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Make an interactive teaching resource in one

minute

Step 1 - Pick a template Step 2 - Enter your content Step 3 - Play the game

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List of templates
1. Bar graph
2. Brainstorm
3. Category brainstorm
4. Circle time
5. Connecting tiles
6. Conveyor belt
7. Crossword
8. Flip tiles
9. Group sort
10. Image reveal
11. Labelled diagram
12. Match up
13. Matching pairs
14. Maths tiles
15. Moveable tiles
16. News feed
17. Numbered tiles
18. Quiz
19. Random wheel
20. Rank order
21. Rating scale
22. Seating plan
23. Sentence maker
24. Simple tiles
25. Sketch tiles
26. Spider diagram
27. Stacked tiles
28. Tally table
29. Tiles in a row
30. Twitter feed
31. Word maker
32. Word search

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1. Brainstorm

The brainstorm templates allow you to collect words and phrases from your audience.

Making the template


There is no content to enter for this template. You'll skip this stage an go straight on
to the next.

Playing a game
Keyboard

There is a text entry box at the bottom of the screen use this to enter comments
made by your audience. When you press 'submit' they will appear on screen.
Text
Collect contributions from the group using the Wordpad handsets.
Web
Collect contributions from the group by having them access a mobile web page.

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Teaching ideas
Classic brainstorming
The namesake of this template involves the free collection of thoughts an ideas from
the audience. Pose the audience a question or a problem. Give them a certain time
limit to come up with their answers. Then ask the audience what they've come up
with, this might involve volunteers and it might involve prompting individuals for a
response. A mixture of these two strategies works well in practice.
Sequential brainstorming
In this variation, you get the ideas from your audience one contribution at a time,
giving the students a chance to discuss and reflect at each stage. The advantage here
is that it allows people to respond to previous remarks and also avoids too many
repeat answers.
The downside is that with less thinking time at each step, this format can favour
those who respond quickly at the expense of others.
Staged brainstorming
A technique that mixes classic brainstorming and sequential brainstorming, is to split
the activity into two or three stages.
Give the audience a moment to think about the question, collate their answers. Then
repeat the stage with the audience now having had a chance to reflect on the first
few answers.
Say something quick
Put your class into two teams.
Pose your question, e.g. name a chemical element. Then prompt the first person for a
response. Quickly type it into the activity and then move to the next person on the
other team. If by the time you've typed it and ready to move on they don't have
response, you move back to the other team. Go back and forth until you run out of
space for new responses.
Afterwards, sum up which team scored the most contributions.

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2. Category brainstorm

The Category brainstorm template allows you to collect words and phrases from your
audience. It's similar to the brainstorm template except that the contributions can be
placed under a series of headings, one on each page.

Making the template

Enter the categories as a list during the content stage. Each item in the list represents
a page of the activity.
Each page behaves like a separate brainstorm activity.

Playing the game

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Keyboard
There is a text entry box at the bottom of the screen use this to enter comments
made by your audience. When you press 'submit' they will appear on screen.
To navigate to the next or previous category, use the arrow button on the bottom
row.
Text
Collect contributions from the group using the Wordpad handsets.
Web
Collect contributions from the group by having them access a mobile web page.

Teaching ideas
Good and bad
Take a classic brainstorm, where the audience comes up with responses or ideas,
given a question or prompt. But ask people to come up with what they consider good
responses and what they consider to be examples of bad responses. Create a
brainstorm with two categories: good and bad.
Then when you review the responses the class has come up with, place them on the
appropriate page. This kind of approach can lead to a richer and more varied
discussion than simply asking for 'good' responses.
Changing your mind
Set up a story in which the facts are divulged in three or four stages. Create a
category brainstorm in which you give brief headings to represent each stage.
Tell the first stage of the story to the audience. For example, you might be telling a
story of a man who stole from a shop. Get their response and note them.
Now divulge the next stage of the story. Perhaps we learn that the man was stealing
medicine he couldn't afford. Allow the audience to discuss and resubmit responses.
Repeat until the story is completely told. Then conduct a review where you flick back
through each page asking the audience to reflect and discuss why they changed their
minds and what made them do so.
Anonymous evaluation
Create a category brainstorm what evaluates ideas into different categories. For
example, you might ask for solutions to a problem where the categories are: 'creative
and interesting', 'practical and efficient', 'challenging but effective', 'crazy in a good
way'. Have people submit ideas on to paper then put them all in pot, then have them
dealt out again - tell people not to worry if by chance they end up with their own
(this always seems to happen to someone!).

