At a glance

I designed this for fun to explore how to make ratios and rates more exciting for 6th grade math students. This idea was inspired by conversations with my middle school students a few years ago. It stuck with me, and so here’s what I would build for them if I were still in the classroom. I designed the learning sequence, practice, and feedback, then built the playable prototype with AI tools. It’s a self-paced browser activity for independent or classroom use. I also created a two-day classroom package to go with it: a teacher guide, an illustrated story and slide deck, and student handouts.

01 · Play

Try the escape room

The images are concept mockups made for this proof of concept.

02 · In the classroom

Two days at Gull Point

Here’s how a teacher would bring the escape room into class. I modeled the teacher guide on the Engineering is Elementary guides from the Museum of Science, Boston: a story sets up the problem, partners practice the tools, then they put those tools to work and talk about what they learned.

Cover of The Keeper’s Logbook: a lighthouse on rocky cliffs at sunset
Day 1 · Story

The Keeper’s Logbook

An illustrated short story told across eight slides. Sixth grader Mira visits her grandfather Pop, the keeper of Gull Point Light. As he shows her the lens, his logbook, the generator and the radio, students hear each math word as it comes up. Then a storm knocks out the light, and students become Mira’s crew. Like the storybooks in Engineering is Elementary, it sets up the problem, but it’s written with sixth graders in mind.

  1. Scene 1Gull PointMira meets the beacon her grandfather has kept for thirty years.beaconreef
  2. Scene 2The Lantern RoomThe lens has its own pattern: 2 blue for every 3 gold.ratio
  3. Scene 3Parts and the WholeFive pieces of sea glass show two ways to compare.part-to-partpart-to-whole
  4. Scene 4The Keeper’s LogbookPop records every pattern that works.ratio tableequivalent ratios
  5. Scene 5The Generator RoomPacks and flashes always stay in the same ratio.ratio table
  6. Scene 6The Radio RoomBeeps per minute, sketched on two lines.rateunit ratedouble number line
  7. Scene 7The StormLightning knocks out the light as a rescue boat heads for the reef.
  8. Scene 8Mira’s Crew“She needed a crew. That’s where you come in.”
Scroll for all eight scenes. Coral tags mark the math words each scene introduces.
Day 1
StorySet the sceneThe class reads The Keeper’s Logbook together, stopping at a question in each scene. Students start a Word Bank with three words they can explain in their own words.
Lesson 1Building the ToolkitPartners practice the three tools the game needs, one at a time, with new examples: equal groups, ratio tables and unit rates. One problem scales by ×1.5, so “just add” stops working.
Day 2
Lesson 2The EscapePairs play all four rooms in one class period, since the last room depends on clues from the first three. The Driver taps, the Navigator reads aloud, and they switch after every room.
Lesson 3Signal DebriefStudents compare strategies, see one ratio as a tape diagram, ratio table and double number line, and talk about why their patterns still worked after the storm. Then they take the Lantern Check.
How Lesson 2 fits in a 45-minute period
  1. 3 minutesSettle
  2. 10 minutesLens
  3. 8 minutesGenerator
  4. 8 minutesRadio
  5. 12 minutesSignal Gallery
  6. 4 minutesHuddle

Where it fits

Grade and timing
Grade 6, early in the ratio unit, usually in the fall. After ratio tables, before percents.
Standards
CCSS 6.RP.A.1, 6.RP.A.2, 6.RP.A.3a and 6.RP.A.3b
Schedule
Two days on a block schedule, or four 45-minute periods

Take it to class

Teacher guide26 pages · PDF · 0.5 MBLesson-by-lesson plans with goals, timing, what to prepare, and questions to ask along the way.Open the guide (opens in a new tab) ↗
Slide deck43 slides · PowerPoint · 6.7 MBEverything for both days, from the story to the debrief, with expected answers in the speaker notes.Download slides ↓
Handouts11 pages · PDF · 0.5 MBStudent pages for each lesson, plus two pages for the teacher.Download handouts ↓
03 · Key decisions

