How projects work

Three class periods. One build. Every decision carries.

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

Anatomy of one of the projects

Theme Park Tycoon, day by day

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 next
DAY145 MIN

Choose rides, set the land plan

Students 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.

Produces: 4 rides chosenProduces: $92,000 of a $120,000 budget spent7.RP.A.1 · unit rates
Locked in · their rides and remaining budget are now day 2’s required inputs
DAY245 MIN

Price tickets against live demand

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.

Produces: a ticket priceProduces: projected daily revenue7.RP.A.2 · proportional relationships
Locked in · their pricing and revenue projections flow into the final budget
DAY345 MIN

Balance the budget, pitch the park

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.

Produces: a balanced budgetProduces: a defended investor pitch7.RP.A.2 · multi-step reasoning
Why decisions carry forward

Because math you're accountable to is math you remember

Carry-forward isn't a gimmick. It changes what the math is for.

Stakes make retention

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.

No two parks are alike

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.

The math is honestly earned

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.

Your side of it

What running a project actually asks of you

Less than a normal lesson does. The project runs itself; you coach.

1

Assign day 1

The intro deck is included; project it, or let students read the brief. No prep, no printing, no setup.

2

Watch the console

While students build, the live console shows who’s moving, who’s stuck, and where. Sit with the group that needs you.

3

Pause between periods

Every project pauses cleanly at the end of a period and picks up exactly where each student stopped, tomorrow or next week.

4

Absent students catch up

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.

Grading: every computation is auto-graded the moment it's submitted. The only thing you review is a handful of short reasoning prompts, like the investor pitch, and each is flagged for you in the console.
Scheduling

There's no fixed pacing. Run it the way your calendar works.

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.

The culminating finish

Three periods to end 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.

D1D2D3
Woven through the unit

One project day per week, as you teach

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.

D1·teach·D2·teach·D3
The real calendar

Interrupted? Nothing breaks

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.

D1·D2···pause···D3
The finish line

What students walk away with

A finished student theme park from Theme Park Tycoon, with rides placed, tickets priced, and a balanced budgetStudent work
  • A designed, priced theme park that exists because of their decisions, not a worksheet with answers on it
  • A balanced budget they had to make work, with the ratio and proportion math that made it work
  • A short investor pitch defending their choices, which is the reasoning made visible
  • A score already in your gradebook, because the math graded itself along the way
The honest logistics

The questions teachers actually ask

What if we run out of time?
Projects pause cleanly between periods, and there’s no expiration. If day 2 spills into a second period, it just does. Many teachers run day 3 the following week; every student resumes exactly where they stopped.
What about students who were absent?
An absent student starts day 1 independently while the class continues, because the project runs itself and their decisions only affect their own park. The intro deck covers what they missed.
Can I run this with one device cart, or shared devices?
Yes. Each student’s progress saves continuously to their account, so it doesn’t matter which device they pick up tomorrow. Projects also work well in pairs on shared devices; competitions are built for it.
How is it graded?
Every computation auto-grades on submission, with numbers randomized per student. You review only the short reasoning prompts, typically two or three per project, and the console flags exactly which ones are waiting for you.
How much do I need to prepare?
Nothing. The intro deck, the day-by-day structure, and the grading are all included. Teachers who like to preview usually run day 1 themselves in about fifteen minutes; the preview button below does exactly that, no account needed.
Want to rehearse day 1 before committing class time?

Download the Theme Park Tycoon teacher guide and preview the first day exactly as your students would see it.

Download the sample teacher guide

If it's your first project, start here

Theme Park Tycoon for Grade 7, Precision Construction and Pack & Ship for the others. Preview a sample project right now, no account needed.