Welcome to Zephyria
Four small planes are about to race across a whole continent, and one of them is yours. There is no autopilot and no talking map. You have a chart, a mile ruler, a compass rose, and each other.
- TrainEarn your wings in Flight School. Learn the map key, latitude and longitude, scale, and directions.
- PlanEach race day, choose your next city and file a flight plan the control tower will accept.
- FlyDraw a Sky Card, take off, and write what happened in your logbook.
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Teacher note (page version 2)
- What this is: a map-skills unit run as a five-day air race. It takes 8 to 10 class periods and is meant to be slow, careful work. Everything is on screen. Nothing needs to be copied or handed out.
- Crews: three students on one Chromebook works best: navigator, pilot, and co-pilot. Jobs rotate every race day. Crews of two or one also work. A mouse or touchscreen makes the mile ruler much easier than a trackpad.
- Flight School: six lessons that unlock in order. The latitude and longitude lesson starts on a simplified world map before moving to Zephyria. Lesson 1 is a 16-question pre-test with no feedback. The same questions come back as a final check after the race, and the Logbook shows both scores side by side.
- The map tools: the mile ruler is dragged from one city to another and read like a real ruler. It never shows the answer as a number. The guide lines draw from the pointer to the edges of the map to help with latitude and longitude.
- The Map Room: the same continent drawn nine ways: navigation chart, political, elevation, contour, weather for each race day, hazard chart, population, road and rail, and a photo from space. Each has a two-question challenge worth bonus miles. The elevation, weather, and hazard maps can also be switched on under the map during the race.
- Race Board: the stand-in for pins on a wall map. At the end of each race day, every crew sees a six-letter Race Board code. Open the Race Board tab on the projector, type each crew's name and code, and the whole class appears on one map with standings.
- The Return Race: after a crew finishes once, it can fly a second race from Aurora City to Lanternbay with a required stop at Highmoor.
- The flight plan: eleven lines, checked by the page. A plan with a mistake comes back with the line named, not corrected. The first return each day is free, and later ones cost bonus miles, so guessing does not pay.
- Sky Cards: one per day. Many depend on the route, such as "if your route crosses the desert." A careful crew can plan around some of the risk.
- Logbook: the co-pilot writes an entry after every flight. A checklist awards up to five stars, and stars become bonus miles. All plans and entries are kept in the Logbook tab and can be printed, along with a certificate.
- Saving: progress saves on that Chromebook. Crews need the same Chromebook each day.
- Sound and reading: the Sound button turns off all sound. Every screen has a Listen button.
Teacher lesson plan (copy and paste into a Google Doc)
Standards, learning intentions, success criteria, a period-by-period plan, rubric, and differentiation. Click the button, open a blank Google Doc, and paste.
The Great Air Race: Unit Lesson Plan
Grades: 3 and 4 GATE (works for grade 5) Subjects: Geography, Math, Writing Length: 8 to 10 class periods of 45 to 60 minutes Site page: fun-gate.com, The Great Air Race
Universal Concept: Systems (a map is a system of symbols, lines, and scale that only works when you can read every part)
Unit Overview
Crews of three fly small planes in a five-day air race across the imaginary continent of Zephyria. Before the race they complete Flight School: a pre-test, the map key, latitude and longitude, scale and distance, compass directions, and the rules. During the race they hear a weather bulletin, plan a route, complete an eleven-line flight plan that the page checks line by line, draw a Sky Card, and write a logbook entry. Everything happens on screen. There is nothing to copy, cut out, or hand in on paper.
Essential Questions
- How does a map let you find, measure, and describe a place you have never seen?
- Why does a plan have to be accurate before you act on it?
- How do you change a plan when something you could not control goes wrong?
Standards Alignment
Social Studies (Nevada Academic Content Standards)
- Geography, grades 3 and 4: constructing and using maps that show human and physical features and spatial patterns (for example SS.4.23). Match the exact grade 3 geography codes to your district documents.
- SS.3.6 and SS.4.6 Build responses with reasoning, examples, and details.
Mathematics
- 3.NBT.A.2 Fluently add and subtract within 1000.
- 4.MD.A.2 Solve word problems involving distances.
- Mathematical Practice 6 Attend to precision.
English Language Arts
- W.3.3 and W.4.3 Write narratives about real or imagined experiences using descriptive details and a clear sequence of events (logbook entries).
