Hive Factor - Factorization Game | 10story Learning

Find factor pairs & recognize prime numbers

Build a path out of the hive by finding factors.
Every prime advances the wasp!
Hive Factor Game Setup
Grades
3-6
Game Length
15 minutes
Game Type
Cooperative, Strategy
  • Find all factor pairs for a whole number in the range 1-100. Recognize that a whole number is a multiple of each of its factors. Determine whether a given whole number in the range 1-100 is a multiple of a given one-digit number. Determine whether a given whole number in the range 1-100 is prime or composite. (4.OA.B.4)
1

Inside the Math

Students often memorize factor pairs (4×6=24, 3×8=24) without developing systematic strategies for finding all factors of a number. Hive Factor gives them a reason to care about complete factorization: each factor they find lets them shade another hexagon on the path to safety. Miss a factor, miss a hexagon.

The basic loop is straightforward. Generate a number (say, 24). Find all its factors: 1, 2, 3, 4, 6, 8, 12, 24. Shade one hexagon for each factor. If any factors are prime, shade one hexagon on the wasp's path. Generate the next number and repeat. The bees win if their path reaches the edge before the wasp path fills completely.

Students learn that finding factors systematically beats guessing.

The factor pair structure becomes visible through repeated play. When students find that 4 divides 24, they get 6 as a quotient—both are factors. This pairing (except for perfect squares) suggests a search strategy: test divisors up to the square root and you've found everything. The digital generator's "Find Factor Pairs" button makes this structure explicit when students need support.

The wasp mechanic does something pedagogically useful: it makes prime numbers matter in a new way. Students already know that primes have exactly two factors (1 and themselves). Now they discover that primes are common factors of composite numbers—every time 2 or 3 appears as a factor, the wasp advances. This creates an interesting tension: you want numbers with many factors (like 36 or 48), but those numbers inevitably contain prime factors.

The game distinguishes prime recognition from factorization skill: Finding that 47 is prime is quick—it's only divisible by 1 and 47—but advances the wasp with minimal path progress. Finding all twelve factors of 72 takes work but moves the bees significantly forward. Students start to recognize which numbers are "friendly" for path-building.

Two versions scaffold difficulty by number range. Hive Factor 50 keeps numbers below 50, where multiplication facts are more familiar and factorization patterns are more transparent. Most numbers have relatively few factors—24 has eight, 30 has eight, 36 has nine. Students build automaticity with divisibility by 2, 3, 5, and learn to check systematically.

Hive Factor 100 introduces larger numbers where factorization requires more organization. Numbers like 72 and 96 each have twelve factors, requiring students to track which divisors they've tested and which factor pairs they've found. The larger range also means more primes (41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97), increasing the probability of wasp advancement.

Factor frequency patterns become visible through the spatial representation.

The hexagonal board makes factorization progress visible. Small numbers like 2 and 3 appear on dozens of hexagons because they're factors of many numbers. Larger primes like 23 and 47 appear rarely. Students can see which numbers are mathematically "common" by how quickly their hexagons fill. This spatial representation helps students build intuition about factor frequency and number structure.

Cooperative play creates natural opportunities for checking work. When one student says "6 is a factor," another can verify: "Does 24÷6 work? Yes, it's 4." Disagreements get resolved through calculation rather than authority. The shared goal—getting the bees out before the wasp arrives—motivates this collaborative verification without making mistakes feel high-stakes.

2

What Students Learn

The game rewards systematic thinking. Students who test divisibility in order (2, 3, 4, 5...) find more factors than students who test randomly. This isn't abstract advice—it's immediate feedback within the game structure. Try systematic approaches, shade more hexagons. Skip around randomly, miss factors your teammates have to find.

Divisibility rules emerge as useful shortcuts rather than memorization tasks. Students notice that even numbers always work with 2, numbers ending in 0 or 5 work with 5, and—if they're paying attention—digits that sum to multiples of 3 signal divisibility by 3. These patterns become tools for faster factorization rather than facts to memorize for a test.

Repeated exposure builds number sense through structure: After several rounds, students start recognizing numbers by their factor patterns. Forty-eight becomes "the one with lots of factors" (it has ten). Twenty-nine becomes "that prime that only gives us two hexagons." This recognition represents developing intuition about multiplicative structure.

The prime/composite distinction matters in Hive Factor for strategic reasons. Primes slow progress, composites enable it. This functional context gives students a reason to care about the classification beyond definitional knowledge. They're not memorizing "a prime has exactly two factors"—they're recognizing that prime factors advance the wasp and adjusting their expectations accordingly.