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Go through each of the categories, inviting the audience to read out the idea they
have if they think it applies to the category you are on - then add it so it appears on
screen for all to read.
Be careful to name your categories in such a way that none of them sound dismissive
or it might stifle the answers people give.

3. Circle time

This template allows you to use the Wordpads as freestyle buzzers.

Making the template


There is no content to enter for this template. You'll skip this stage an go straight on
to the next.

Playing a game

Buzzer
Use the Wordpad handsets as freestyle quiz buzzers, the first player to press any key
will be highlighted. Tap anywhere to resume.
Eliminate
This game extends Buzzer by allowing you to hold down on a player's chip to eliminate
them from the game.

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4. Connecting tiles

The connecting tiles template allows the creation of a set of tiles which can then be
connected to other tiles.

Making the template

The items are created as a simple list of content. Each item in the list corresponding
to one tile.

Playing the game


Multiple connect

Tap tiles to zoom in. Tap again to zoom out.


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The tiles will appear in a column on the left of the screen. The tiles can be dragged
anywhere in the main area.
If tiles are placed close to each other they will connect together, showing a bar
between them.
In the multiple connect game, each tile can be connected to up to four other tiles,
one in each direction.
Paired connect
In Paired connect, each tile can only form one connection, creating pairs.
Chain connect
In Chain connect, each tile can form two connections, creating a chain of tiles.

5. Conveyor belt

This template allows you to grab items as the move across your view.

Making the template

Add the content as a list. Each item in the list will represent one tile.

Playing a game

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Automatic
The conveyor belt moves at a series of fixed speeds. Flicking it changes it's gear.
Manual
The conveyor belt is moved manually by dragging it. The belt will slow to a halt when
released.
Drag to sides
An automatic conveyor belt runs vertically between two side bays. Tiles can be
flicked off the belt to either bay.

6. Crossword

The Crossword template creates a word game in which words intersect with each
other in a criss-cross pattern. A list of clues may optionally be given at the side.

Making the template

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Pairs of answer and clue should be added at the content stage. Note that it is not
possible to assign an image in the template. Also note that clues can be omitted if
desired to create an exercise with just the words visible.
Note that the crossword will fail to create in circumstances where it isn't possible to
construct one. Larger crosswords are rarely an issue, but be wary with very small
crosswords that there are letters in common such that the exercise is possible to
build.

Playing the Game

Reveal Words
In this game tapping on any letter in a word will reveal that word. If you tap on a
letter shared by two intersecting words, both words will be revealed.
Reveal Letters
In this game tapping on any letter will only reveal that letter, the rest of the word
will remain hidden until you individually select each of the letters.
Quick Reveal
In this game tapping on any letter will reveal a word, but only for a few seconds,
after which it hides away again.
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7. Flip tiles

The Flip tiles template allows you to create two-sided tiles. Either side can show text,
images or both.
The template is similar to simple tiles except that content can be placed on both
sides.

Making the template

Enter the content as two column list. Each pair of entries represents a single tile. On
the left, is the text or image to display on the front of the tiles. On the right, is the
text or image to display on the back of the tiles.
Normally, the tiles will appear in the order you enter them (going left to right in
rows). However you can opt to randomize their order in the options. The options also
allow you to alter the grid layout.

