Mission 15
The Clockmaker's Workshop
Mr. Farid's bench is full of clocks, and the big clock in the square must tick again by festival morning. Put the day in order, set the hands, count the chimes, catch a clock that runs fast, and fit the gears that turn the hands.
- 5 parts
- 12 to 16 minutes
- Grades 4 and 5
Who is playing?
Each age gets its own version of the story. Any of them is fine to play.
Grades 4 and 5
Time on the Bench
The job: Run the bench for the last day before the festival: log the repairs, plan them, and rebuild the cuckoo clock's gear train.
- The Repair Log With a PlayOwl plan
- Across Noon With a PlayOwl plan
- Teeth and Turns With a PlayOwl plan
- The Wrong Wheel With a PlayOwl plan
- The Cuckoo's Door With a PlayOwl plan
For grown-ups: what this mission practices
Ordering a day and ordering by size, telling time to the hour, half hour, quarter hour and five minutes, correcting a fast or slow clock, and elapsed time across the hour and across noon. Older children reason from one true rule of gears (teeth times turns is equal where wheels mesh), find a wrong wheel from evidence, design a 12 to 1 train and justify it.
- Ages
- Five versions, from Preschool to Grade 8. They are different designs, not the same task with other numbers.
- How it is checked
- Every answer is checked by rules the child can see at work on the screen. Any answer that meets them is right.
- Help
- Olly can read any line aloud, give a hint that points at where to look, or show one way. A report says where help was used.
- Time
- Nothing is timed. A part takes a few minutes and progress is saved after each one for a signed-in child.