No Drama Koala
No Drama KoalaMaths Games & Resources
PLACE VALUE HOP · ←/→ to run · ↑/↓ on a ladder · SPACE to hop
Build the target number digit-by-digit, starting with the largest place. Each floor is one place: 1000s, 100s, 10s, 1s. Wrong digit = lose a life.
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How to use this in the classroom

Place Value Hop is a Mappy-style platformer for place value. Each floor of the tower is a place (thousands, hundreds, tens, ones). Students climb ladders, collect the right digit on each floor to build the target number, and avoid the enemies. Forces explicit thinking about which digit goes in which place.

Year 2–4 place-value introduction

After teaching place value formally, run as a 15-minute station. The physical metaphor of 'climb to the thousands floor and pick up the right digit' embodies the abstract concept in a way verbal explanation often doesn't.

Diagnostic for written numbers

Students who can read 4,237 aloud but pick up the wrong digit on the wrong floor reveal they're treating the number as a string rather than as place-value structure.

Bridge to expanded form

Pair with expanded-form drill — after each round, students write the number they built as 4000 + 200 + 30 + 7. Connects the game's physical structure to the symbolic form.

What it builds

Place-value structure as an explicit concept. Many Year 2–4 students can answer place-value questions correctly when prompted ('what's the value of the 3 in 432?') but lose track when they have to use place value INSIDE a different task. This game embeds place-value reasoning inside an arcade goal.

Common misconceptions it surfaces

Differentiation

Pairs well with