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An Educational Mathematics Board Game

place Nigeria

An educative instructional material to help children overcome Mathophobia

My Mathematics Board Game is designed to help children overcome mathophobia — the fear or anxiety many learners develop toward Mathematics — by transforming mathematical learning into an exciting, competitive, and highly interactive experience. Instead of seeing Mathematics as difficult or stressful, children learn to approach it with confidence, curiosity, and enthusiasm.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Updated May 2026

2026

Established

1

Countries
All students
Target group
Through my innovation, I hope to see a shift in education from passive and fear-driven learning to active, engaging, and confidence-building learning, especially in Mathematics. Many children develop anxiety or negative attitudes toward Mathematics because traditional teaching methods often focus heavily on memorization, repetition, and examinations rather than understanding and participation. My goal is to help change this narrative. I want to see classrooms where children are excited to learn Mathematics rather than intimidated by it. Through the Mathematics Board Game, learners actively participate, think critically, collaborate, compete, and solve problems in an enjoyable environment. By turning learning into an interactive experience, the innovation helps students build confidence, curiosity, and a genuine interest in mathematical thinking. I also hope to promote educational systems that value creativity, play-based learning, and practical problem-solving alongside traditional teaching methods. The game encourages learners to think strategically and make decisions quickly, much like real-life situations that require analytical reasoning and critical thinking. These are skills that go beyond Mathematics and prepare children for future academic, professional, and everyday challenges. Additionally, I hope to contribute to more inclusive and blended learning environments where children with various learning styles and abilities can participate actively, learning together.

About the innovation

Why did you create this innovation?

My Mathematics Board Game is designed to help children overcome mathophobia — the fear or anxiety many learners develop toward Mathematics — by transforming mathematical learning into an exciting, competitive, and highly interactive experience. Instead of seeing Mathematics as difficult or stressful, children learn to approach it with confidence, curiosity, and enthusiasm.

The game uses a card-based and strategy-driven format where players must think quickly and solve mathematical challenges in order to outpace and outperform their opponents, much like athletes competing in a 200-meter track race. Just as runners must think strategically about speed, timing, and endurance to reach the finish line first, players in the game must apply mathematical reasoning, logic, calculation, and problem-solving skills to advance ahead of others and win.

This competitive and engaging learning style encourages children to think critically under pressure, make fast and accurate decisions, recognize patterns, and apply mathematical concepts practically during gameplay. Because learners are focused on the excitement of competition and achievement, they gradually build mathematical confidence without the fear often associated with classroom learning.

The board game is suitable for learners from Grade 5 and above and incorporates key mathematical concepts in a simplified and enjoyable way. Through repeated gameplay, children strengthen their numerical ability analytical thinking.

What does your innovation look like in practice?

My innovation is a card-based Mathematics Board Game designed for learners from Grade 5 and above. In practice, children gather around the board in small groups and compete against one another by solving mathematical challenges, answering questions, applying logic, and making strategic decisions in order to advance and win the game.

The experience is designed to feel exciting and competitive, similar to athletes racing in a 200-meter track event, where players must think quickly and accurately to mathematically outpace their opponents. Instead of passively memorizing formulas, learners actively engage with numbers, patterns, calculations, and problem-solving tasks in a fun and interactive environment.

The game can be used in classrooms, after-school programs, tutorials, STEM clubs, homeschooling environments, and educational workshops. Teachers and facilitators guide gameplay while learners collaborate, compete, and learn from one another naturally through participation.

In practice, the innovation helps reduce mathophobia by transforming Mathematics from a subject many children fear into an enjoyable activity they look forward to. Because students are focused on the excitement of the game, they develop confidence in solving mathematical problems without the pressure commonly associated with traditional classroom exercises.

The board game also supports blended and inclusive learning by accommodating different learning styles and encouraging teamwork and communication.

How has it been spreading?

I've only been able to reach few schools because of lack of resources, logistics and funding.

How have you modified or added to your innovation?

