Activity: Equation Relay
A fun and competitive game to practice solving one-step equations.
How to Play
- Divide the class into teams of 4-5 students. Have each team line up.
- Place a set of equation cards face down at the front of the room.
- On "Go!", the first person in each line runs to the front, takes a card, and solves the equation on a mini-whiteboard or piece of paper.
- They run back and show their answer to the teacher. If it's correct, the next person in their team can go. If it's incorrect, they must go back and fix it.
- The first team to have every member solve an equation correctly wins.
Example Equation Cards:
- x + 8 = 20
- y - 5 = 15
- 3a = 33
- b / 5 = 10
- 14 + c = 25
- d - 9 = 9
- 7m = 49
🔑 Kaiako answer key
Example equation cards
x + 8 = 20 → x = 12 · y − 5 = 15 → y = 20 · 3a = 33 → a = 11 · b ÷ 5 = 10 → b = 50 · 14 + c = 25 → c = 11 · d − 9 = 9 → d = 18 · 7m = 49 → m = 7
Watch for: the relay is marked at the front of the room at speed, so have this list beside you. 14 + c = 25 is the one that catches ākonga out — the unknown is second, and they read it as 14 − 25. If you write your own cards, keep every answer a whole number so the marking stays instant.
📋 Teacher Planning Snapshot
Ngā Whāinga Ako — Learning Intentions
A team activity for Lessons 4-5, solving equations under time pressure with each member handling one step.
Ngā Paearu Angitū — Success Criteria
- ✅ I can solve a one-step equation quickly and correctly.
- ✅ I can find and fix my own error when a card comes back to me.
- ✅ I can cope with the unknown being on either side, as in 14 + c = 25.
Differentiation & Inclusion
The relay is fast and public, which suits some ākonga and not others. Offer a seated "solver" role for anyone who does not want to run, and let teams confer before a runner goes up. If speed is causing distress, drop the competition and keep the cards.