- SL.3.1 and SL.4.1 Engage in collaborative discussions.
Standard descriptions are shortened. Check all codes against your current district curriculum documents before submitting.
Learning Intentions
We are learning to:
- read a map key, a compass rose, and a scale of miles.
- find places using latitude and longitude.
- plan a route accurately, and change it when conditions change.
- write a clear, detailed record of what happened.
Success Criteria
I can:
- tell what each symbol in the map key means.
- give the latitude and longitude of a city to the nearest degree.
- measure the distance between two cities to within 25 miles.
- name the direction of a flight using the eight compass points.
- fill out a flight plan that the control tower approves.
- write a logbook entry that tells where we flew, what happened, and what we saw, heard, and felt.
- choose the right kind of map for a question.
- (Stretch) plan two or three days ahead to find the fastest route.
Learning Objectives
By the end of the unit, students will:
- Identify and interpret at least twelve map symbols.
- Compare different kinds of maps (political, elevation, contour, weather, population, road, and photo) and tell what each is for.
- Locate cities by latitude and longitude, and state the coordinates of a given city.
- Use a map scale to measure straight-line distances within 25 miles.
- Describe a route by direction, grid lines crossed, and land and water features crossed.
- Work in assigned crew roles to make and revise group decisions.
- Write five narrative logbook entries with descriptive detail.
Key Vocabulary
legend (key), symbol, scale, compass rose, latitude, longitude, parallel, meridian, Equator, Prime Meridian, elevation, pass, boundary, capital, navigator, flight plan, headwind, tailwind
Materials and Resources
- One Chromebook per crew of 3, open to The Great Air Race on fun-gate.com. A mouse or touchscreen makes the mile ruler easier than a trackpad.
- Projector or TV for the two videos in the Movie Theater tab, and for showing the map during discussions
- Headphones if crews will use the Listen button
- Optional: a globe or wall map for the latitude and longitude lesson
No paper copies are needed. Flight plans, logbook entries, and the certificate are all kept in the Logbook tab and can be printed from there.
Prior Knowledge and Warm-up (15 minutes)
Prior knowledge: Students have seen maps and know the four main directions. No earlier work with latitude, longitude, or scale is assumed.
Warm-up, "Guide Me There": Hide a small object in the room. One student leaves, then returns and must find it using only directions from classmates, who may not point. After one round, ask: What made that hard? What would have made it easier? Lead students to the idea that a map with agreed symbols, directions, and distances solves the problem. Then watch the trailer and the Crew Briefing.
Instructional Procedures
| Period | On the page | What students do | Teacher moves |
|---|---|---|---|
| 1 | Home, Movie Theater, Flight School lesson 1 | Warm-up. Watch both videos. Form crews, name the team, choose a plane. Take the Pre-flight check (16 questions, no feedback yet). | Form balanced crews of 3. Explain that the pre-test is a starting line and will be taken again at the end. |
| 2 | Flight School lesson 2: The map key | Click each of 13 symbols to see it light up on the map. Win a round of Symbol Bingo from spoken-style clues. | Ask crews to find one example of each symbol without the key. Discuss why maps use symbols instead of words. |
| 3 | Flight School lesson 3: Latitude and longitude | Learn parallels and meridians. Play Where Is It? (give coordinates for 5 cities, then find 3 cities from coordinates). Six of eight are needed to pass. | Use a globe to show the Equator and Prime Meridian. Stress "latitude first." This is the lesson most likely to need a second period. |
| 4 | Flight School lessons 4, 5, and 6 | Measure five flights with the on-screen mile ruler. Name six flight directions. Read the rules and pass the rules check. Earn wings. | Model the mile ruler on the projector first: press on one city, drag to the other, read the mark. |
| Any time | Map Room | Compare nine kinds of maps of the same continent and solve a challenge on each. Good as a station, an early-finisher task, or a full period before the race. | Ask: what question does each map answer? Which would you want for a road trip, a hike, or a flight? |
| 5 to 9 | The Race, one race day per period | Hear the weather bulletin. The navigator plans the flight and completes the flight plan. The pilot files it and draws a Sky Card. The plane flies. The co-pilot writes the logbook entry. Jobs rotate daily. | Circulate with questions: How do you know that distance is right? Which lines does your route cross? What will you do if the card turns you back? Allow time for a real logbook entry. |
| 10 | Bonus Round, results, debrief, Logbook | Fly the Bonus Round if needed. See final standings. File the crew debrief. Take the final check with feedback. Compare before and after scores. Print the certificate. | Lead the closing discussion. Compare routes between crews on the projector. |
The class map: open the Race Board tab on the projector. At the end of each race day, every crew reads out its Race Board code. Type the crew names and codes, and the whole class appears on one map with standings, the way pins on a wall map used to work.
