🐾 M.A.T.H.TEACHER / COACH FIELD GUIDE ← COMPETITION HQ
CLASSROOM LAUNCH FIELD GUIDE

Run the room. Let the math run the race.

This page explains the competition formats, teacher controls, student join flow, scoring, recovery, and the fastest way to launch a class.

🐏 “PREPARE loads the mathematics. GO starts the round. RESULTS tells the story. Accuracy drives everything.”
Running M.A.T.H. ram guiding the teacher

60-Second First Game

Choose the room. Set class size and organization. M.A.T.H. balances teams as evenly as possible.
Choose the mathematics. Select the Training Ground, mission, range, and number of rounds.
Choose the experience. Ram Race, Team Blitz, Relay, Class Champion, Headquarters Cup, or Championship Series.
Explain the game. Use EXPLAIN THE GAME to project the student rules before launch.
Create the live room. Project the room code and SCAN TO JOIN QR. Students use team + seat; no student account is required.
PREPARE → GO → RESULTS → NEXT. Repeat until the event is complete. STOP GAME is always available during an active event.

Teacher Controls

CREATE LIVE ROOMCreates the six-character room and opens student joining.
PREPARELoads the fresh problem assignments. Students can see that the round is ready, but they cannot answer yet.
3 · 2 · 1 · GO!Starts answering. Student choices become active and live competition state begins.
RESULTSLocks the round, reveals the scoring outcome, and records official movement/points.
NEXT ROUNDAdvances to recovery when needed or loads the next official round/stage.
🛑 STOP GAMEStops answers, timers, and movement while preserving current standings and results.
NEW EVENTLeaves the current room and returns to Competition Control Center for a fresh setup.
COPY JOIN INFOCopies the join page and current room code for sharing.
SCAN TO JOINThe projected QR takes students directly to the public M.A.T.H. join page.

How Each Competition Works

🐏 RAM RACEEvery active trainer answers simultaneously. Team accuracy earns base points and moves the ram; speed can add only a secondary bonus.
⚡ TEAM BLITZEverybody answers at once. The projector emphasizes a team energy meter while the same accuracy-first scoring protects the mathematics.
🏁 HEADQUARTERS RELAYOne active seat per team runs each official round. The baton rotates. Recovery keeps the same runner for one fresh same-skill repair.
🏆 CLASS CHAMPIONEvery student becomes a one-person team. Highest cumulative score wins; exact ties use accuracy and then finish-time performance.
🏰 HEADQUARTERS CUPInteger Instinct and Equation Territory alternate in one event with one cumulative score.
🥇 CHAMPIONSHIP SERIESQualifier → semifinal → final. Stage scores reset when the field narrows so every stage must be earned.

Scoring: Accuracy First. Speed Second.

AccuracyVisible Base Points
100%5
90–99%4
80–89%3
70–79%2
1–69%1
0%0

Secondary advantages: fastest complete eligible team +1, accuracy growth +1, and RAM RUSH can double base points on designated official rounds. Recovery rounds teach the skill but do not inflate competition points.

Focused Recovery

When a team or trainer falls below the selected mastery threshold, Headquarters can deliver one fresh same-skill retry. The purpose is repair, not bonus scoring.

Teacher language to reinforce: “We found something worth training. Fix the skill, prove the repair, then move forward.”

Student Join & Classroom Flow

1 · PROJECTKeep the live host board on the classroom display.
2 · SCANStudents scan the QR or open the public join page.
3 · ENTERStudents enter the six-character room code, choose team, and choose seat.
4 · WAITStudents stay in the lobby until PREPARE and GO.
5 · COMPETEEvery active brain solves its own mathematics.
6 · RECOVERUse the recovery round and Build Your Math Animal page when a skill needs more training.

Helping a Student After the Competition

Point students to Know the Game → Build Your Math Animal. It gives them four clear next moves: practice at the matching Training Ground, talk to the teacher, use notes/Thinking Surface, or—when school policy permits—use the provided AI Math Coach prompt for explanation, sample problems, step checking, and guided practice.

Two Choices: How They Compete + How They Think

Competition Experience controls the classroom format—Ram Race, Team Blitz, Relay, Class Champion, Headquarters Cup, or Championship Series. Question Experience controls the mathematics inside that format—Solve It, Mistake Lab, Pattern Hunt, Model It, or Mixed.

Example: Choose RAM RACE + MISTAKE LAB to make the entire race an error-analysis competition. Choose TEAM BLITZ + MODEL IT for an application-only round. The competition engine stays the same; the way students experience the mathematics changes.

Adaptive Follow-Up: Build What Comes Next

After RESULTS, the live host can create a teacher-only diagnostic report from anonymous team/seat attempts. Use BUILD FOLLOW-UP TRAINING to turn the missed skill types into a digital assignment with fresh parallel problems, Mistake Lab repairs, applications, pattern work, graph challenges, manipulatives, and explanation prompts.

Learning loop: Play → Diagnose → Build → Assign → Practice → Prove → Replay. Student links contain the training recipe and random seed, not student names, emails, district IDs, or the private teacher room token.

Teacher Access

Teacher/coach access is account-based. New teachers must be provisioned by the M.A.T.H. site administrator before they can enter the protected Competition Control Center. Students do not receive teacher accounts and continue to join public live rooms anonymously by code, team, and seat.

Mobile Rule

During a live student round, the interface is intentionally compact and stable: no horizontal scrolling, smaller phone-safe problem sizing, responsive answer buttons, a reduced Thinking Pad height, and controls that stay inside the viewport. The mathematics moves; the page should not.