A TeachRealMath project is 2 to 4 connected class periods where students build something real. What makes it different from a packet of worksheets: each day's decisions become locked inputs for the next day's math. Here's exactly how one runs.
Auto-graded throughout · intro deck included · your prep: none
The Grade 7 flagship. Students design Aurora Park for an investor. Watch what carries forward, because that's the whole idea. Every project at every grade follows this same shape; only the scenario, the standards, and the number of days change.
Outputs from each worksheet/activity become inputs for the nextStudents pick rides from a catalog, place them on a land budget, and watch cost and capacity recalculate with every choice. There is no single right park; there is the park they can defend.
Students set ticket prices for the rides they chose, and a demand curve responds instantly. A higher price means fewer visitors; the revenue math is theirs to balance, using their own park from yesterday.
Everything reconciles. Construction costs from day 1, revenue from day 2, and operating costs meet in one budget that has to work. Students finish with short reasoning prompts defending their park to the investor.
Carry-forward isn't a gimmick. It changes what the math is for.
On day 3, a student isn’t solving problem 14. They’re rescuing the budget of a park they designed. Application with consequences is what makes the ratio math stick past Friday.
Randomized numbers plus each student’s own decisions mean every budget is different. Copying a neighbor’s answer is impossible, because the neighbor is solving a different park.
Each day anchors a specific Common Core standard, and the scenario needs it. Unit rates on day 1, proportional relationships on day 2, multi-step reasoning on day 3. Nothing decorative.
Less than a normal lesson does. The project runs itself; you coach.
The intro deck is included; project it, or let students read the brief. No prep, no printing, no setup.
While students build, the live console shows who’s moving, who’s stuck, and where. Sit with the group that needs you.
Every project pauses cleanly at the end of a period and picks up exactly where each student stopped, tomorrow or next week.
A student who missed day 1 starts there on their own while the class continues. Their park waits for them.
This is what you watch while class runs: who's moving, who's been stuck and where, who's catching up, all updating in real time as students work. Walk to the desk that needs you instead of discovering it while grading.
A project pauses cleanly at any point and picks up exactly where each student stopped. So the three days don't have to be consecutive, and they don't have to wait for the end of the unit.
Teach the topic path first, then spend the skills on the project in consecutive periods. The classic run, and the most popular: the unit closes with something built.
Run day 1 after the unit-rates lesson, day 2 the week proportional relationships land, day 3 as the unit closes. The project pauses between days and applies each skill the week you teach it.
Assemblies, sub days, snow days, testing weeks: pause whenever, resume whenever. There's no expiration, and every student comes back to their own park exactly where they left it.
Student workDownload the Theme Park Tycoon teacher guide and preview the first day exactly as your students would see it.
Theme Park Tycoon for Grade 7, Precision Construction and Pack & Ship for the others. Preview a sample project right now, no account needed.