6th Grade  Project 5 weeks

Math Carnival Crunch Challenge

Jennifer S
Updated
CCSS.Math.Practice.MP7
CCSS.Math.Practice.MP5
CCSS.Math.Practice.MP3
CCSS.Math.Practice.MP1
CCSS.Math.Practice.MP8
+ 10 more
1-pager

Purpose

Students act as design companies to create and defend a compact carnival booth that is fair, efficient, and mathematically sound using ratios and unit rates. The work centers on a project notebook where teams document sketches, equivalent ratio tables, unit rate calculations, testing data, critiques, and revisions before building a simple one-desk prototype. Through the Design Company Launch Rally, Booth Boss Challenge, classroom team playtesting, and community partner swap, students use math to make decisions, explain their reasoning, and improve their designs for an authentic audience.

Learning goals

Students use ratio and rate reasoning to design a compact carnival booth that is fair, efficient, and workable within a fixed budget, limited materials, and desk-sized constraints. They model chances of winning, ticket systems, materials, and capacity with equivalent ratios, unit rates, tables, diagrams, and precise calculations, then use test data to revise their design. Students construct and communicate mathematical arguments during the Booth Boss Challenge, critique peer reasoning from scorecards and feedback, and refine their project notebook to show how their booth improved over time. Through team roles, partner debriefs, and the classroom/community partner swap, students strengthen collaboration, reflection, and strategic tool use while making sense of a real design problem.

Standards
  • [Common Core] CCSS.Math.Practice.MP7 - Look for and make use of structure.
  • [Common Core] CCSS.Math.Practice.MP5 - Use appropriate tools strategically.
  • [Common Core] CCSS.Math.Practice.MP3 - Construct viable arguments and critique the reasoning of others.
  • [Common Core] CCSS.Math.Practice.MP1 - Make sense of problems and persevere in solving them.
  • [Common Core] CCSS.Math.Practice.MP8 - Look for and express regularity in repeated reasoning.
  • [Common Core] CCSS.Math.Practice.MP2 - Reason abstractly and quantitatively.
  • [Common Core] CCSS.Math.Practice.MP6 - Attend to precision.
  • [Common Core] CCSS.Math.Content.6.RP.A.3 - Use ratio and rate reasoning to solve real-world and mathematical problems, e.g., by reasoning about tables of equivalent ratios, tape diagrams, double number line diagrams, or equations.
  • [Common Core] CCSS.Math.Practice.MP4 - Model with mathematics.
  • [Common Core] CCSS.Math.Content.6.RP.A.1 - Understand the concept of a ratio and use ratio language to describe a ratio relationship between two quantities.
Competencies
  • Critical Thinking & Problem Solving - Students consider a variety of innovative approaches to address and understand complex questions that are authentic and important to their communities.
  • Collaboration - Students co-design projects with peers, exercise shared-decision making, strengthen relational agency, resolve conflict, and assume leadership roles.
  • Effective Communication - Students practice listening to understand, communicating with empathy, and share their learning through exhibiting, presenting and reflecting on their work.
  • Content Expertise - Students develop key competencies, skills, and dispositions with ample opportunities to apply knowledge and engage in work that matters to them.
  • Academic Mindset - Students establish a sense of place, identity, and belonging to increase self-efficacy while engaging in critical reflection and action.

Products

Students create a project notebook with annotated sketches, ratio tables, unit-rate calculations, testing data, peer feedback, and revision notes that document how their booth becomes more fair and efficient. Each design company also produces a one-desk carnival booth prototype with a clear game, ticket system, capacity plan, and posted math explanation for visitors. During the Booth Boss Challenge, teams present their prototype and notebook evidence, collect scorecards from the classroom partner team, and revise before the final community partner swap. The culminating products are the revised compact booth, a polished presentation of the team’s mathematical reasoning, and a reflection comparing fairness, efficiency, and changes made after testing.

Launch

Kick off with a Design Company Launch Rally: read the client letter aloud, reveal the challenge to build a one-desk carnival booth, and show a few simple sample games or photos so students can quickly notice fairness, ticket ratios, and capacity. Then run a fast team challenge in which students sort possible game ideas into categories such as chance, skill, and accuracy and identify the ratios or unit rates each game would require. Have teams choose a company name, start a project notebook, and record initial claims about what makes a booth fair and efficient. Close with a brief share-out that introduces the upcoming Booth Boss Challenge and the classroom team visit as the authentic audience for their work.

Exhibition

End with a Math Carnival exchange in which each design company runs its one-desk booth for a partner classroom and then visits the partner class to play and analyze their games. During a Booth Boss Challenge, small groups present their prototype, defend their fairness, ticket, and capacity calculations from the project notebook, and invite guests to test the game using a short scorecard for fairness and efficiency. Display annotated sketches, ratio tables, unit-rate calculations, test data, and revision notes beside each booth so visitors can see how the design improved over time. Close with brief awards tied to the math, such as Best Mathematical Design, Most Efficient Booth, and Strongest Revision Based on Evidence.