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3rd Grade Math Amazing Race Digital Escape Room- End of the Year Review Game

Rated 4.75 out of 5, based on 35 reviews
4.8 (35 ratings)
;
Rulers and Pan Balances
1k Followers
Grade Levels
3rd - 4th
Resource Type
Standards
Formats Included
  • Zip
Pages
60 pages
$5.00
$5.00
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Rulers and Pan Balances
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What educators are saying

Perfect, quick and easy to use for end of th ear activity when teachers have to be busy and need kiddos busy too!
HOW FUN! I love the simplicity of the set up and how engaging it is for my students. At a time when no one wants to listen this kept their attention!

Description

Will your class solve this math mission? This digital escape room is a perfect end-of-the-year activity to review important math skills. It is a fun and engaging game that involves your students in an interactive game where they are trying to complete the Amazing Race. Students will solve a series of questions and clues in order to complete the tasks required to make their way through 4 countries - France, Italy, China, and Australia. Review important 3rd-grade math skills involving addition, subtraction, and multiplication of numbers. Students will be engaged in solving place value riddles, a maze, and questions involving rounding numbers, using expanded form, and problem-solving. This mission is great for the end of the year in 3rd grade or the beginning of the year in 4th grade.

Included in this resource:

  • Link to the Amazing Race Adventure Google Forms
  • Teacher Guide of directions on how to use the resource
  • Masters to copy for the Travel Documents Envelopes (You need to provide 4 envelopes if you are using the Classroom Scavenger Hunt.) This includes a passport you can print for your students so they can collect stamps for each of the countries they visit.

This is the Digital version of the Amazing Race Math Mission. It includes a Google form for you to share with your students. All of their answers will go on the Google form which they will complete and submit to you. The Google form is set up so students can not advance to the next task/question until they solve the question correctly. I have found this extremely helpful as when students get stuck they can discuss it with their partners or come to me and we discuss the question right then. I can catch those students who need remediation or additional help!

In the classroom version, students will have 4 opportunities to move around the room and look for the travel document envelopes based on clues. These envelopes will contain the materials they need to complete the next task and stamps for their passports. Everything is included except for the 4 envelopes the teacher will need to provide. If you prefer not to set up the classroom activities, the completely digital version allows students to complete the same activities without the scavenger hunt component.

Students can use an optional passport to collect stamps for each country they visit in the Amazing Race. This is always a favorite part of the mission!

I highly recommend that you work through the mission so that you understand how it works before assigning it to students. You can also make adjustments to the settings in the Google form if you want your students to answer in a different format.

Other 3rd-Grade Digital Missions:

3rd Grade - Pirates Place Value Math Mission

3rd Grade Safari - End of Year Review

Other 4th Grade Digital Missions:

4th Grade - Amazing Race End of the Year Review

4th Grade - Pirates Place Value Math Mission

4th Grade Safari - End of Year Review

More to come so be sure to follow me!

Check out ALL of my Math Missions - Escape Room!

WipeOut is A fun and engaging Math Game:

WipeOut Math Game – Doubles Facts to 20

WipeOut Math Game – Doubles plus 1 Facts to 20

WipeOut Math Game -Addition Facts to 20

WipeOut Math Game –Multiplication Facts

Interactive Escape Room ~ Break out Session ~ Have fun Cracking the Code on this Math Mystery Mission ~EOY

Total Pages
60 pages
Answer Key
Included
Teaching Duration
1 hour
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Standards

to see state-specific standards (only available in the US).
Use place value understanding to round whole numbers to the nearest 10 or 100.
Fluently add and subtract within 1000 using strategies and algorithms based on place value, properties of operations, and/or the relationship between addition and subtraction.
Use multiplication and division within 100 to solve word problems in situations involving equal groups, arrays, and measurement quantities, e.g., by using drawings and equations with a symbol for the unknown number to represent the problem.
Fluently multiply and divide within 100, using strategies such as the relationship between multiplication and division (e.g., knowing that 8 × 5 = 40, one knows 40 ÷ 5 = 8) or properties of operations. By the end of Grade 3, know from memory all products of two one-digit numbers.
Solve two-step word problems using the four operations. Represent these problems using equations with a letter standing for the unknown quantity. Assess the reasonableness of answers using mental computation and estimation strategies including rounding.

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