Math Escape Room for Grades 5-6, Roller Coaster Repair Crew, Printable Classroom Game
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Seller's description
Designed by Creouts Publishing using original prompt(s) and AI (Claude by Anthropic). Illustrations made with AI image tools. Every puzzle is computer-checked to have exactly one answer.
ROLLER COASTER REPAIR CREW: a math escape room game for Grades 5 and 6
It is opening morning at Sandwhistle Park, and the Dune Looper, the roller coaster beside the golden pyramid, has failed its safety check. The empty test train is stuck at the top of the lift hill. Six parts of the ride are six stations. Each station gives a crew ONE number. The six numbers steer the test train down the Test Run, and the four-digit launch code opens the ride.
THIS IS A PRINTABLE ESCAPE ROOM GAME for a classroom (4 to 6 teams) or for 1 to 6 children at home. It is not a book and not a worksheet pack: crews move around six stations, write their numbers on a Work Order, and crack one last lock together.
HOW IT PLAYS (60 to 75 minutes, or two shorter lessons)
- Story and warm-up: crews learn the pyramid rule (every link is the two links under it added together)
- Six stations, about 6 to 9 minutes each; every crew starts at a different one
- The Test Run: a pyramid maze. The test train only rolls onto a smaller number, and only one ride passes all six station numbers. Four bolts on that ride give the code
- A wrong station number is not on the ride, so crews find and fix their own slips
- Green light! Certificates for everyone
TWO LEVELS, ONE ANSWER KEY
- Single Loop cards, Grade 5: decimals to hundredths, halves to eighths, parentheses and brackets, the first quadrant
- Double Loop cards, Grade 6: thousandths, thirds to twelfths, exponents, all four quadrants with a reflection, percents, negative numbers to compare
- Both levels of a station give the SAME number, so mixed classes and split grades play side by side and you check everyone with one key
SEVEN KINDS OF PUZZLE
- 4 kinds of math pyramid puzzle: Chain Climb (add and subtract decimals), Brake Fins (fractions with unlike denominators), Level Beams (the mean: every beam is halfway between the two under it) and the Test Run (a pyramid maze)
- 3 hands-on puzzles: Plot the Track (plot points on a blueprint grid and the drawing shows the number), Track Match (cut-out track pieces that fit only where a fraction, a decimal and a percent are equal) and Wire the Panel (order of operations: draw a wire from each switch to its answer and see which lamps stay on)
- 2 more kinds of math pyramid, the Signal Tower and the Power Stack, are in the free bonus folder: 6 kinds of math pyramid puzzle in all
- Stations are numbered from the easiest to the hardest; the Test Run is the hardest part
- Every card sits one step below the top of its grade, so a crew can finish it together
SKILLS PRACTICED
Adding and subtracting decimals, adding and subtracting fractions with unlike denominators, order of operations (with exponents on the Grade 6 cards), plotting points on a coordinate grid, the mean of two numbers, matching fractions, decimals and percents, comparing and ordering numbers. A skills page lists the US Common Core codes for Grade 5 and Grade 6 (a planning guide; not endorsed by the standards' authors).
WHAT YOU GET (instant download, 4 PDF files)
- Full kit, US Letter (40 pages)
- Full kit, A4 (40 pages)
- Projector slides, 16:9 (12 slides: story, mission, the rule, move signal, countdown, the Test Run, green light, answers)
- Tablet edition with tap-to-jump hint and answer buttons (classroom play needs the printed cards)
- Free bonus folder (QR code inside): Extra Laps (4 fast-finisher cards with answers and hints) and ink-saver editions of every page
INSIDE THE KIT
- For the teacher: what to print and how many (with sheet counts for one level and for a mixed class), a room plan, a 75-minute and a 60-minute plan, a step-by-step script that also works without a projector, skills, a 3-page answer key with solved pictures, 3-step hint cards for every puzzle (where to start, the method, the worked answer)
- For every crew: mission page, Work Order with the warm-up and three hint tickets, crew badges and job cards
- For the room: six full-color station signs
- The puzzles: 12 station cards (six stations, two levels), two sheets of cut-out track pieces, two Test Run cards
- Two-up certificates with type-in names
YOU WILL NEED
Printer (color looks best; ink-saver pages are in the bonus folder), paper, scissors, tape, pencils, a ruler for every crew, scrap paper, a clock. 30 to 45 minutes to print and set up the first time; one sheet of track pieces to cut out. Every crew writes on its own cards (or use plastic sleeves and dry-erase pens to save paper).
GOOD TO KNOW
- Digital download only: nothing is shipped.
- Print at 100% (actual size), single-sided.
- Play times are plans, not promises: classes differ. Hints keep every crew moving.
- Not tested with a class: it was solved and set up from the printed pages alone by separate AI sessions, and their notes were acted on.
- No holiday theme: it suits test-prep review, end of year, back to school, a math club or a birthday party.
- Not suitable for children under 3 (small cut-out parts).
- Love math pyramids? Creouts Publishing also publishes math pyramid puzzle books in paperback (search "Creouts Publishing" on Amazon).
LICENSE
For one teacher's own classes, or one family or party. Print as many copies as you need for your own students. No resale, sharing, uploading or claiming as your own; no AI training.
Digital files cannot be returned.