A second race: crews that finish early can fly the Return Race, from Aurora City to Lanternbay with a required stop at Highmoor.
Timing notes: Strong crews can finish Flight School in two periods. A race day takes 25 to 40 minutes, mostly on the flight plan and the logbook entry, so two race days can share a longer block. End each period with clean up.
How the flight plan is checked: the control tower checks eleven lines: destination, distance (within 25 miles), direction, cities within 50 miles of the route, the weather forecast, flying height, land and water crossed, parallels crossed, meridians crossed, and the day's maximum distance. A plan with a wrong line comes back with the line named but not corrected. The first return each day is free. Each later return costs 25 bonus miles.
Culminating Task
Each student writes a one-page "Pilot's Guide to Zephyria" for next year's racers: the route they would fly now, why, which dangers to plan around, and the single most useful map skill. They must use at least three map terms correctly.
Assessment Methods
Formative: Flight School pass marks (shown on the Flight School tab); number of flight plan returns; observation of crew roles; the star rating on each logbook entry.
Summative: the Pre-flight check and final check (the same 16 questions, with the two scores shown side by side in the Logbook), plus the logbook entries or culminating task scored with this rubric.
| Criteria | 4 Exceeds | 3 Meets | 2 Approaching | 1 Beginning |
|---|---|---|---|---|
| Map skills | Uses the key, grid, scale, and directions accurately and plans several days ahead. | Uses the key, grid, scale, and directions accurately for each flight. | Uses some map tools accurately. Plans are often returned. | Chooses routes without using the map tools. |
| Accuracy | Flight plans are approved on the first filing most days. | Flight plans are approved after one return. | Flight plans need several returns. | Lines are filled in by guessing. |
| Logbook writing | Clear sequence, exact place names, and vivid sensory detail that brings the flight to life. | Tells where the crew flew and what happened, with some descriptive detail. | Tells what happened with little detail, or leaves out places. | A sentence or two, or off topic. |
| Teamwork | Does the day's job fully, checks teammates' work respectfully, and helps the crew decide. | Does the day's job and listens to teammates. | Takes part, but does another crew member's job or decides alone. | Does not take part, or takes over. |
Differentiation Strategies
Support:
- Every screen has a Listen button.
- The Guide lines tool draws lines from the pointer to the edges of the map, which helps students read coordinates.
- Pair a strong reader with the navigator on days with long Sky Cards.
- Logbook sentence frames: "This morning we took off from ___." "We saw ___ and heard ___." "Then ___ happened, so we ___." "Tonight we are in ___."
- Allow a spoken logbook entry that a teammate types.
Extend (depth and complexity):
- Patterns: Which kinds of routes get hit by the most Sky Cards? Is a longer, safer route ever faster?
- Rules: Why do mountains cut the day's distance? Write a new rule for the race and predict how it would change the best route.
- Multiple perspectives: rewrite one logbook entry from the point of view of a rival crew watching you land.
- Unanswered questions: Is there a route that reaches Aurora City in four days? Prove it with distances.
- Across disciplines: convert each day's miles to kilometers (multiply by 1.6).
- Create: design three new Sky Cards that use latitude, longitude, or a map feature.
Discussion Questions
- Did it feel like a race? When did your crew feel the most pressure?
- Did your crew always agree? How did you settle it when you did not?
- Which line of the flight plan did the tower return most often? Why is that one hard?
- Did the Sky Cards help you or hurt you? How could you plan a route that bad luck cannot ruin?
- If you flew the race again, how would you change your route?
- Who uses these skills in real life?
Closure
Show the before and after scores from the Logbook. Each student names the one map skill that improved most and one they still find hard. End with clean up.
Teacher only: answer key, fastest route, and reset (password)
Type the teacher password to open the teacher file.