ARTICLE · 1350674
初中数学组|让数学“动”起来:六年级学习有了新玩法




本学期,国际部六年级数学启用了新教材。教材的更新,不只是知识内容的变化,也带来了对课堂学习方式的新思考:如何让抽象的概念更容易被理解,让必要的运算练习不止停留在重复训练,更让学生在参与、尝试与合作中主动建构对数学的认识?围绕这些问题,数学组周胜元老师从真实课堂需求出发,尝试将数字技术融入教学设计,一套与新教材同步、服务于六年级数学学习的网站逐步成型。知识讲解短片、互动游戏、单元综合复习等资源被有机整合,教材中的知识也由静态呈现转化为可观看、可操作、可挑战、可合作的学习任务,为学生理解数学、运用数学提供了更多路径。

把数学知识变成可以参与的任务

打开网站,学习资源按照教材章节、课时有序排布。每一课配套知识短片、互动游戏与复习材料,教师可根据课堂需求灵活选用。知识短片将数学问题融入故事,借助动画直观呈现抽象概念与运算过程;互动游戏围绕知识点定制,让学生在选择、操作中完成练习。例如在等值代数式配对游戏中,学生需要找到形式不同、意义相同的表达式;在代入求值的棋盘游戏中,计算结果决定棋子能够前进几格;到了运算顺序挑战,括号的位置可能直接影响最终结果,也关系到任务能否顺利完成。


这些资源不仅内容各有特色,网站的视觉设计也保持着统一的风格。奉贤校区卡通形象熊猫Brighty也出现在视频与游戏内,陪伴同学们观察、思考、闯关。熟悉的校园形象让学习资源多了几分亲切感,也让数学知识变得更加鲜活。



多样挑战:闯关、对战、跨校区比拼

单课时游戏是知识点的“小练兵”,单元复习综合游戏则是一场综合能力的“大挑战”。 网站围绕不同单元设计航海、潜游、飞行等主题闯关活动。学生逐级完成任务,迎接综合挑战。以第三章为例,游戏串联乘方、因数与倍数、运算顺序、代数式及同类项等内容,让学生在连续闯关的过程中梳理概念、选择策略、综合运用知识。教师既可以带领全班完整闯关,也可按需选取关卡开展针对性复习,让单元复习兼具整体性与灵活性。




网站设置“纪录保持者”板块可自动记录最高分与挑战者姓名。两队对战模式为课堂增添互动竞技感:队员轮流作答、小组协同思考,在合作比拼中完成数学任务。课堂上,同学们会一起琢磨怎样携手拿下本轮挑战。有了比赛的刺激和游戏的欢乐,原本枯燥的课堂练习也变得有趣起来,同学们在期待挑战的同时,也更愿意主动投入其中。


而“班级比赛”模式,则把这种热闹从一间教室延伸到了更远的地方。借助网站,即使身处不同教室,甚至不同校区的班级,也能同时参与一场数学比赛。大家在各自班级中集思广益、争取胜利。不同教室里的同学,因为同一道数学题有了新的连接。