Continuous improvement is a thing with my creativities. I don't just relax because I have created something amazing and very usefull. So, I'm always working on improvement. I nitially , it was designed for the upper graders, but now I have modified it so both lower graders and upper graders , as well as college students can play the game. There's a level in the game fit for everyone.

If I want to try it, what should I do?

Ask for the manuals on "How to play Mathopoly G07", and I'll forward it to you. Follow the manuals which I have comprehesively prepared, and you will be properly guided.

Implementation steps

A MATHEMATICS BOARD GAME COMPETITION
When implementing the Mathematics Board Game for the first time, facilitators or teachers first introduce learners to the objectives of the game, the rules, and how players can progress and win through mathematical problem-solving and strategic thinking. Learners are then divided into small groups or teams, and each player is given the necessary game cards and materials. The facilitator demonstrates a sample round to help learners understand how to move through the game.
WHO CAN PLAY?
The game Mathopoly(G07) can be played by two, three or four players. The game Mathopoly(G07)is designed for both young people and adults. Everybody who can play is welcome. It’s a game of fun for everyone.
HOW TO START- ODD OR EVEN?
RULE 1. Before the game commences, each player decides whether to run with an ODD NUMBER or an EVEN NUMBER.
POSITION YOUR TOKENS, CHOOSE YOUR LANE
RULE 2. To begin the game, each contestant picks and positions his token or race-pawn or a race-toy at the start line. Each player has a specific lane on which to run ( LANE A, B, C or D) and no lane has any significant advantage over the other. The lanes also have their disctinct colours. Sometimes, game involving only two players may oblige each player to run the four lanes with each player running two lanes simultaneously.
SHUFFLE THE TWO SETS OF CARDS AND SHARE
RULE 3. There are two sets of cards in the game ( the regular cards and the green cards). Each player is given five cards each from the regular cards each at the beginning of the game ( usually after shuffling ). The green cards are placed on the side of the board and are to be picked only when a player steps on " PICK A CARD" in the HOME ZONE. Players are to ensure that the two set of cards are properly shuffled before the commencement of the game.
FIRST PLAYER'S MOVE
RULE 4. Before the first player makes his move , a card is first placed on the floor of the board. This card placed on the floor represents the foundation for the first critical thinking in the game. However, this floor card must not be a special card ( a card without mathematical value). The first player makes his move by combining some or all his five cards ( mathematically) to score an odd or an even number.
SCORING A POINT/POINTS
RULE 5 . If a player who chooses to run with an even number scores an even number as his final arithemtic result ( after subtracting, adding or mulplying his cards ) , he scores points and moves or advances on his lane the number of cards he has played or combined to achieve that result.
SCORING POINTS WITH GOOD CARD COMBINATION, CORRECT CALCULATION AND DESIRED RACE NUMBER
RULE 6. Let's say I combine a "+5 card", "a -7 card" and a "+6 card" to place on top of the floor card ( assuming the floor card has an arithemetic value of "-2". Then, we should expect a result of +2 after I accurately sum my cards ( and aloud) (NB: +5-7+6 (+2) = -2 ( EVEN). If I summed my cards correctly , I should move 3 steps forward on my lane because I combined 3 cards in total to score my desired race number, an EVEN number.
WHAT HAPPENS IF I DO NOT SCORE MY DESIRED RACE NUMBER BUT MY CALCULATIONS ARE CORRECT?
RULE 7. If you made an accurate calculation from your card combination but failed to achieve the desired race number, you'll score zero and you'll lose the opportunity to advance on your lane.
WHAT IF MY CALCULATIONS ARE WRONG BUT I ENDED UP WITH MY DESIRED RACE NUMBER?
RULE 8. After playing your cards, opportunities are given to opponents to challenge the accuracy of your game. Usually, the first player who gets that opportunuty to challenge is the next player after you; if the next player challenges your game and an error is found in your calculation, you'll withdraw your cards and lose the opportunity to advance.
