Skip to content
PlayOwl
The Clockmaker's Workshop, an Adventure Mission story cover

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.

  • 4 parts
  • 6 to 9 minutes
  • Kindergarten and Grade 1

Who is playing?

Each age gets its own version of the story. Any of them is fine to play.

Kindergarten and Grade 1

Ready by Festival Morning

The job: Help Mateo get the neighbors' clocks ready, then start the big clock for the festival.

  1. Numbers and Hands With a PlayOwl plan
  2. Whose Clock Is It? With a PlayOwl plan
  3. Count the Bells With a PlayOwl plan
  4. Festival Morning 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.