Playing a game
Turn over

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In the turn over game, all the tiles have their front face showing at the start.
Tap a tile to zoom into it, tap the tile again or tap the background to zoom out.
Swipe a tile to flip it over, showing the back of the tile.
The in-game menu contains additional commands to turn over all tiles. The shuffle
command, mixes up the positions of the tiles. It also contains the random
roam and random spinner commands.
Turn back
In the turn back game, the controls are the same, except that the back face of the
tiles is showing at the start.
Eliminate
In the eliminate game, all the tiles are showing their front face at the start.
An additional control is introduced to eliminate tiles. By holding down, you can
eliminate an tile - causing it to disappear from play.
The in-game menu has the additional command to restore the eliminated tiles. This
brings any eliminated tiles back into play.

Teaching ideas
Question and answer
This template can be used to support a simple question and answer format. Put the
question on the front and the answer on the back.
However once you've quizzed the class in this way, try flip all the tiles over and
shuffle them up for good measure. Now with the answers showing, quiz the class to
remind you of the question what gave it. For extra credit, have them pose a different
question to the one posed that still have the same answer.
Top Five

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In this activity, have a range of names of phrases that each have a numerical fact
associated with them. For example, you could have a list of foods each with the
number of calories contained in a 100g of that food. Another example might be
countries with their populations.
Now ask all the students to guess which they think are the top five values and note
these down. Once the time limit is up, have a few different students reveal their
answers and then flip over the tiles as they read them out. The winning student is the
one who comes closest to picking the top five. A quick variation on this is to switch it
around and then do the bottom five.
True and false
Have series of statements on the front of the tiles. Then on the back of the tiles write
true or false. Ask students in turn to pick a statement that is true, then turn if over to
reveal. Then game ends once the teacher knows there are no more true statements
that remain.
A variation might be to ask every one to first note down which they think are true.
The get a quick show of hands to find out how things there are 4 trues, who thinks
there are 5 trues and so on. Once you hit on the group of people who have found the
right number, pick one of them to go through their list seeing if they got it right. The
advantage of this method is it requires everyone in the audience to first work out the
answer for themselves.
All the same
Have two groups of easily mixed up names or phrases. For example they might all be
chemical elements, but some are metals and some are non-metals. Arrange it so that
a metal is always on the front, when a non-metal is on the back and vice-versa.
However don't put all the metals on front, have it so its a mixture, with plenty of non-
metals on the front as well.
Now present the activity. The students will be given the task to try to make it so that
only metals are showing. Go through each student in turn and ask them which tile
they want to flip to bring it closer to completion. They will try to flip the tile only if
the wrong answer is showing - but they may accidentally make it worse by flipping
over a right answer. Once you get to the point where no student wants to flip and
more tiles - reveal to them how they did.

8. Group sort

The group sort template allows creation of activities where you categorize items
under group headings. The items may be pictures, text, or both.

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Making the template

First enter your list of groups or categories in the 'define the groups' panel. When
you've done this they'll appear as headings in the 'add items to the groups' panel. In
this panel, you can then add your items for each group.
For example you might have 'true' and 'false' as your group headings and then under
'true' list some true statements and likewise under 'false'.

Playing the game

Sort
In the sort game, your items will all appear in the 'unsorted' area on the left hand
side. The object of the exercise is to drag them across into the correct areas.
The tile will gain a tick or cross to indicate if this has been done correctly.
The in-game menu gives additional commands to restart the game, which will move
all the tiles back to the start, and to reveal the correct answers, which will move
them all to their correct place.
Unscramble
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In the unscramble game, all of the tiles are already under the group headings, but
they have been placed randomly. The object of the exercise is to move the tiles into
their correct positions. Unlike the sort game, no indication of whether the placement
is correct until you selects 'reveal answers' from the in-game menu.
Reveal
In the reveal game, the tiles are all placed under their correct headings, but their
faces are hidden. Swipe a tile to reveal it.

