or quick verbal responses about what felt fair, confusing, and enjoyable. Invite visitors to record game outcomes during play and vote on categories such as most balanced design, clearest rules, and most fun gameplay. Close with a brief student reflection card in which each team explains how feedback, repeated trials, and revisions improved the balance and fairness of the final game.