This interactive addition game serves as a formative assessment tool that provides valuable data for both teachers and students. Unlike summative assessments, this game offers:
Real-time feedback: Students receive immediate information about their understanding, allowing them to adjust their thinking and strategies
Actionable insights: Teachers gain specific data about student performance patterns (first attempt accuracy, persistence, areas of difficulty)
Low-stakes learning environment: Students can take risks and learn from mistakes without penalty
Differentiated data: Performance data across four difficulty levels helps identify appropriate instructional next steps
Progress monitoring: Repeated use over time shows growth and mastery development
To make this game more social and collaborative rather than isolating, try these partner configurations:
Driver & Navigator: One student operates the device (Driver) while the partner talks through the thinking process (Navigator). Switch roles every 5 questions.
Think-Pair-Share: Both students solve the problem independently on paper, compare answers, discuss strategies, then submit the agreed-upon answer together.
Each level corresponds to grade-level standards:
Level 1 (Within 5): K.OA.A.5 - Fluently add and subtract within 5
Level 2 (Within 20): 1.OA.C.6 - Add and subtract within 20, demonstrating fluency for addition and subtraction within 10
Level 3 (Within 100): 2.NBT.B.5 - Fluently add and subtract within 100 using strategies based on place value, properties of operations, and/or the relationship between addition and subtraction
Level 4 (Within 1000): 3.NBT.A.2 - Fluently add and subtract within 1000 using strategies and algorithms based on place value, properties of operations, and/or the relationship between addition and subtraction
1.2.a (Empowered Learner): Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways
1.3.a (Empowered Learner): Students use technology to engage in choice-based learning opportunities and demonstrate their learning in various ways
1.6.c (Creative Communicator): Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations or models
1.6.d (Creative Communicator): Students publish or present content that customizes the message and medium for their intended audiences
Multiple Means of Representation: Visual number sentences, color-coded feedback, progress indicators, animated elements
Multiple Means of Action & Expression: Four difficulty levels, second-chance opportunities, scaffolded hints, screenshot-based reporting
Multiple Means of Engagement: Immediate feedback, positive reinforcement, gamified scoring, visual progress, choice of difficulty level
Math Centers: Independent or partner practice station
Early Finishers: Enrichment and additional practice activity
Formative Assessment: Quick diagnostic check to inform instruction
RTI/Intervention: Targeted skill practice with built-in scaffolding
Pre-Assessment: Identify student readiness before a unit
Progress Monitoring: Track growth over time by repeating at intervals
Students select their level (1, 2, 3, or 4)
Each game presents 10 questions from a bank of 25 (randomized)
Students receive two attempts per question
First attempt: Full credit (10 points) if correct
Second attempt: Half credit (5 points) if correct after hint
After two attempts: Answer revealed with encouraging feedback
Continuous score display helps students track progress
Final report provides detailed performance analysis
Per Game: 10 questions
Question Bank: 25 unique questions per level
Total Available: 100 questions across all four levels
Data Points Collected:
First attempt accuracy (indicates fluency and automaticity)
Second attempt success rate (shows ability to self-correct with scaffolding)
Questions requiring full answer reveal (identifies specific skill gaps)
Overall percentage and point total
The final score report is designed to be screenshot-friendly (no scrolling required). Students can:
Take a screenshot of their results page
Submit via their LMS (Canvas, Google Classroom, Schoology, etc.)
Share with teachers for targeted intervention planning
Keep in a digital portfolio to track growth over time
Specific: Identifies exact errors and provides targeted hints
Timely: Immediate response after each submission
Positive: Encouraging language that builds confidence
Growth-Oriented: Celebrates effort and learning from mistakes
Actionable: Provides concrete next steps for improvement
Designer: Dana Leonardo
AI Disclosure: This educational game was designed with assistance from AI technology (Canva Code) to support differentiated math instruction and formative assessment practices.