Teaching ideas
Justify your decision
In this exercise, create a group sort and play it in unscramble mode. Students now
take turns to suggest a tile that should be moved. The important thing is not just that
they name a tile and where it should go, but that they state at least one reason to
back up their choice.
For extra challenge, make it so that any reason given cannot be repeated for a second
tile.
Get it wrong
For this activity start the 'sort' game. Students must then take turns to go, but the
object is not avoided making a correct answer.
Once all the answers are placed and are incorrect. Then pick on each of the tiles in
turn and ask students to move each tile again (into another group that is also
incorrect). This obviously requires 3 or more different groups to work.
Baseball
This activity works best if you have an interactive whiteboard. Have a small group of
students attempt to complete the exercise playing 'sort'. However they must line up
and take turns to bat, i.e. move one of the tiles. If they move it into an incorrect slot,
they are out and they must sit down. If they answer correctly, they join the back of
the queue. If an answer is made incorrectly, another student may use their go to
correct it. The game ends when either all answers are moved to their correct position
or when every player is out.
This activity can be conducted similarly with match up and rank order.
Guess the next one
Create a set of groups, an example might be Montagues and Capulets in Romeo and
Juliet. Play the reveal game. Go through your audience, student by student, and have
them make a guess at which character is to be uncovered next. At first it'll be just
good luck if they get it, but towards the end of a group they'll have a better chance as
there will be less characters remaining.

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Once you've done all the groups, hide all the tiles and start over. This time they
should be doing much better and it becomes a memory game.
On a third round, they aren't to mention the character, but must instead describe the
person to be turned next, e.g. he's Romeo's cousin.
For extra competition, split them into two teams and keep score.

9. Image reveals

The Image reveal template displays a large image. The image is covered by a grid of
tiles which contain words or phrases.

Making the template

On the left you can choose the image that will be hidden. Drop an image into this
area using the clipboard, import or search box.
On the right, you enter a list of the words that will cover the image.
Note that if the number of items doesn't allow for a regular grid that will cover the
whole image, blank items will be randomly added.

Playing the game


Eliminate

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Tap on a tile to zoom into it. Tap it again to zoom back out. Hold down on a tile
eliminates it, revealing some of the hidden image.
Timed Eliminate
A random tile will be automatically removed from the grid at regular timed intervals.
The timing can be adjusted in the rule options.

10. Labelled diagram

This template allows you to place words and phrases over an image.

Making the template

You must write a list of simple text labels.


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For the background you can leave it blank or insert an image.

Playing a game

Arrange
Move the labels onto the image and arrange at will.

Create
Arrange existing labels and add new labels using the keyboard.

11. Match up

The Match up template creates a activity in which pairs of items are matched
together. These might be keyword and their definitions or questions and answers.

Making the template

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Enter your content into the boxes. Each box has two sides: the left is for the keyword
the right is for the definition. Each pair of items corresponds to a pair to be matched.

Playing a game
Sort

In the sort game, your keywords will all appear in the 'unsorted' area on the left hand
side. The object of the exercise is to drag them across into the correct position next
to their definition.
The tile will gain a tick or cross to indicate if this has been done correctly.
The in-game menu gives additional commands to restart the game, which will move
all the tiles back to the start, and to reveal the correct answers, which will move
them all to their correct place.
Unscramble
In the unscramble game, all of the keywords are already placed next to a definition,
but they have been placed randomly. The object of the exercise is to move the
keywords into their correct positions. Unlike the sort game, no indication of whether
the placement is correct until you selects 'reveal answers' from the in-game menu.
Reveal

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In the reveal game, the keywords are all placed next to their correct definition, but
their faces are hidden. Swipe a tile to reveal it.

12.Matching pairs

This template allows you to play a classic matching pairs game. The object of the
game is to find and reveal pairs which are the same.

Making the template

You must enter a solo list of items. This list is then duplicated so there is then two
identical tiles for every item entered.

Playing a game

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Reveal
Reveal keywords lined up next to their definitions.
Eliminate
Drag items into place with their definitions, incorrectly assigned items will be
eliminated and then returned to the unsorted area for another try.

13.Maths tiles

This template allows you to easily generate a flip tiles style exercise, but where each
tile holds a maths problem.

Making the template

Maths questions can be entered directly using the LaTeX equation entry.
You can also auto-generate batches of questions. First select the type of question
from the drop down list and then click on generate.

Playing a game

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Reveal
Flip tiles to reveal the answer on the other side. Hold down on the tile to eliminate it.
Joypad answer
Use the Wordpad handsets to navigate the individual player chips from one tile to the
next. Players may then answer the tile by entering the hidden text on its reverse side.

