Maths Escape Rooms
Fourteen narrative rooms where the maths is the action, not a toll gate: no question boxes, just instruments you have to set correctly — a dial, a slider, a keypad. Three or four locks a room, fifteen to twenty minutes each, built to end a lesson rather than fill one. Every room has a teacher page with the answers, the hint ladder and the misconception each lock is built around.
Stars show difficulty, set by each room’s hardest lock: one star, Warm-up, grades 1 to 3; two stars, Core, grades 4 to 5; three stars, Challenge, grades 6 to 9.
Big School Begins
Coordinates · Turns · Time · Money
The Comic Caper
Factors · Primes · HCF
The Kiln Disaster
Multiples · LCM · Order of operations
The Library Jam
Ordering decimals · Angles on a line · Money
The Great Hamster Heist
Circumference, upper bounds, gradient.
The P.E. Store Rebellion
Sectors, inverse proportion, sequences.
The Heatwave Mutiny
LCM, surface area to volume, inequalities.
The Prom Budget Embezzlement
Reverse percentages, compound growth, Venn.
The Canteen Menu Hack
Mean averages, simultaneous equations, fractions.
The Headteacher’s Car Trap
Bounds · Arc length · Quadratics
Roll for Initiative
Probability · Scale · Area of a circle
The Christmas Tree Fiasco
Negative numbers, scale and combined ratios.
The Rugby Mud Bath
Area scale factors, rates, index laws.
The Rightful King
Counting · Exponential decay · Conditional probability
Help your child with maths
Plain-English guides to how schools teach maths now, so you can help without teaching it the old way.
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