WHAT IF THE NEXT PLAYER DOES NOT CHALLENGE MY GAME , CAN I COUNT MY POINTS AND ADVANCE?
RULE 9. Not exactly. If the next player decides not to challenge but the second next player does and you're faulted , you'll still be penalised the same way. You'll withdraw your cards and lose the opportunity to advance. The player who fails to challenge or spot an erroneous calculation also loses his turn. He only retains his turn if and only if no one else detects an error even though the adviser or umpire spots an error eventually.
WHAT IF MY GAME IS CHALLENGED, AND I'M FOUND TO BE ACCURATE WITH NO ERRORS
RULE 10. That player who challenges loses his turn, and you'll be scored with the number of cards you combined in that game.
HOW DO I SCORE A COMBINATION OF MATHEMATICAL CARDS AND SPECIAL CARDS?
RULE 11. Special cards include jokers, ladders, step-down cards, and immunity cards. If you combine your mathematical cards with special cards, you'll be scored your mathematical cards points plus whatever points your special cards give you. You can also score points and advance with only your special cards.
IS IT COMPULSORY THAT I READ MY CALCULATIONS OUT LOUD FOR OTHER PLAYERS TO HEAR ?
RULE 12. Absolutely, because it doesn't make sense if you're not audible enough to be challenged. You can't mumble your calculations to yourself alone and expect to be scored. If you're not audible after 3 warnings by the umpire, you'll lose your turn and you'll not be scored.
WHEN IS IT RIGHT TO CHALLENGE AN OPPONENT DURING PLAY?
RULE 13. This is a very important question. A player who is playing his turn must be allowed to complete his play by announcing his result before anyone can challenge. You're not allowed to interrupt a player who has not finalized his play. A player ends his turn immediately after announcing his score. A challenge interupting a game in progress will be considered null and void.
HOW MUCH TIME DO I HAVE TO CORERCT MYSELF AFTER PLAYING?
RULE 14. There's no specific time though, but a player who quickly corrects himself after dropping his cards will not be penalized, however, if a player announces his score, and then touches a new card to pick from the refill cards, he can no longer be given the oppotunity to correct himself.
I DO NOT LIKE NEGATIVE NUMBERS. CAN I ADVANCE WITH JUST POSITIVE NUMBERS?
RULE 15. The answer is NO. The game does not allow a combination of cards with only a plus or a minus sign to score points, unless you want to waste your turn just playing the cards . A player MUST therefore combine cards with positive number/s and at least a negative number/s or vise versa to score a point or to advance in the game. You cannot play all minus, or all plus in a single card cominbination to score a point. Hence, playing a +3, +2, and +1 or a -3, -4, -2 will score you no points.
A VALID MOVE EXPLAINED
RULE 16: The result of the combination of a +ve and -ve cards resulting in the desired value ( odd or even ) scores a player points and grants the player a forward movement; the number of steps moved is determined by the number of cards played to achieve this.
IS THERE A CATEGORY LEVEL ( EASY OR HARD ) IN THIS GAME?
RULE 17: Yes, there is . The first rule about choosing an ODD or an EVEN number as a race number is designed for LEVEL 1 category. For a higher ( hard level or expert level ) category, the rules for scoring points changes to: players having to combine their cards ( be it all +ve cards or all -ve cards, or a combination of both) to achieve a mathematical result equal to (=) +7, or -7 or 0. Every other rule applies with the exception of this.
WHAT IF MY CARDS CANNOT SCORE ME POINTS NO MATTER HOW I COMBINE THEM?
RULE 18: Yes, It's possible your cards are not currently looking promising for points scoring. This is not actually a problem; what you simply need to do is play out your cards for a change or replace those cards from the refill cards. However, if you decide to play out the cards, you must audibly calculates and annouce the correct otpout ( or result) of your card's arithemetic combination.
WHAT HAPPENS WHEN A PLAYER COMMITS AN ERROR OF WRONG CALCULATION BUT PROVIDES A CORRECT ANSWER?