14. Moveable tiles

This template allows you to arrange a series of tiles which can be picked up and freely
moved around.

Making the template

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You must enter a simple list of items. Each item becomes a moveable tile.

Playing a game

Arrange
Move the tiles from side area on the the main screen - the rearrange at will.
Sketch
Draw on to the background area whilst being able to move and arrange tiles over the
drawings.

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15. Numbered tiles

This template allows you to display a series of items which are hidden behind a
numbered grid.

Making the template

You must enter a list of items in numerical order. However note that is it possible in
the options to randomly shuffle the items so that the displayed numbers don't match
up with the list order.

Playing a game

Reveal
Flip tiles to reveal the content behind the number.
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Eliminate
Flip tiles to reveal the content behind the number. The tile will eliminate after a
momentary delay.
Quick reveal
Flip tiles to reveal the content behind the number. The tile will flip back after a
momentary delay.

16. Quiz

The Quiz template allows you create a series of multiple-choice questions.

Making the template

Type the question into the box at the top. You will see there are six spaces for
answers, labelled A to F. Both the question and the answer can feature text, images
or both.
Fill in as many possible answers as you wish, but make sure they are sequential (i.e.
ABC not ACE). Check the box next to the correct answer. You can set no answers to
be correct or you can select one or more answers.

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Playing a game

Viewer
Questions are read from the big screen, the teacher controls the pace of the exercise
and managing student responses.
Tap tiles to zoom in or out. Swipe tiles to reveal individual answers.
Use the arrows buttons to move between questions.
The in-game menu gives additional commands to hide or reveal all answers.

Teaching ideas
Teaching with a quiz is about more than plodding through, question-by-question,
asking for hands up to see who knows the answer. There are endless variations and
ways to engage your audience more deeply with a quiz. Here are just a few.
Place your bets
Do a quick poll of the audience, this might be a show of hands, if its a Friday
afternoon you might even be brave enough to have them shout out for each answer!
But make sure you get in advance which answer people are opting for.
Use the zoom function to highlight in on each answer one by one as you do it. Be the
quiz master, use you're knowledge of the students to name drop them and add
excitement.
Only once you've milked it as far as it can go do you then reveal the answers. Extra
suspense can gain by revealing one or two wrong answers first before you reveal the
right one.
Team play
The simple act of splitting your room into teams and allowing them to confer before
answering adds enormous engagement due to competitive atmosphere created. Just

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two teams is good, more than this and there is too much time spent not involved in
the games.
Go through the quiz giving each team in turn the opportunity to answer the question.
If they get it wrong, give the other team a chance to steal the point - this is another
reason why two teams is a good number, because it makes it simple. Games which
involve 'buzzing in first' don't work so well unless you have specialist equipment such
as the Wordpads to hand.
Question or nominate
This version works best if the questions are quite hard and you expect them to be
getting a fair proportion of them wrong. First split the room into two to four teams.
Then pick one team to start.
You show them the question, they can then choose either to answer the question or
to pass control to the other team if they think its too hard. To make it exciting you
give a point for a right answer, but you take one away if a team gets it wrong.
One a team has control, they keep control until they either nominate or get a
question wrong.
One word of warning: it can get nasty if you allow students to pick individuals to
nominate rather than teams, so its not recommended.
What I should have asked
In this game, you present the quiz question, but the object of the game isn't to say
which answer is right. Instead you ask students to each come up with a different
question, where the answer is one of the wrong answers they see.
You then pick on a few students to read out their question and you pick other
students to give the answer.
Unlike a traditional quiz, this really gets them to think about the subject and not just
be focused on winning the point.

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17. Random wheel

The Random wheel template gives the teacher control of a wheel that can be spun.
The wheel is divided into segments. When you spin the wheel it will land at random
on one of these segments.

Making the template

Enter your content into the boxes as a single list. Each item in the list represents a
segment of the wheel.
The template options allow you to set it so that the segment positions are random and
not in the strict order you entered the items. This order will then be different each
time you play.