If something goes wrong with an order, we've got your back for all eligible purchases. View program terms
NowPrice:$5.99
Original Price: $7.99
25% off
Sale ends on November 14
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Seller's description
Specifications
Designed by Creouts Publishing using original prompt(s) and AI (Claude by Anthropic). Illustrations made with AI image tools. Every puzzle is computer-checked to have exactly one answer.
ROLLER COASTER REPAIR CREW: a math escape room game for Grades 5 and 6
It is opening morning at Sandwhistle Park, and the Dune Looper, the roller coaster beside the golden pyramid, has failed its safety check. The empty test train is stuck at the top of the lift hill. Six parts of the ride are six stations. Each station gives a crew ONE number. The six numbers steer the test train down the Test Run, and the four-digit launch code opens the ride.
THIS IS A PRINTABLE ESCAPE ROOM GAME for a classroom (4 to 6 teams) or for 1 to 6 children at home. It is not a book and not a worksheet pack: crews move around six stations, write their numbers on a Work Order, and crack one last lock together.
HOW IT PLAYS (60 to 75 minutes, or two shorter lessons)
- Story and warm-up: crews learn the pyramid rule (every link is the two links under it added together)
- Six stations, about 6 to 9 minutes each; every crew starts at a different one
- The Test Run: a pyramid maze. The test train only rolls onto a smaller number, and only one ride passes all six station numbers. Four bolts on that ride give the code
- A wrong station number is not on the ride, so crews find and fix their own slips
- Green light! Certificates for everyone
TWO LEVELS, ONE ANSWER KEY
- Single Loop cards, Grade 5: decimals to hundredths, halves to eighths, parentheses and brackets, the first quadrant
- Double Loop cards, Grade 6: thousandths, thirds to twelfths, exponents, all four quadrants with a reflection, percents, negative numbers to compare
- Both levels of a station give the SAME number, so mixed classes and split grades play side by side and you check everyone with one key
SEVEN KINDS OF PUZZLE
- 4 kinds of math pyramid puzzle: Chain Climb (add and subtract decimals), Brake Fins (fractions with unlike denominators), Level Beams (the mean: every beam is halfway between the two under it) and the Test Run (a pyramid maze)
- 3 hands-on puzzles: Plot the Track (plot points on a blueprint grid and the drawing shows the number), Track Match (cut-out track pieces that fit only where a fraction, a decimal and a percent are equal) and Wire the Panel (order of operations: draw a wire from each switch to its answer and see which lamps stay on)
- 2 more kinds of math pyramid, the Signal Tower and the Power Stack, are in the free bonus folder: 6 kinds of math pyramid puzzle in all
- Stations are numbered from the easiest to the hardest; the Test Run is the hardest part
- Every card sits one step below the top of its grade, so a crew can finish it together
SKILLS PRACTICED
Adding and subtracting decimals, adding and subtracting fractions with unlike denominators, order of operations (with exponents on the Grade 6 cards), plotting points on a coordinate grid, the mean of two numbers, matching fractions, decimals and percents, comparing and ordering numbers. A skills page lists the US Common Core codes for Grade 5 and Grade 6 (a planning guide; not endorsed by the standards' authors).
WHAT YOU GET (instant download, 4 PDF files)
- Full kit, US Letter (40 pages)
- Full kit, A4 (40 pages)
- Projector slides, 16:9 (12 slides: story, mission, the rule, move signal, countdown, the Test Run, green light, answers)
- Tablet edition with tap-to-jump hint and answer buttons (classroom play needs the printed cards)
- Free bonus folder (QR code inside): Extra Laps (4 fast-finisher cards with answers and hints) and ink-saver editions of every page
INSIDE THE KIT
- For the teacher: what to print and how many (with sheet counts for one level and for a mixed class), a room plan, a 75-minute and a 60-minute plan, a step-by-step script that also works without a projector, skills, a 3-page answer key with solved pictures, 3-step hint cards for every puzzle (where to start, the method, the worked answer)
- For every crew: mission page, Work Order with the warm-up and three hint tickets, crew badges and job cards
- For the room: six full-color station signs
- The puzzles: 12 station cards (six stations, two levels), two sheets of cut-out track pieces, two Test Run cards
- Two-up certificates with type-in names
YOU WILL NEED
Printer (color looks best; ink-saver pages are in the bonus folder), paper, scissors, tape, pencils, a ruler for every crew, scrap paper, a clock. 30 to 45 minutes to print and set up the first time; one sheet of track pieces to cut out. Every crew writes on its own cards (or use plastic sleeves and dry-erase pens to save paper).
GOOD TO KNOW
- Digital download only: nothing is shipped.
- Print at 100% (actual size), single-sided.
- Play times are plans, not promises: classes differ. Hints keep every crew moving.
- Not tested with a class: it was solved and set up from the printed pages alone by separate AI sessions, and their notes were acted on.
- No holiday theme: it suits test-prep review, end of year, back to school, a math club or a birthday party.
- Not suitable for children under 3 (small cut-out parts).
- Love math pyramids? Creouts Publishing also publishes math pyramid puzzle books in paperback (search "Creouts Publishing" on Amazon).
LICENSE
For one teacher's own classes, or one family or party. Print as many copies as you need for your own students. No resale, sharing, uploading or claiming as your own; no AI training.
Digital files cannot be returned.
-
Designed by
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Item typeDigital download
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Digital file type(s)4 PDF
If something goes wrong with an order, we've got your back on all eligible purchases. View program terms
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