The game also clarifies the relationship between factors and multiples, though not explicitly. When students find that 4 and 6 are factors of 24, they're simultaneously recognizing that 24 is a multiple of both 4 and 6. This reciprocal relationship—usually taught as separate concepts—becomes embedded in the activity of factorization itself.

Fluency develops through purposeful repetition with immediate application.

Pattern recognition happens across games. The number 1 appears on every hexagon eventually (it's a factor of everything). The numbers 2 and 3 fill rapidly because they're factors of most composites. Larger primes like 23 or 47 rarely appear because few generated numbers will be multiples of them. These frequency patterns help students develop intuition about which numbers are mathematically "common."

The cooperative structure supports peer explanation in ways that feel natural. When one student finds a factor another missed, they explain their reasoning: "I know 7 goes into 42 because 7×6=42." These peer-to-peer explanations often land better than teacher explanations because students use language and logic that makes sense to their classmates.

There's also a light touch of probabilistic reasoning late in games. When the wasp path is nearly full and the bee path needs just a few more factors, students face a decision: generate another number (risking a prime that ends the game) or stay put. This risk assessment—weighing potential outcomes against their probabilities—introduces statistical thinking without formal instruction.

The fifteen-minute time frame creates enough repetition to build fluency without inducing fatigue. Students typically complete 3-5 rounds per game, encountering different numbers and factor patterns each time. The variety prevents the practice from feeling like drill, while the repetition builds automaticity with factorization strategies.

3

In the Classroom

The game assumes students know their multiplication facts reasonably well and understand what factors are (numbers that divide evenly). If students are still building that foundation, the "Find Factor Pairs" button on the generator provides scaffolding—they can check their work or discover missed factors without getting stuck.

Before first play, it helps to demonstrate systematic factorization: start with 2, then 3, then 4, working upward, and checking each divisor. Show that finding one factor in a pair (like 4 in 4×9=36) automatically gives you the other (9). Students who approach factorization systematically from the start save themselves frustration during gameplay.

Materials are minimal: Each group needs one printed game sheet (either Hive Factor 50 or 100), access to the digital number generator, and something to shade hexagons with. Groups of 3-4 students work well—enough people for interesting discussion, not so many that wait times get long.

Choose Hive Factor 50 for students still building fluency with factors, or when you want faster gameplay with more rounds. Choose Hive Factor 100 for students ready for larger numbers and more complex factorization. You can also differentiate within a class—some groups use 50 while others tackle 100.

Student factorization strategies become visible through gameplay observation.

The game makes student thinking visible. You can see who factors systematically versus who guesses, who recognizes primes instantly versus who has to check every time, who understands factor pairs versus who finds factors one at a time. This observational data is more useful than quiz scores for understanding where students need support.

Early rounds often move slowly as students work through factorization carefully. Later rounds speed up as they develop fluency and start recognizing patterns. This natural progression—from effortful to automatic—is exactly what you want for building procedural fluency.

Some students will want to use the "Find Factor Pairs" button frequently; others will view it as a last resort. Both approaches are fine. The button serves different purposes—support for struggling students, verification for confident students, a way to discover patterns in factor structure for curious students. Let students use it as needed rather than prescribing when it's allowed.

The wasp mechanic creates interesting strategic moments: Late in the game, when the wasp path is nearly complete, students have to decide whether to risk generating another number. This decision point—weighing potential progress against potential failure—adds light strategic thinking to what might otherwise be pure arithmetic practice.

If students finish factorization quickly, you can add constraints: find factors in ascending order, identify which factors are prime, calculate the sum of all factors, or predict how many factors a number will have before finding them. These extensions keep advanced students engaged without requiring different materials.

For students who struggle, try these modifications: allow use of multiplication charts, let students work in pairs within their group, start with only even numbers (which always have 2 as a factor), or focus on numbers with fewer factors (primes, numbers with prime factors only).

Reflection questions help students articulate their developing number sense.

After playing, ask students what they noticed: Which numbers had the most factors? Why do some hexagons fill faster than others? What strategies worked for finding all factors? These reflection questions help students articulate patterns they experienced intuitively during play, consolidating their learning.

Playing multiple games reveals how student performance changes with practice. First games involve careful, deliberate factorization. By the third or fourth game, students work faster and catch more factors on first pass. This improvement—visible within a single class period—provides evidence that the practice is working.

The game fits naturally into units on factors, multiples, primes, or general number theory. It provides practice that feels purposeful rather than repetitive, and the cooperative structure means students stay engaged longer than they would with individual worksheets or flashcards. For building factorization fluency, that sustained engagement matters more than the specific content of any individual round. The activity drives the mathematics.