Playing a game

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Just spin
In this game you spin the wheel by dragging it with the mouse. To make it spin, hold
the mouse, quickly move it and then release. This works particularly well if you have
a interactive whiteboard or large format touch screen.
The camera will zoom in as the wheel rotates and then out again when it comes to a
stop. You can re-spin or intervene at any point.
Spin and Eliminate
This game is similar to the above, but adds the function to remove a segment by
holding down on it.
You can undo the eliminations by selecting restore eliminated from the in-game
menu.

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18. Rank order

The Rank order template creates an activity in which a series of items is to be placed
in a correct order.

Making the template

Enter the content as a single list of items. Note that the rank is displayed at the left
of the item.

Playing a game

Rank
In this game the items being in the left hand side 'unsorted' area. The object of the
exercise is to move them into their correct positions on the right.
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The in-game menu gives additional commands to restart the game, which will move
all the tiles back to the start, and to reveal the correct answers, which will move
them all to their correct place.
Unscramble
In the unscramble game, all of the tiles are already under the rank headings, but they
have been placed randomly. The object of the exercise is to move the tiles into their
correct positions. Unlike the sort game, no indication of whether the placement is
correct until you select 'reveal answers' from the in-game menu.
Reveal
In the reveal game, the tiles are all placed in their correct position, but their faces
are hidden. Swipe a tile to reveal it.

19. Rating scale

The opinion template creates an activity where items are positioned along on a sliding
scale. This scale can be numbered or it can be textual descriptions, e.g. very bad,
bad, good, very good. This kind of scale is sometimes termed a Likert scale or rating
scale.

Making the template

The content entry screen is divided into two areas.


The list of items should be placed in the left hand side area. These are the words or
phrases that you wish the audience to assess.

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The list of descriptors should be placed in the right hand side area. These are the
labels for the scale, e.g. very bad, bad, good, very good. These can be quickly
entered by selecting from one of the in-built options, or it can be fully customized by
typing the list in by hand.

Playing the Game

Assign
In the assign game, your list of items will appear as tiles in an unsorted column on the
side. You can drag these items across and position them under the scale. You can only
place one item on any given row of the scale.
Adjust
In the adjust game, all the items are already placed in the middle of the scale. The
position of the items can be adjusted by dragging them.
Exclusive assign
This game is similar to assign, except that no two items can be assigned to the same
descriptor, i.e. you can't give two items the same rating.

20. Seating plan

The seating plan template allows the drawing up of a classroom layout plan. Each seat
is represented as a tile holder, and each student is represented tile which can be
moved into any one of these holders.

Making the Template


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First you should draw your room. This is achieved by clicking in the large white panel
on the left. You can adjust the size of the plan with the room size drop down in the
top right.
Click once to add a seat and again to remove it.
Next add your list of students. These go into the list on the right hand side. Note that
it’s possible to paste in a list from another source (e.g. Excel or Word).

Playing the game


Arrange

Tap a tile to zoom into it. Tap it again to zoom back out.
Use drag to move the students into their correct place.
The in-game menu contains a command to shuffle, which will rearrange the seats at
random. In also contains commands to random and random roam which are particular
useful in this template.
Note that when the game ends, you'll be given an option to save the positions you've
arranged.
Points tally
In this game, each student is assigned a point score. They all start on zero.
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Swiping a tile to the left decreases their score by a point. Swiping it to the right,
increases their score.
Lives tally
This game is similar to points tally except that they start on a certain number of lives
(3 by default, but this can be set in the rule options).
If a student is reduced to zero lives, their tile fades out.
Hide and eliminate
In this game swiping a tile flips it over to obscure it. Holding down on a tile causes it
to disappear from play.
The in-game menu contains the additional command to restore the eliminated tiles.

21. Sentence maker

The Sentence maker template takes your text and splits it up into it's constituent
words. These words can then be explored and manipulated.
The screen space is split into a series of rows for the easy construction of sentences.

Making the template

Type your text into the boxes. Press return to split to text into sentences. The rows as
they appear in the content entry screen dictate how it will be initially laid out during
the game.

