Class typing race on the projector: no accounts, nothing stored v0.2.0
The class answers out loud or holds up A, B or C, and you tap a box for each answer you hear. No code, no room, nothing sent anywhere.
What we store: nothing. Students don’t type names: each picks a game name such as Purple Otter. Their taps reach this screen through a relay that keeps nothing, and the room is gone when you close it. Results stay on this computer unless you download them.
Everyone types the same short passage on their own device and the big screen shows the class racing along. Words come from Peabody's typing lessons, cut to suit the grade. Below 3rd grade nobody is ranked.
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How to use it
- Choose the grade and the keys the class knows, and open the room. The code and a QR code go up on the big screen.
- Students go to teach.peabody.kids/join, type the code and pick a game name. Press Start: a three-second countdown, then everyone types.
- The race ends when everyone has finished, or when you end it. Download the results as a spreadsheet before you close the room.
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Questions
Is anyone ranked?
Not below 3rd grade: the screen shows one road for the whole class and a tick beside each name that has finished, and the results say how the class did together. From 3rd grade up each player has a lane, listed in the order they joined, and you can choose a podium of the first three finishers at the end. Only finishers are ever placed.
What does Peabody store?
Nothing. Only how far each student has got, how many wrong keys and how long it took reach your screen, through a relay that keeps none of it. The letters a student presses never leave their device, and they never type a name: they pick a game name such as Purple Otter.
What if a student presses the wrong key?
The passage waits for the right one and counts the mistake. Nothing is lost and nobody sees it but you, in the spreadsheet.
Does it work on Chromebooks with the sound off?
Yes. It uses the keyboard only, makes no sound and has no timer on the student's screen.
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. What each tool stores