In a previous post, I began to describe an idea I have for a math game. This game is a series of quests or tasks the student is assigned based on the skills they need to learn.
One of the possible scenarios within the game is a factory. This factory makes a variety of products, but students will only see one. The product the factory produces will be dependent on student interest. For example, for students with an interest in fashion, the factory may produce jeans or T-shirts. For students who are budding foodies, the factory may produce boutique candies.
As the next step in developing this game idea for my EdTech 532 class, I am to create two “toys” related to this game. The toys are defined as being fun tools that are not meant to be main components of the educational aspect of this game. One example of a toy is the Slinky. You might learn a few things about gravity and physics from it, but that’s not it’s purpose. It’s main purpose is to entertain.
Toy 1 — Time Management Game
The math being learned in the factory is all about the base-ten number system. Players work with packaging objects made in the factory–10 items are packaged in a box, 10 boxes in a carton, and 10 cartons in a crate.
In this time-management game, players receive and fill orders by pulling items, boxes, and cartons from a conveyor belt and package them for shipment.
Toy 2 — Design
The objects created by the factory need to be designed. T-shirts need color or an image, candies need unique flavor combinations and label design. Toy 2 is playing with a “sandbox” of design. Players design the objects that the factory will make and those objects will show up when they do the packaging/shipping work.
AECT Standards
2.3 Development of Computer-Based Technologies
Considering options for “play” within the educational game has helped me further develop the idea. I may be able to combine these “toys” with the educational aspect thereby enriching the educational experience with a fun and motivating activity.

Great! I like how these toys extend the fun and expression in the whole experience – this will build “stickiness” because people identify with things they make – so they’ll come back and re-make etc.
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