Description
Market Math turns a supermarket into a maths lesson. Students take on Marshie the Marshmallow's shopping run, programming KaiBot with coding cards to collect items for each customer while working through the numeracy challenges on the activity cards.
What's included:
- 9 x magnetic Market Math tiles that snap together into the game board
- Activity cards
- 1 x illustrated storybook
What students practise:
- Counting, addition and number recognition in a real-world shopping context
- Budgeting and decision-making — choosing what fits the money available
- Sequencing, logic and pattern recognition through the screen-free coding
How you can run it:
- Entirely screen-free using the board, activity cards and storybook
- Or paired with the free companion app, which adds guided maths levels and a karaoke mode for younger classes
Designed on Universal Design for Learning principles, so a single box suits a mixed-ability group. No coding expertise required to run it — the maths leads and the coding follows. Requires a KaiBot robot and coding cards, sold separately.