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Year 7 · Maths

Analyse & Adapt

Students learn that mathematical games and solutions can be analysed, purposefully adapted, tested and improved. They explore Equation Escape, a maze game in which equations determine the player's route, then create their own adapted version. Across 200 minutes, students plan, design, test and refine the mathematics, maze, rules and special features, keeping mathematical accuracy at the centre of the final game.

4 x 50 minutes (200 minutes)2026-27Main outcome: Final adapted Equation Escape game with instructions and testing evidence

Strand at a glance

Lesson progression

The lesson sequence below comes from the complete strand guide.

1. AnalyseAnalysis

How would I Analyse and Adapt a Board Game called Equation Escape?

Core learning
Understand how equations control routes and identify purposeful ways a mathematical game can change.
Main investigation
Explore the original Equation Escape, analyse its maths and gameplay, then plan a purposeful adaptation.
Student product
Original Game Analysis + Adaptation Plan
2. DesignDesign

How can we design an Equation Escape game where the mathematics controls the route?

Core learning
Use accurate equations, suitable difficulty, routes and rules to create a playable mathematical maze.
Main investigation
Build the first maze, equations and rules, adding purposeful gameplay or puzzle adaptations.
Student product
First Version Equation Escape Design
3. Develop & TestTesting

Does our adapted Equation Escape actually work?

Core learning
Check mathematical accuracy, route logic, clarity, challenge and gameplay through testing.
Main investigation
Play through the game, solve every route and identify errors or confusing rules to fix.
Student product
Playable Prototype + Test Evidence
4. Improve & FinaliseImprovement

How can we improve the game without losing mathematical accuracy?

Core learning
Use testing evidence to refine equations, routes, rules and purposeful adaptations.
Main investigation
Correct problems, complete final checks and prepare the finished adaptation for judging.
Student product
Final Adapted Equation Escape + Instructions

Detailed strand guidance

How the strand develops

Lesson 1: Analyse

Driving Question: How would I Analyse and Adapt a Board Game called Equation Escape?

Students reconnect with the Year 7 theme of Improvisation & Adaptation and apply it to a mathematical game. Equation Escape is a maze in which players solve equations and use each answer to decide which route to take. The task is not simply to play the game, but to understand how it works and become the game designers.

Students analyse the original concept: equations control progress through the maze, so the mathematics and the route design must work together. A correct answer should lead to the intended path, and the player continues solving until they reach the end.

Students identify possible areas for adaptation, including mathematical difficulty, gameplay, puzzle types and special features. The key principle is that a strong adaptation should have a purpose: Change -> Purpose -> Effect.

Lesson 2: Design

Driving Question: How can we design an Equation Escape game where the mathematics controls the route?

Pairs begin creating their own adapted Equation Escape. They decide who the game is for, what level of challenge is appropriate and how their version will be meaningfully different from the original while still keeping equations as the mechanism that determines the player's route.

Students can adapt:

  • difficulty by making equations easier or harder
  • multi-step equations, brackets, negative numbers, fractions, decimals or algebra
  • gameplay through time limits, scoring, penalties, lives or extra routes
  • puzzle types such as algebra, percentages, ratio, sequences or problem solving
  • special features such as power ups, shortcuts, hints or traps
  • bonus questions, locked routes, multiple endings or difficulty levels
  • rules and instructions so another player can understand the game
  • the balance between challenge, accuracy, creativity and enjoyable gameplay

Before developing the full game, pairs make an adaptation plan and sketch. They identify their main mathematical challenge, what they are changing, why the change has a purpose and how their version will differ from the original Equation Escape.

Students produce: First Version Equation Escape Design + Adaptation Plan The first version should show the maze structure, mathematical challenges, route logic and the main purposeful adaptations.

Lesson 3: Develop & Test

Driving Question: Does our adapted Equation Escape actually work?

Students continue developing the maze, equations, rules and special features, then test the game rather than assuming it works. The aim is to find mathematical or gameplay problems while there is still time to fix them.

