Adventure World's educational content
Full details of curriculum coverage are given in the teacher's notes for each activity.
Activity 1 is aimed at levels 4, 5, 6 and 7 at KS3.
Students are required to interpret various graphs to establish the current financial position and popularity of Adventure World compared to the current market leader.
They must answer questions relating to specific points of each graph, compare two graphs against each other and calculate the median and mode values of some of these graphs.
Activity 2 is aimed at levels 4, 5, 6 and 7 at KS3.
Students must work out the most cost-effective new ride from a list of possible options and decide on the best location for the ride within the park in order to ensure that the queue never exceeds 1 hour in length.
Activity 3 is aimed at levels 4, 5, 6 and 7 at KS3.
Students are tasked with ensuring that the park's arcade machines all offer the player an enticing chance of winning while still returning a healthy profit.
They must look at prize-giving as well as games machines and answer questions that relate to both specific markets.