RULE 19. The expression of your verbal arithemetic processing or calculation must be audible and accurate , so must the answer. Wrong verbal expression with correct answer will be penalized for mathematical deception; such player, if challenged must withdraw his cards and will not be scored. Except in a case where this goes undetected by the any of the players.
CAN I WITHDRAW MY CARDS AFTER PLAYING THEM?
RULE 20. Yes, you may , but you'll be penalized by losing your turn.
WHAT IF MY CARD OR CARDS ACCIDENTALLY DROP ON THE BOARD OF PLAY ?
RULE 21. If your card or cards drop accidentally, it is left for the umpire or the game adviser to decide if it is worth a penalty or not. But, logically this should not attract any penalty.
HOW DO I CALCULATE A COMBINATION OF MATHEMTICAL CARDS AND SPECIAL CARDS TO SCORE POINTS?
RULE 22. It's simple; when counting the number of cards played to acquire points, only count the mathematical cards : the special cards are not counted. You may add the number of points scored by special cards to the score acquired by playing your mathematical cards. If a player combines 3 cards to score a valid point, then combines it with a 3-wrung ladder, that player scores 6 points by adding 3 points from the mathemtical cards plus 3 points from the ladder. Same with joker moves ( 5 points).
I DO NOT UNDERSTAND RULE. NO. 22. CAN IT BE PARAPHRASED FOR BETTER UNDERSTANDING?
RULE 23. Cards combination during play involving math cards and special cards are calculated thus: total steps moved or total points scored = No. of math cards played to achieve desired result + steps acquired by using special cards.
WHEN IS THE OPPORTUNITY TO CHALLENGE A PLAYER CONSIDERED EXPIRED ?
RULE 24. The opportunity to challenge a player expires after 10 secs. If no one challenges after 10 secs , the game continues noirmally, and the player is scored.
CAN A PLAYER BE COMPELLED TO REPEAT HIS CALCULATION FOR CLARITY AND AUDIBILITY PURPOSE?
RULE 25. Technically, yes. However, a player is not obliged to repeat his calculations if at least 50% of the other players confirm audibility and clarity. If only two players are involved, he is under obligations to repeat his calculations for clarity and audbility.
AFTER THE LAST PLAYER PLAYED , I SEE A MATHEMATICAL CARD WITH A VALUE OF -3.
RULE 26. When it gets to your turn and you see that the last played card or topmost card has a mathematical value , you're expected to start your own calculation by summing , or subtracting or multiplying your card value on that card. You do not continue calculation from the last result of the last player, rather you continue on the value of the last played or topmost card on the board.
WHAT IF THE LAST PLAYED CARD OF THE PREVIOUS PLAYER IS A SPECIAL CARD; WHAT VALUE IS PLACED ON THAT?
RULE 27. All speciall cards are assumed to possess a non-mathematical value. Meaning, you start your calculations on "no-value" or on a non-mathematical zero value. In other words, you only rely on the mathematical cards you're bringing to the board, and you cannot add to, or subtract from or multiply to a special card because it has no mathematical significance.
IS THERE A REWARD FOR COMBINING ALL FIVE MATHEMATICAL CARDS IN ONE PLAY?
RULE 28. Absolutely, just like in a game of scrabble where you play all 7 tiles at once to score a premium ( 50+). If a player with 5 mathemtical cards play all at once in one combined move, such player scores 7 points in total even though his total cards was supposed to yield 5 points. This is called the PREMIUM SCORE just like in the scrabble. However, if these cards contain one or more sepcial cards, there's no PREMIUM SCORE.
I HAVE A JOKER, WHAT DO I DO WITH IT?
RULE 29. If you have a joker, count yourself lucky because you're about to score 5 points if used properly. To achieve this, you need to (i) first, play out your joker (ii) then select any of your mathematical cards and place it faced down on the board. This card becomes your "secret card". Then, ask the next player to guess what mathemtical shape or figure is on the "secret card" . If he fails to guess correctly, you score 5 points, but if he guesses correctly he steals your 5 points.
CAN I USE A SPECIAL CARD AS A SECRET CARD?
30. No, you can't. Only mathematical cards with mathematical values are allowed.
