I created the 'Game-On for Prime Factors' project to solve a significant problem in middle school math: the abstract teaching of Number Theory. The curriculum requires students to master prime factorization, divisibility rules (2, 3, 5), and finding LCM/GCD. I saw that teaching these concepts abstractly led to disengagement and a lack of relevance.
My game’s creation is based on a two-part approach:
1. Connecting Abstraction to Cryptography: I recognized that cryptography is a foreign concept to students. My solution was to have the game bridge this gap, linking the abstract math of prime factorization directly to its essential real-world use in modern security and cryptography. I wanted to fundamentally change the student perspective, showing them why these skills are crucial. I view this connection as vital for improving math education as a whole.
2. Building Context through Play: My design uses a simplified board game environment. I designed this mechanism to allow students to quickly gain the necessary ‘life experience’ or context missing when studying abstract ideas. Through various hands-on scenarios, this acquired context is immediately and effectively used to grasp and solidify the mathematical abstractions, making the learning intuitive, memorable, and highly engaging.
A game-based math class transforms the traditional lesson into a dynamic and engaging learning scenario.The session begins by dividing students into groups of 6–8, with game tables set up quickly (1–2 minutes), and each table receiving a game set.
Students familiarize themselves with the rules via a pre-prepared online video or the text in the game box (about 5 minutes). Each student then receives their 6 keys, and the game begins, lasting approximately 30 minutes.
After tallying results (2–3 minutes), the class moves to a crucial open discussion of learning outcomes. Key takeaways include:
The uniqueness of prime factorization.
The advantage gained by using divisibility rules.
The concept of asymmetric complexity (easy multiplication vs. hard factorization). The teacher uses this to introduce the application in cryptography and digital signatures.
Students often ask about the "hidden secrets" (number sequences and concepts) depicted on the cards. Teachers can direct students to the game's website for self-study or dedicate another class to these concepts, using the provided short videos to conclude the session. The class finishes with the awarding of "ancient keys" to the winners at each table.
The game is disseminated through several key channels to ensure it reaches its intended audience of educators and the general public:
Firstly, the primary distribution method is through direct sales: schools can purchase the game sets via the official project website. While teachers theoretically have the option to manually create their own card sets, there are no known instances of this occurring, making the commercially produced sets the standard.
Secondly, the project actively engages with educators through promotional events. At least once during the school year, events specifically for teachers are organized to demonstrate the game and its pedagogical use in the classroom. These efforts are significantly bolstered by participation in scientific conferences, specifically to introduce teachers to the advantages of using games in mathematics education.
Furthermore, specialized training courses are offered with a license from the Ministry of Education. These courses are designed to acquaint teachers with the benefits of using games in the classroom, utilizing this specific game as a concrete example.
Finally, the game is spread through public engagement and outreach: We regularly participate in science festivals, allowing visitors to experience and play the game first-hand. We also attend board game-related events, where families and friends can play the game, broadening its visibility beyond the educational sector.
We continuously evolve the game experience. This is achieved primarily by introducing new games that utilize the existing components. This approach helps students connect knowledge by applying it to the same set of elements under different rules. We also prepare different, simpler variants of the game using technologies other than the core board game format. Furthermore, we add related classroom activities that build upon the game's concepts. Finally, we maintain a digital library of short videos or texts. These provide supplementary information about the numbers on the doors and their structure, thereby aiming to encourage curiosity in students.
Here are the options if you wish to try the game:
Purchase and Play: You can buy the game directly from the official website. Once you receive it, you can familiarize yourself with the rules using the information provided in the game box or by watching the instructional video available on the website, and then proceed to play with your class.
DIY Option: Alternatively, you can study the game rules from the video available on the website and create a suitable set of cards yourself to play with your students.
Attend an Event: You can join an event we organize, bringing a group of your students along to participate in the scheduled games.
Invite Us to Your School: You can invite us to your school so that we can conduct a demonstration and run a game session directly with your students.