⏳ The Time Machine: facilitator kit
Grades 4–6 · 15–25 minutes · Level: Easy · 6 stages
Opening story: The class time machine broke down in the middle of a journey! To get back to the present, you need to fix its date panel. Each station gives back one part of the code. The machine stopped in an ancient inventor’s workshop, and its screen is flashing: “Enter return code”.
Setup
- Station sheets
- A paper timeline on the board
- A 4-digit lock or an envelope
- Invention cards to cut out (wheel, printing press, telephone, Moon)
- Print the 6 stage cards and put them in order, or hide each card around the room so every answer leads to the next one.
- Read the opening story to the group and start a timer.
- When the group gets stuck, give one hint from the table, one at a time.
- At station 2, give pupils cards to cut out and physically order on the timeline.
- Allow scrap paper for the year calculations.
- At the end, ask each team to add one invention they know to the timeline.
Answers and hints (facilitator only)
| Stage | Answer / code | Hints |
|---|---|---|
| 1. From airplane to Moon | 66 | Work out 1969 minus 1903. |
| 2. The timeline | 4291 | Start with the wheel (4). · Finish with the Moon (1). |
| 3. A jump back | 1876 | 1969 minus 90 is 1879. · Now take away 3 more. |
| 4. Warm-up route · The symbols on the lock | 4 | Every symbol is a number. What is one symbol worth? · Add: 2 plus 2. |
| 5. Warm-up route · The number board | 10 | Look at the last number in the sequence. · Add 2 to it. |
| 6. The return code | 6676 | The answer from station 1 is 66. · What are the last two digits of 1876? |
Read at the end: WHOOSH! The machine landed right back in this lesson. Just a moment… why is there an ancient wheel on the desk?