In this study, we developed and applied role-playing materials based on a corporate campaign in Mathematics A "Probability" at high school and verified the results. Specifically, we proposed a class in which students generate ideas by linking impressions (value judgments by humans) and cost calculations (mathematics) in a social context. We analyzed the class using the two-factor model of learning motivation (Ichikawa) and found that students' self-perceptions of motivation differed between regular classes and those using role-play materials.