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In the options, you'll find the ability to change how many blank rows appear above
and below the main content. By default its two above and two below.

Playing a game
Viewer

Use drag to move the tiles around. You can drop a tile in-between words and those in
place will shuffle out of the way to make space.
Tapping a tile will flip it over, hiding its text.
Tapping on the empty row space zooms into that row.
The in-game menu gives additional commands to hide and reveal all tiles at once.
Reveal
The reveal game has the same controls as the viewer game, but all the text is hidden
at the start of the game.

Teaching ideas
Alternative words
Use the sentence maker to display a poem or short piece of prose. Flip tiles to hide
words and then ask the audience to suggest alternatives that the author could have
used.
Build our own sentence
Place a selection of words onto the screen. Give the students two minutes and ask
them to jot down the longest sentence they can.
This activity could be extended by designating that certain words gave extra credit
(perhaps write them in CAPITALS). A student got a bonus if they used one of these
words (correctly) in the sentence.
Unscramble the motto

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Take a motto or definition the students need to know and mix up all the words. Then
have them figure out what the sentence should be in a given time limit.
Once the time is up, nominate a student to come and restore the correct word order.
Pick and mix
Take a formulaic sentence in a foreign language, e.g. je joue au football. Then take
each of the parts of the sentence and list the alternatives, i.e. je, tu, vous, nous for
the first word.
Once you've got all the building blocks on screen, maybe 20-30 words in total, have
students pick and mix the words on the screen to generate grammatically correct
sentences.

22. Simple tiles

The Simple tiles template allows you to create one-sided tiles. These can be images,
text, or both. These tiles can be turned over to obscure their content.
The template is similar to flip tiles, except that content can only be placed on the
one side.

Making the template

Add the content as a list. Each item in the list will represent one tile.
Normally, the tiles will appear in the order you enter them (going left to right in
rows). However you can opt to randomize their order using the template options.

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The template options also also allow you to set rows and columns. By default, the
layout of the tiles is automatically adjusted to give an optimal view. However you can
override this; if you wanted your tiles to be in a single row, you might set rows to 1.
Note that a bonded layout is only possible with rows and columns set to auto.

Playing a game

Viewer
In viewer game, all the tiles are visible at the start.
Tap a tile to zoom into it, tap the tile again or tap the background to zoom out.
Swipe a tile to flip it over, obscuring it's content.
The in-game menu contains additional commands to show or hide all tiles. The shuffle
command, mixes up the positions of the tiles. It also contains the Random
roam and random spinner commands.
Reveal
In the reveal game, the controls are the same, except that all the tiles are hidden at
the start.
Note that the shuffle command (in-game menu) is a useful way of mixing up the
positions whilst the tiles are all obscured.
Eliminate
In the eliminate game, all the tiles are visible at the start.
An additional control is introduced to eliminate tiles. By holding down, you can
eliminate an tile - causing it to disappear from play.
The in-game menu has the additional command to restore the eliminated tiles. This
brings any eliminated tiles back into play.

Teaching ideas

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Don't let the name of simple deceive you into thinking the teaching applications of
this template are few - it's one of the most broadly useful templates available.
Keyword display
The original term wordwall comes from the old classroom activity whereby keywords
for a topic are pinned to a board.
The purpose of doing this was in part to give a simple and clear way of students
viewing the key vocabulary for an exercise. This template can be used for just that
too.
The tap to zoom command allows you to bring into sharp focus each of the words as
you discuss them or explain their meaning.
What am I describing?
Put a selection of keywords into the activity. Then the teacher starts to describe one
of the words. Students then raise their hand or butt in when they know which one is
being talked about.
To add suspense, throw in a few red-herrings or broadly applying descriptions when
you first start your explanation. It's more fun when a few people get it wrong first.
You can mark their incorrect guess by flipping over the tile. Flip them all back again
when you start the next round.
You can throw them real curve-ball by describing the same word twice during the
course of the activity. Just try to explain it from a totally different angle and see how
long it takes for the penny to drop.
Explain one at random
Put up a mixture of keywords, some of which are simple and some of which are
complex or less likely to be understood by the audience.
Pick on different students in turn. Once a student is picked, run the random
spinner to pick a word. The student must then describe the meaning of the word. A
variation of this is to have them use the word in a sentence or ask a question where
that word it the answer.
Flip over the tile so it won't come up again, and then pick another student to
continue.
Remember the sequence
Take a list of words, facts or phrases that need to be learnt. An example might be the
names of the planets of the solar system in order.
Start with in the reveal game, so that they are obscured. Have a student attempt to
name them all, with you uncovering each in turn to confirm their answer If the
students gets one wrong, cover them all back up again and start again with a different
student.

