ICONIC GAMESYEAR 4
TERM 2 · WEEK 6Build Your Dream Home

TERM 2 · WEEK 6

Build Your Dream Home

Seven missions. One dream home.

Design it. Plan it. Solve it. This week you’re the builder! Complete 7 fun missions to create your own amazing dream home.

LET’S BUILD! →
0 / 7 missions complete

ENGLISH

Sentence Builder: How, When & Where

01 · Builder Workshop

Let’s investigate the words for Build Your Dream Home. Look for what changes, then explain what you notice.

WHAT AM I LEARNING?

Use adverbial phrases to add precise information about how, when or where an action happens.

YOUR MISSION

The builder has mixed up an instruction. Unjumble the word blocks to make a clear sentence. Then write your own builder instruction and add a useful detail that tells how, when or where the action happens.

Need help? See the steps
TEACH · LEARN THE IDEA

Start with the steps below. They show you what to look for and what to do.

  1. STEP 1Read or tap each word.
  2. STEP 2Look closely at the word part the mission is teaching.
  3. STEP 3Sort, build or compare the words.
  4. STEP 4Explain the pattern in your own words.
UNJUMBLE THE INSTRUCTION

Make the sentence stronger

The builder mixed up the instruction. Tap the blocks in the correct order to rebuild the sentence, then write an instruction of your own using a detail that tells how, when or where.

BUILDER CHALLENGE Unjumble the word blocks.
0 / 10 blocks
Your sentence will build here…
Read all the blocks first. Then tap them in the order that makes the clearest builder instruction.
HOW carefully · with strong rope WHEN after lunch · before the rain WHERE beside the pool · near the garden

ENGLISH

My Dream Home Story

02 · Story Studio

Write a short story set in your dream home. Give it a beginning, make something happen, then finish the story clearly.

WHAT AM I LEARNING?

Write a short imaginative story set in a dream home, with a clear beginning, something happening, and an ending.

YOUR MISSION

Write a short story set in your dream home. Introduce who is there and where they are, make something interesting happen, and finish with a clear ending. Include at least 3 complete sentences and at least 2 details that help the reader picture the home. You can draw your dream home underneath if you want.

Need help? See the steps
TEACH · LEARN THE IDEA

A story helps the reader imagine a place and follow what happens. Introduce the setting and characters, add an event or problem, then show how it ends.

  1. STEP 1BEGINNING — introduce who is there and where the story starts.
  2. STEP 2MIDDLE — make something interesting, surprising, funny or exciting happen.
  3. STEP 3Add details that help the reader picture the dream home.
  4. STEP 4ENDING — show how the event finishes.
A bright dream home with a pool, treehouse, slide and outdoor spaces to inspire a story.
IMAGINE · WRITE · DRAW

My Dream Home Story

Imagine you are inside your dream home. Who is there? What happens? Write a short story, then draw the home underneath if you want to.

BEGINNINGWho and where?

Introduce who is at the dream home and help us picture where the story begins.

MIDDLEWhat happens?

Add something interesting, surprising, funny or exciting.

ENDINGHow does it finish?

Show what happens at the end so the story feels complete.

OPTIONAL

Draw your dream home

You do not have to draw to finish the mission. This space is here if drawing helps you imagine your story.

Draw here with your finger, stylus or mouse.

ENGLISH

Read the Blueprint

03 · Blueprint Desk

Read the Build Your Dream Home information first. Talk the idea through, then answer one small question at a time.

WHAT AM I LEARNING?

Combine information from a labelled plan and an informational explanation to identify locations and relationships.

YOUR MISSION

Explore the dream-home blueprint. Which room opens directly onto the deck? Where is the pool compared with the deck? Which spaces are closest to the kitchen? Use a label or location detail from the blueprint as evidence for each answer.

Need help? See the steps
TEACH · LEARN THE IDEA

Evidence is a clue from the text, picture or data that supports your thinking. An inference is an idea you work out from clues.

  1. STEP 1Read once to understand what it is mostly about.
  2. STEP 2Read the question again and find the part that helps.
  3. STEP 3Say your answer aloud using because, then check it against the text.
  4. STEP 4Record a useful clue from the source.
  5. STEP 5Explain what that clue tells you.
Children studying a large dream-home blueprint together in a bright Aotearoa-inspired design studio.
READ · FIND · PROVE IT

Read the Blueprint

Learn how a plan works, then use labels and location words to prove where each space sits.

TEACH · HOW TO READ A BLUEPRINT

A blueprint or floor plan is a bird’s-eye view — as if you are looking down from above. Room labels tell you what each space is. A north arrow gives direction. Location words such as next to, beside, closest to, opposite and opens onto explain how spaces connect.

  1. Find the label. Identify the room or outdoor space.
  2. Notice its position. Look at what touches it or sits nearby.
  3. Prove your answer. Use a label or location detail from the plan or notes.
Visual examples of next to, beside, closest to, opposite, opens onto and north on a plan.

BLUEPRINT NOTES

DREAM HOME BLUEPRINT — North is at the top of the plan. The kitchen opens directly onto the deck. The pool sits beside the deck on the outdoor side of the home. The kitchen is near the living room and close to the deck so food can be carried outside easily. The garage is on the opposite side of the main living spaces. The bedroom and bathroom are grouped together in the quieter part of the home. The garden wraps around the outdoor spaces. A blueprint helps builders see where spaces are and how they connect before construction begins.

MATHS

Floor Plan Maths

04 · Floor Plan Lab

Work through one maths question at a time. Your answers will be checked before the next mission unlocks.

WHAT AM I LEARNING?

Calculate and distinguish perimeter and area for rectangles and squares in a floor-plan context.

