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Live classroom quiz game: students join with a code

Put the questions on the projector, and students answer on their own devices: a six-letter code, a made-up game name, three big boxes. No accounts, no ads, and nothing about your students is kept.

On the projector

Choose how to play and the questions, then open a room. The code and a QR code go up on the big screen.

Host a game

On students’ devices

Students go to teach.peabody.kids/join, type the code and pick a game name. Three big boxes, a shape and a letter each, the same as on the big screen.

Up to 60 devices: Chromebooks, iPads, laptops or phones. No app, no accounts.

Three ways to play

  • Everyone together: one question at a time on the big screen.
  • Teams: the same, with team totals.
  • At your own level: each student answers on their own screen; on a math facts ladder they move up as they go.

How to use it

  1. On the computer that drives the projector, open Host a game, choose how to play and the questions, and open the room.
  2. Students go to teach.peabody.kids/join (or scan the QR code on the screen), type the code and pick a game name.
  3. Press Start. Show each answer, then the results, and download them as a spreadsheet if you want to keep them.

Ideas for class

  • A five-question warm-up from yesterday's lesson, with the words off so every head is up at the board.
  • An exit ticket: paste ten questions, play at your own level, and download the spreadsheet before you close the room.
  • Ten minutes of times tables on a Friday, on the math facts ladder, each student starting where they choose.
  • Teams before a test: the class sees team totals, never one child's score.
  • Turn on the words for students who sit far from the screen or who read better up close.
  • Play again in the same room with the same game names, and see whether the class total goes up.

Related

Questions

Do students need an account or an email address?

No. A student types the six-letter code from the big screen and picks one of three made-up game names, such as Purple Otter. Nobody types a name, and there is nothing to sign in to.

What do you store about my students?

Nothing. The game lives in the browser tab on your computer. Students' taps travel through a relay (Supabase Realtime broadcast) that passes each message on and keeps none of them, and when you close the room it is gone. The results are on your screen and in the spreadsheet you choose to download, nowhere else.

What can a student type?

Only the six letters of the code. Game names are picked from three word pairs, answers are a tap on one of three boxes, and there is no chat. A student's screen has no links, no ads and no other students' anything.

Is there a leaderboard?

Not below 3rd grade: the class sees its total and what went well, such as how many players got more right in the second half. From 3rd grade up you can choose a podium of the top three game names, or put the teams in order at the end. There are no points for speed at any grade.

Can I use my own questions?

Yes. Paste one question a line with its answer after a colon, two columns from a spreadsheet, a list from the classroom activities page or a Peabody Set. The two wrong boxes come from your other answers. Or pick one of the math facts sets.

What do students see on their devices?

Three big boxes with a shape, a letter and a colour that match the big screen. Tick “Show the words on students' screens” and the question and answers appear on their devices too. At your own level, each device shows its own questions.

How many students can play?

Up to 60 devices in one room: Chromebooks, iPads, laptops or phones with a recent web browser. There is no app to install.

Can someone outside my class get in?

Only with the code on your screen. Lock the room once everyone is in, and remove any name with a tap. Only your computer can put questions on the students' screens: each message from it is signed, and the code is tied to that signature.

What if a device can't connect?

It says it couldn't reach the game. The game needs the school network to allow a live connection (a websocket) to the relay; if a whole class can't connect, ask whoever runs the network.

What we store: nothing. Students don't type names: each picks a game name such as Purple Otter. Their taps reach your screen through a relay that keeps nothing, and the room is gone when you close it. Results stay on your computer unless you download them.