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23. Spider diagram

This template allows you to display a web of circular tiles and radial spokes in a
hierarchical pattern.

Making the template

You can construct the diagram by entering a list of items. These can be added as
either siblings or child items, signifying the relationship between the new item and
the selected one.

Playing a game

Viewer

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View and navigate the spider diagram by tapping nodes to zoom in. Flip nodes to
rotate the diagram.
Create
Edit and navigate the spider diagram by tapping nodes to zoom in and entering text
via the keyboard.

24. Stacked tiles

This template allows you to work with a series of tiles that can be stacked one on top
of the other.

Making the template

You must enter a simple list of items.

Playing a game

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Deal
Deal out the tiles from the stack by tapping on the target place.

25. Tally table

This template allows you to keep a tally chart which can be added to as the game
proceeds.

Making the template

You must enter a list of categories and the initial tally count for each category. By
default these will be zero.

Playing a game
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Flick tally
Keep a tally by flicking the tile to the right to increase the count, or to the left to
decrease it.
Audience poll
Collect votes from your audience using the Wordpads. The tally is displayed
immediately as it comes in.

26. Tiles in a row

This template allows you to display arrange a series of tiles in one long row.

Making the template

You must enter a simple list of items. These will be arranged into a single row.

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Playing a game

View
Tiles are arranged face up in a row. After each tile is flipped the viewpoint
automatically moves on to the next.
Reveal
Tiles are arranged face down in a row. After each tile is flipped the viewpoint
automatically moves on to the next.

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27.Word maker

The word maker template takes inputted text and splits it up into it's constituent
letters. These letters can then be explored and manipulated.
The screen space is split into a series of rows for the easy construction of words and
phrases.

Making the template

Type your text into the boxes. Press return to split to text into letters. The rows as
they appear in the content entry screen dictate how it will be initially laid out during
the game.
In the options, you'll find the ability to change how many blank rows appear above
and below the main content. By default its two above and two below.

Playing a game
Viewer

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Use drag to move the tiles around. You can drop a tile in-between letters and those in
place will shuffle out of the way to make space.
Tapping a tile will flip it over, hiding its text.
Tapping on the empty row space zooms into that row.
The in-game menu gives additional commands to hide and reveal all tiles at once.
Reveal
The reveal game has the same controls as the viewer game, but all the text is hidden
at the start of the game.

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28.Wordsearch

The wordsearch template creates activities in which a set of words are concealed
with in a grid of random letters.

Making the template

Enter the words as a simple list of item. Each word corresponds to a row or column of
tiles, where each tile is a letter.
Avoid very long words when building a word search as the size of the wordsearch has
to be at least big enough to contain the longest word. More compact grids tend to
work better in practice.

Playing the game

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Reveal in place
In this game tapping on a letter that is part of a word will reveal the whole word.
Tapping the revealed word will hide it again.
The rule options contain an option to display the words to find. This will list all hidden
words on the left hand side for the whole duration of the activity.
The in-game menu contains additional commands to restart the game or reveal all the
answers.
Remove from board
In this game, tapping on a letter will also reveal the whole word, but the word will
then move off the board to the right hand side. Tapping revealed word will hide it
again.
This variation allows students to clearly read the words that have been found,
allowing them to more focus more easily on the vocabulary in use.
Quick reveal
In this game, tapping on a letter will reveal a word, but that word will become hidden
again after a few seconds.

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