WHAT IS A FLIGHT MODE? AND WHAT DO THOSE MATHEMATICAL SHAPES ON MY TRACK REPRESENT?
RULE 31. Those mathemtical shapes on your lane represent points of flight mode. This occurs when a player intelligently matches the last played card with the shape or figure on the square. If the shape or figure of his last played card matches with the shape or figure on the square , then an additional 10 steps is added. This is called the FLIGHT MODE.
I JUST PICKED AN IMMUNITY CARD; WHAT DO I USE IT FOR?
RULE 32. The immunity card is used to safeguard against undesirable encounters. A player loses the card immediately after using it. The immunity card should always be held as an EMERGENCY CARD and kept aside until needed because it iserves as an emergency card. Immunity cards are not counted as part of your 5 cards which every player must have in every turn. So, if you picked an immunity card, place it aside and only use it when you encounter danger by releasing it on the board as defense.
IF I PICKED UP AN IMMUNITY CARD AFTER PLAYING OUT ONE OF MY CARDS, WHAT DO I DO?
RULE 33. If you picked an immunity card after playing out one of your cards, you still need to pick another card because the immunity card is not considered as one of the five (5 ) required regular cards you must have in every turn. Thus, the immunity card is just an extra card used only during emergencies. Having an immunity card ( as extra) means you now have six (6) cards in your possesion. You may place the immunity card aside and present it only when you need it for your defense.
WHAT ARE THE LADDERS FOR?
RULE 34. The ladders help you step up or score points. If you picked a 2 step-up ladder, you'll move two steps forward, if you picked a 3 step-up ladder, you'll move 3 steps forward and so on. However, if you have a step-down card, you should use them against your opponents to punish them. With a 4 step-down card, you can step down a defenseless opponent, unless of course that opponent has an immmunity card to nullify this punishment.
CAN I HAVE MORE THAN TWO (2) IMMUNITY CARDS?
RULE 35. No, you can't. That'll be too much self-defense or more like a monopoly of self-defense. In order to create a sort of balance in the game, if you're picking a third one immunity card, you must relinquish it and give other players the opportunity to defend themselves. You may decide to relocate the exposed immunity card underneath the pack of refill cards, and pick another card.
WHAT HAPPENS IF A PLAYER INTENTIONALLY OR UNINTENTIONALLY PICKS MORE THAN 5 CARDS?
RULE 36. A player who intentionally or unintentionally picks more than the required five cards must return one of the cards, which must be selected at random by any other player.
WHAT HAPPENS IF I ENCOUNTER DOUBLE DANGER ? CAN I AVERT BOTH WITH MY IMMUNITY CARD?
RULE 37. No, you can't. Where a player encounters two dangers simultaneously or receives a double attack, he may use his immunity card to avert only one danger and he may choose which danger he allows , while averting the other (as he wishes), unless of course he has two immunity cards to avert two dangerous encounters or attacks. And, your immunity expires immediately after usage.
IS A PLAYER ALLOWED TO DEAL MULTIPLE BLOWS AGAINST AN OPPONENT?
RULE 38. A player is allowed to deal “multiple blows” against his opponents by using a combination of special cards ( simultaneously) to destabilize his opponents.
WHAT IS THE USE OF THE GREEN CARDS?
RULE 39. The green cards are another set of cards placed within the HOME ZONE. A player who steps on a “PICK A CARD” square picks a green card from the top of packed green cards and executes whatever the card says. The green card is usually a 50/50 chance: it can promote you or punish you.
IF I HAVE A PLUS (+) CARD, AND A MULTIPLICATION CARD (X)CARD, HOW DO I PROCEED WITH CALCULATION?
RULE 40. Calculations are made by "first cards played, first calculated". This means if you played a +ve card, and then follow it up with an X-card ( multiplication card), it means you have to sum the game first to the value on the board before multiplying by the result of the sum total.
RECOMMENDED SEQUENCE OF CALCULATION