Students check:

  • Mathematics: Are all equations and answers correct?
  • Routes: Do the answers lead to the intended paths?
  • Rules: Can another player understand how to play?
  • Gameplay: Can the game actually be completed?
  • Challenge: Is the difficulty appropriate for the intended audience?
  • Adaptation: Is the final game meaningfully different from the original?

Pairs play through their own game carefully, solve every equation and correct any broken routes, unclear instructions or unsuitable difficulty. Testing is used as evidence for what should be improved next.

Students produce: Playable Prototype + Test Evidence The prototype should be mathematically accurate enough to test properly, with clear notes or corrections showing what needs to be refined.

Lesson 4: Improve & Finalise

Driving Question: How can we improve the game without losing mathematical accuracy?

Students use the problems found during testing to refine their Equation Escape adaptation. They improve the mathematics, maze routes, instructions, difficulty and gameplay while keeping the original Equation Escape concept recognisable.

The final improvement process follows: Test -> Identify -> Change -> Recheck

Students may adjust equations, simplify or increase difficulty, change routes, improve instructions, alter scoring or time limits, or refine special features. More equations and more features do not automatically earn more points: quality, purpose and mathematical accuracy matter more.

Students complete a final quality check to confirm that equations determine the route, the mathematics is correct, the instructions are clear, the game can be played, meaningful adaptations are visible and anything that failed during testing has been improved.

Students produce:

  • Final Adapted Equation Escape Game
  • Clear Rules and Instructions
  • Evidence that the game was tested and improved

Judging takes place only after the full 200 minutes. The criteria reward Mathematical Accuracy & Challenge, Quality of Adaptation, Gameplay & Game Design, Creativity & Problem Solving, and Design, Instructions & Presentation.

The final message is that a strong mathematical game is not the one with the most features. It is the one where the mathematics is accurate, the route logic works and each adaptation has a clear purpose.

Conceptual journey

The thinking behind the sequence

The Strand in One Sentence: Students move from analysing an existing mathematical maze, to designing their own purposeful adaptation, testing whether its equations and routes work, and finally refining the game into an accurate, playable and improved final version.

  • Analysis: How does the original Equation Escape use mathematics to control the route?
  • Design: How can equations, rules, difficulty and maze routes work together?
  • Testing: Are the mathematics, route logic and gameplay actually correct and playable?
  • Improvement: How can testing evidence guide the final adaptation?

ANALYSE -> DESIGN -> TEST -> IMPROVE

The Maths Strand therefore applies the Year 7 Improvisation & Adaptation theme to mathematical game design. Students begin with an existing solution, make purposeful changes, test whether those changes work and improve the final version rather than simply adding more content.

Assessment evidence and skills

What students demonstrate

Across the four 50 minute periods within the two double lessons, students build a clear record of their mathematical thinking and game development:

  • L1: Original Game Analysis + Adaptation Plan
  • L2: First Version Equation Escape Design
  • L3: Playable Prototype + Test Evidence
  • L4: Final Adapted Equation Escape + Instructions

The final MSC Maths score /100 considers Mathematical Accuracy & Challenge (25), Quality of Adaptation (25), Gameplay & Game Design (20), Creativity & Problem Solving (15), and Design, Instructions & Presentation (15). Judging takes place after the full 200 minute challenge.

Across the strand, students practise:

  • solving and checking mathematical equations accurately
  • adapting mathematical difficulty for an intended audience or purpose
  • designing routes where answers control progress through a maze
  • using a range of suitable mathematical puzzle types
  • testing route logic, accuracy and gameplay
  • using testing evidence to improve the final game

Judging / scoring

CategoryPoints
Mathematical Accuracy & Challenge25
Quality of Adaptation25
Gameplay & Game Design20
Creativity & Problem Solving15
Design, Instructions & Presentation15
TOTAL100

Judging takes place after the full allocated strand time so students can continue testing and improving until the end.

Curriculum source: Y7 Strand Guide.docx