Help a copper gecko hop across a twilight canyon. A fraction such as 1/2 sits on the prompt plaque. Jump only onto sandstone pillars that show an equivalent, like 2/4 or 3/6. Space, Hop, or a tap on a stone sends the gecko. A miss drops into the wash and costs a life. Eight safe hops reach the lantern camp.
Hop to a match for
Halves, thirds, fourths.
Read the Plaque
The big fraction is the value you need. 2/3 means hop to 4/6 or 6/9, not 2/4 and not 3/2.
Pick a Stone
Three pillars sit ahead. Use arrows or tap to choose the equivalent. The selected stone glows.
Hop
Press space, Hop, or tap the stone. A match lands and scores. A miss drops the gecko and resets the streak.
Reach the Lantern
Eight hops light the camp. Then a new fraction appears and the canyon starts again, a little faster on later stretches.
Hop the Match
The plaque shows a fraction. Only a pillar with the same value is safe. 1/2 matches 2/4, not 1/3.
Three Stones Ahead
Three sandstone ledges sit in the canyon. One is equivalent. The others are close misses: same numerator, a reciprocal, or a neighbor.
Space, Keys, or Tap
Space or Hop jumps to the highlighted stone. Left and right change the pick. Tapping a stone hops there. Works on a tablet.
Camp in Eight Hops
Eight safe landings reach the lantern mesa for a bonus. Three lives. Easy uses halves and thirds. Hard opens eighths and twelfths.
Mesa Hop is a third-grade equivalent-fractions jumper. A copper gecko stands on a home mesa in a twilight canyon. Three sandstone pillars show candidate fractions. The player hops onto the pillar that equals the prompt. Correct hops move the gecko toward a lantern camp. Wrong hops cost a life. The game is for students who are learning that 1/2, 2/4, and 3/6 name the same amount.
Equivalence Under a Jump
Students must see that 3/6 is 1/2 while the gecko is already coiled. That is closer to fluent use than circling pairs on a worksheet.
Decoys Match Real Slips
Wrong stones keep a numerator, flip to a reciprocal, or sit one tick away. Those are the same errors as paper fraction work.
Instant Land or Fall
A match pops points and a streak. A miss drops. There is no check-your-work step in between.
Keyboard or Thumbs
Space to hop matches the classroom jump cue. Touch targets sit on the stones. Play sits under the canyon, not on the gecko.
They name the same amount. Multiply or divide the numerator and the denominator by the same number. 1/2 = 2/4 because both parts were doubled.
The gecko falls into the wash and loses a life. The streak resets. You return to the home mesa with the same prompt and a new set of stones.
Space bar, the up arrow, or the Hop button jumps to the highlighted stone. Tap a stone to hop there directly. Left and right change the highlight.
The size of the denominators. Easy stays near halves, thirds, and fourths. Medium adds fifths, sixths, and eighths. Hard uses eighths, ninths, tenths, and twelfths.
Third through fifth grade (about ages 8–11), when students learn equivalent fractions. Stay on Easy for unit fractions and halves.