RULE 41. To avoid discrepancies in calculation, the next player adds, subtracts or multiplies to the arithmetic value of the last played card, and not to the result of the last player’s calculation. Hence, there is no carry over of results from previous player. Again, for emphasis, the next player plays and calculates on the value seen on the last played card ( and not on the result of the last player) . If the last played card is a special card , the value on the card is assumed to be nought.
CAN I MAKE USE OF A CALCULATOR FOR HELP?
RULE 42. Players are not allowed to use calculators while playing . Calculators are only welcome when it becomes necessary to clarify doubts and arguments over results or clarify discrepancies in calculations. This game is a mental contest. Using a calculator defeats the purpose of the whole instructional learning derivable from playing the game.
HOW CAN I KNOW A PLAYER HAS FINSIHED PLAYING HIS TURN?
RULE 43. Each player should announce the end of his turn by pronouncing “DONE” . This is an indication that his game can now be challenged or counted. If a player fails to announce ‘DONE” after playing, he should be asked he he's done playing his turn. This is necessary to avoid arguments and to justify questioning or challenging a player's calculation.
ANY ADVISE FOR ME AS I APPROACH THE HOME ZONE?
RULE 44. The HOME ZONE is more like the final phase of the race, and it's an area fraught with dangers and pitfalls. Each player must be wary of unexpected traps and snares. Caution should therefore be the watch-word as every player seeks to bring down his opponent while taking advantage of their “ un-watchfulness”.
SHOULD I KISS THE SERPENT ? AND WHAT ARE THE ARROWS MEANT FOR?
RULE 45. You may kiss the serpent if you're immune to snake venom. Any player who accidentally steps on the mouth of the SERPENT will be stung by its venom and swallowed down to the tail ( unless of course he has an immunity card to wade this off). As for the arrows , they're more like ladders , if you step on the tail of the arrows, you move up to the pointed end.
WHAT HAPPENS IF I STEP ON A PICK-A-CARD SQUARE?
RULE 46. Any player who steps on a PICK-A-CARD square must pick a GREEN CARD and follow the instructions (accordingly). ( Immunity does not prevent picking a card here, but can be used to avert the danger that comes with it).
WHAT HAPPENS IF I STEP IN THE JAIL SQUARE OR BOX?
47. Once you step in the jail box, you'll be stuck for a period of 2 turns. Any player who accidentally lands in the jail box is automatically detained until two turns are over or bails out with an immunity card.
I DON'T WISH TO REMAIN IN JAIL FOR TWO TURNS, IS THERE ANY OTHER WAY OUT?
RULE 48; A alternative bail can be achieved by achieving a result play of either : +5, -5, +7, - 7, +9, -9 or 0 or he losses two turns.
WHAT HAPPENS IF I MOVE TO JAIL AFTER "PICK A CARD" ?
RULE 49. If this happens, then you must return to the last position you were before being jailed. You can't advance forward or score any points from jail, unless you actually stepped into jail without a command from "PICK A CARD".
SHOULD I AVOID THOSE ARROWS POINTING BACKWARD IN THE HOME ZONE?
RULE 50. Yes, you should by all means avoid them. Those are punishment arrows meant to fling you away from the home zone, sending you way back to lanes far far away. AVOID THEM.
ENDING THE GAME
RULE 51.
The first player who crosses the HOME SWEET HOME wins the game and may automatically discontinue other players from proceeding in the game. However, every player may wish to play their last turn; this is to truly justify the end of the game.. When a winner is announced , every other player’s position may be recorded immediately and accordingly. However, players may decide to play till the end if they wish, but this should be a collective decision from the start of the game.
THE WINNING MOVE
RULE 52. To become a winner in this game, you must cross the HOME SWEET HOME box with the exact number of steps or points needed to cross over. You can't win the game crosing with 5 steps when you only needed 3 steps. ALSO, you can't end the game with a special card; your last move must come with mathematically ochestrated steps using mathemtical cards. If you must include special cards in your last move, then be sure to start your move with special cards and finish up with mathematical cards.