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Mr. Lehmkuhl's GATE Class

Dice Cup

Shake the cup. Roll the dice. Find the missing signs.

Watch Pip and Dot show you how

The video closes by itself when it ends. Then you can play.

My badges

Finish a level to light up its badge. Beat all four to win the prize video.

Teacher note
  • Students shake the cup, then choose +, −, or × for each blank so the equation equals the target. There is no division, no decimals, and no negative answers.
  • Levels: 2 dice (5 puzzles), 3 dice (40), 4 dice (25), 5 dice (15). After the last level the prize video plays, then the boss resets everything back to 2 dice.
  • Puzzles follow the order of operations: multiply first, then add and subtract from left to right. Each new level starts with a short video that teaches this.
  • Parentheses only show up on puzzles that cannot be solved without them, about 1 puzzle in 10 from 3 dice on.
  • To stop guess-and-click: students get 1 try with 2 dice and 2 tries after that. A wrong try shows the math for what they built. A missed puzzle shows one correct answer, does not count, and a new roll comes out.
  • The cup stays locked until the puzzle is finished, and refreshing the page brings back the same puzzle, so students cannot reroll for an easier one.
  • Any equation that really equals the target counts, even if it is different from the one the game had in mind.
  • Puzzles are made fresh from every roll, so there are thousands of them. Progress is saved on this Chromebook only.