YOUR MISSION

1) A 6 m × 4 m living-room footprint: perimeter? 2) The same 6 m × 4 m room: area? 3) A square 5 m × 5 m outdoor movie space: perimeter? 4) The same 5 m × 5 m space: area?

Need help? See the steps
TEACH · LEARN THE IDEA

Perimeter is the distance all the way around a shape. Area is the space inside a flat shape.

  1. STEP 1Read the question and decide what you need to find.
  2. STEP 2Notice the important numbers and units.
  3. STEP 3Choose a strategy and work it out.
  4. STEP 4Type the answer, then check that it makes sense.
Children using grids, rulers and floor plans to explore area and perimeter in a dream-home maths studio.
MEASURE · BUILD · DISCOVER

Floor Plan Maths

See the idea first, then build it yourself. Change the room and watch area and perimeter respond in different ways.

A 6 metre by 4 metre outdoor space showing area inside and perimeter around the edge.
LOOK

Inside and outside measure different things.

Area measures the square metres inside the room. Perimeter measures the metres around the outside edge.

6 × 4 = 24 m² area6 + 4 + 6 + 4 = 20 m perimeter

NOW YOU TRY

🏠 Design the Outdoor Space

Drag the right wall or bottom wall to resize the room. You can use the − / + buttons too.

1AREA 2PERIMETER 3BOTH 4DISCOVER
CHALLENGE 1 OF 4 · AREA Make the area exactly 20 m².

Move the walls until there are exactly 20 square metres inside.

Each square = 1 m²Tap a tile to check 1 m² · switch the highlight to compare the two ideas
6 m
4 m

MATHS

Dream Home Designer

05 · Design Studio

This is your real-world Build Your Dream Home challenge. Work out what the problem asks you to find or make.

WHAT AM I LEARNING?

Design a rectangular dream-home footprint that satisfies area and perimeter constraints, then justify practical design choices.

YOUR MISSION

Design a rectangular main-home footprint with area at least 20 m² and perimeter no more than 22 m. Label the side lengths and prove both calculations. Then choose up to three dream-home features — pool, playground, basketball court, movie theatre, treehouse, pet area or garden — and explain why your choices make the home fun or useful.

Need help? See the steps
TEACH · LEARN THE IDEA

Perimeter is the distance all the way around a shape. Area is the space inside a flat shape.

  1. STEP 1Read the whole challenge once.
  2. STEP 2Find the numbers, facts or rules you need.
  3. STEP 3Choose a useful strategy.
  4. STEP 4Show your solution clearly enough that someone else could follow it.
Children using rulers, plans and design notes to plan a dream home.
CREATE · CALCULATE · JUSTIFY

Dream Home Designer

Make the maths work, choose a house style, then build a property by placing up to three dream features.

TEACH · TEST THE MATHS FIRST

A good design must satisfy both rules at the same time.

  • Area is the space inside the home footprint. It must be at least 20 m².
  • Perimeter is the distance around the outside. It must be 22 m or less.
  • Example: 5 m × 4 m → area 20 m², perimeter 18 m. It works.
  • If either rule fails, change a side and calculate again.
House Design A meets both maths rules while House Design B does not.
DESIGN RULES Area: at least 20 m² Perimeter: no more than 22 m
1 · Choose your home size

Adjust the side lengths until both maths rules are green.

Area: 24 m² ✓ Perimeter: 20 m ✓
Great starting plan — this footprint meets both rules.
2 · Choose your house

Choose the home style that will sit in the centre of your property.

3 · Choose up to three special features

Tap a feature to add it, then drag it anywhere on your property. You can place each feature exactly where you want it.

Choose up to three features.
4 · DESIGN YOUR PROPERTY

Move your features around the yard.

Press and drag each selected feature anywhere around the property. Lift your finger when you are happy with its position.

0 / 3 features
BACK YARD
FRONT YARD
YOUR HOME 6 m × 4 m 24 m²
Your yard is ready. Choose a feature above to add it.
AREA24 m² ✓ PERIMETER20 m ✓ HOUSEModern home FEATURESNone yet
Choose a house and features, then design your property.

MATHS

Dream Home Puzzle

06 · Puzzle Arcade
PUZZLE CHALLENGE

Rebuild the Dream Home picture. Choose Easy, Medium or Hard, then place every piece in the correct position to complete the puzzle.

ICONIC ARCADE · TERM 2 · WEEK 6

Dream Home Puzzle

Play first · themed challenge · touch friendly
DREAM HOME PUZZLE Choose your challenge, then rebuild the dream home.
PIECES0/12
STATUSBUILD IT
CHOOSE YOUR LEVEL Easy · Guided Puzzle 12 pieces with the picture showing underneath.
HOW TO PLAY Drag: move a picture piece onto the matching space. Or tap: tap a piece, then tap the space where you think it belongs.
REFERENCE PICTURE
Completed dream home puzzle reference
Use this picture if you need help working out where pieces belong.
YOUR PIECES Find where each piece belongs. Correct pieces lock into place.
Choose a piece and find its matching space.
Choose a challenge to begin.

Week 6 Check In

07 · Clubhouse

This part is about your own learning. There are no right or wrong feelings.

WHAT AM I LEARNING?

Reflect on the English, reading, explanation and area/perimeter learning used to design a dream home.

YOUR MISSION

What was your favourite mission? What did you find challenging? What are you most proud of?

Need help? See the steps
TEACH · LEARN THE IDEA

Choose what feels true for you, then write one thing you understand better now.

  1. STEP 1Choose how the week felt.
  2. STEP 2Write one thing you understand better now.

Week 6 Check In

You designed, measured, read, explained and built. Think about the learning behind your dream home.

YEAR 4 HOMEWORK CLUB

Your Year 4 progress

Your work saves on this device.

Recommended next: Term 1, Week 1 →