AI助力,把教学设想变成课堂资源

从构想到落地,网站中的每一项资源都离不开教师对教学内容的反复打磨和对课堂体验的持续优化。周胜元老师结合新教材特点与学生学情提出设计思路,借助AI辅助编程与资源制作,再逐一核对数学表述、题目设置、游戏规则和交互逻辑。从概念如何讲解更易懂,到一场游戏怎样让更多学生参与,技术始终服务于教学目标。
立足新教材,一个教学设想逐渐变成了一套可以在课堂中使用的学习资源。知识讲解、趣味闯关、团队比拼……当数学融入故事与游戏,同学们便有了更多主动思考、合作交流和挑战自我的机会。数学学习,就这样在一次次探索与尝试中真正“动”了起来。
Bringing Math to Life
New Ways to Explore Mathematics
This semester, Grade 6 of Shanghai High School International Division (SHSID) began to use a new mathematics textbook. The updated curriculum has brought not only updated content, but also new opportunities to rethink how mathematics is taught and learned. How can abstract concepts become easier to understand? How can essential calculation practice go beyond repetitive exercises? How can students be encouraged to develop their understanding of mathematics through participation, exploration, and collaboration? With these questions in mind, Mr. Zhou Shengyuan from the Mathematics Department set out to explore new ways of integrating digital technology into everyday teaching. Starting with real classroom needs, he developed a learning website aligned with the new textbook. The platform brings together short instructional videos, interactive games, and comprehensive unit review activities. Through these resources, mathematical concepts are no longer simply presented on a page; they become something students can watch, explore, interact with, and learn through together.
Turning Mathematical Concepts
into Interactive Challenges
The website organizes learning resources by textbook chapter and lesson, making them easy for teachers to access and incorporate into their teaching. Each lesson comes with instructional videos, interactive games, and review materials that teachers can select according to their classroom needs. The videos use stories and animations to introduce mathematical problems, making abstract concepts and calculation processes easier to visualize. The interactive games are designed around specific learning objectives, allowing students to practice through hands-on activities. For example, in the equivalent expressions matching game, students must identify expressions that look different but have the same value. In the substitution board game, the result of a calculation determines how many spaces a game piece can move forward. In an order of operations challenge, the placement of parentheses can change the entire result, which determines whether students can successfully complete their mission.
Beyond the learning content, the website also features a consistent visual design. Brighty, the panda mascot of the Fengxian Campus, appears in both the videos and games, accompanying students as they observe, think, and take on new challenges. This school mascot brings a sense of warmth to the digital learning resources, making the learning experience more enjoyable for students.
A Variety of Challenges:
Quests, Team Battles,
and Inter-Campus Competitions
While individual lesson games provide opportunities to practice specific skills, the chapter review games take students on a much bigger adventure. Featuring themes such as sailing, underwater exploration, and flying, these activities guide students through a series of challenges. For example, in chapter 3, the review game brings together topics such as exponents, factors and multiples, order of operations, algebraic expressions, and like terms. As students progress through the levels, they revisit key concepts, choose appropriate strategies, and apply what they have learned. Teachers can guide the class through the entire game or select individual levels for targeted review, making it a flexible resource for both comprehensive revision and focused practice.
The website also features a "Record Holder" section, which automatically keeps track of the highest scores and the names of the students who achieve them. A two-team battle mode adds another layer of excitement to the classroom. Students take turns answering questions, discuss strategies with their teammates, and work together to complete mathematical challenges. It is not uncommon to see students eagerly discussing how their team can win the next round. The excitement of competition and the fun of playing turn in-class exercises into something students genuinely look forward to, encouraging them to take a more active role in their learning.
The "Class Match" mode takes this excitement beyond the walls of a single classroom. With the help of the website, classes in different classrooms, even across different campuses, can participate in the same mathematics competition at the same time. Students work together within their own classes, sharing ideas and striving for victory. Through a shared mathematical challenge, students who might otherwise never meet find a new way to connect.
AI-Powered Innovation
Bringing Teaching Ideas
into the Classroom
Behind every resource on the website is a process of careful design and continuous refinement. Based on the new textbook and students' needs, Mr. Zhou developed the initial idea, then used AI-assisted coding and content creation to bring them to life. He carefully reviewed and refined the mathematical explanations, questions, game rules, and interactive features to ensure that everything worked as expected. From making a concept easier to understand, to designing a game that encourages wider student participation, technology remains firmly guided by clear teaching objectives.
What began as an idea inspired by the new textbook has gradually developed into a collection of practical learning resources for the classroom. Through instructional videos, interactive quests, and team competitions, students now have more opportunities to think independently, collaborate with others, and challenge themselves. With stories and games woven into the learning experience, mathematics is no longer just something to study—it is something to explore, experience, and enjoy. And that is how mathematics truly comes to life!
-END-
文:周胜元,陈佳仪
图/视频:奉贤六年级数学老师
编辑:吴世予
审核:郑雯寅,沈晨荔,吴世予,Christian Saroza
Written by Shengyuan Zhou, Jiayi Chen
Pictures/ Video by Fengxian Grade 6 Math Teachers
Edited by Shiyu Wu
Reviewed by Wenyin Zheng, Chenli Shen, Shiyu Wu, Christian Saroza















































