Design decisions to support learning

In the game
  1. Make the math visible.Learners build the lens ratio with tiles, extend a ratio table, and fill in a radio log to find the beeps in one minute.
  2. Offer support without adding pressure.Every room offers an optional three-part practice and three hints that move from a guiding question to a concrete next step.
  3. Make room for learners to explain.In the signal gallery, learners set each dial from their logbook clues, test the signal, and finish a sentence with their own numbers to explain why it works.
Around the game
  1. Let a story teach the words.The Keeper’s Logbook introduces the vocabulary and the mission on Day 1, so the escape room itself can be almost all play time.
  2. Plan for a real school day.Each lesson fits one class period. Pairs who finish early start designing their own room, and pairs who run out of time finish in the first few minutes of the next lesson.
  3. Give every learner a way in.Driver and Navigator roles, free hints, Paper Rooms for students who can’t use the game, a make-up plan for absent students, and notes for adapting to Grades 5 and 7.
  4. Debrief the thinking, not the plot.Lesson 3 compares the strategies students used and the mistakes they actually made, like “14 flashes,” instead of retelling the game.
04 · Measuring learning

How I’d evaluate its impact

Before the escape room, learners answer two quick questions about lanterns. Afterward, they answer the same two questions with new numbers. Each time, they also say how sure they are. Comparing the rounds shows whether learners can use ratios and rates on their own, and whether their confidence matches their skill. In class, the after round is the Lantern Check in Lesson 3 (handout 3-3). Step through three sample learners below.

Pick a sample learner (made-up answers, not real data)

What the activity would track

The before-and-after check shows whether learners learned. Data from the escape room itself can help show where to improve it.

I’d look atIt tells meSo I might
Hints used in each roomWhich room is harder than it should be. That could be the math, or the room’s design could be making the task unclear.Watch a few learners use the room to find out which, then add a worked example or make the task clearer
The most common wrong answersWhich mistakes learners bring in, like adding instead of multiplyingWrite feedback for that exact mistake
Where learners stop or stallWhere something loses them, though the data alone can’t say whyTalk with learners as they play, or try two versions with different learners to see which is clearer and more engaging
Logbook notes and reasons for the signal planWhether learners can explain their thinking, not just get the answerRead a sample by hand, and add sentence starters if learners get stuck
05 · See more

Want the details?

How I created this activity

Light the Beacon is a two-day unit for Grade 6 math. Along with the escape room, it includes everything a teacher needs to run it in class: a teacher guide, a slide deck with an illustrated story, and printable student handouts.

I designed the learning experience: the story, the math, the support for different learners, and the plan for teaching it in a real classroom. Then I used AI tools to build it:

  • ChatGPT for the illustrations and scene art
  • Claude, Claude Design and Claude Code for the escape room, the teacher materials and the student handouts
Room by room

Built on Common Core 6.RP.A.3 (opens in a new tab) ↗, mainly 3a (equivalent ratios and ratio tables) and 3b (unit rates). Each room pairs one part of the standard with a hands-on choice, an optional practice round, three hints, and feedback for each kind of mistake.

The lighthouse lens room, with a large glass lens of blue and gold panels
Feedback for a common mistake A learner answers 12 blue, 8 gold: So close, but the colors are switched. You have 3 blue for every 2 gold.
The taskFill a 20-spot lens so it keeps 2 blue for every 3 gold, counting the 4 gold panels already in place.
The math6.RP.A.3a · Equivalent ratios“I can build equivalent ratios and complete a ratio table.”How can two different-looking ratios describe the same relationship?
Hands-on choice · Check the groupsOnce the lens lights up, learners say how many groups of 5 fit in the 20 spots, then pick the strategy that matches their thinking: equal groups, part of the whole, or guess and check.
Practice firstDescribe a ratio with “for every,” read and extend groups, then build a 10-spot practice lamp.
Hints, from a nudge to a next step
  1. Hint 1: What is the ratio of blue to gold? How many lights are in one group of that ratio?
  2. Hint 2: The lens has 20 spots. How many groups of 5 is that?
  3. Hint 3: Four groups of 2 blue and 3 gold is how many of each? The 4 stuck gold panels count too.

In every room, learners can type answers instead of turning the dials.

From standard to activityHow Common Core 6.RP.A.3 maps to essential questions, “I can” goals, and rooms
6.RP.A.3a · Equivalent ratiosHow can two different-looking ratios describe the same relationship?“I can build equivalent ratios and complete a ratio table.”Lens room, Generator room
6.RP.A.3b · Unit ratesWhy is it useful to know what happens in one unit?“I can find a unit rate and use it to solve a problem.”Radio room
6.RP.A.3a–b · Reasoning in contextHow do ratios and rates help us make a decision?“I can use ratios and rates to choose a plan and explain why it works.”Signal gallery

Not covered: plotting ratio pairs (part of 3a), percents (3c), and unit conversions (3d).

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