A new way to create jeopardy class game reviews, which looks really great. Launching soon, you will be able to use custom themes, add media (such as images and videos), great support for mathematic formulae and map integration for any geography.
Play the demo game so long and make sure you sign up for when this creator launches.
A great way to practise multiplication.
Have two teams compete against each other to see who gets the most points. You only have a minute to complete as many addition questions as possible. So race on!
Verb Viper helps students practice their verb tenses, verb forms, and subject/verb agreement, with an added challenge of having to try to get as many correct answers as they can before the time runs out, while also struggling to read and think fast enough to get the correct answer.
Before the game starts, the teacher has the option to choose what type of verbs forms to practice, as well as the game’s difficulty. During the game proper, a subject (or subjects) is displayed on top of the viper’s head. If the verb in the “strike zone” box matches with the subject, the player must either click the screen or tap on the spacebar. However, beware with the verbs’s scrolling speed – every time a verb passes through the strike zone, whether or not it is correct, the subject instantly changes. So it’s a constant battle of quickly reading the subject and immediately judging if the upcoming verb is correct.
At the end of each of the game’s six levels, it shows the player’s accuracy for that stage, along with both his correct and incorrect answers. When all six levels are done, the player is presented with a certificate which the teacher can print if he wishes.
It would take a while to complete, but teams of six can play this, with one student playing per stage. After everybody in each team had played, their accuracies per level are tallied and averaged. The team with the highest average score wins.
World Geography: Rivers aims to see just how much students know about the majestic rivers that cover our world. The game provides the name of the water body, and it is the student’s task to determine where this river can be found on the map. On choosing the correct location, a very brief information about the river will be shown at the bottom of the screen, and the player earns a point. The player can guess however many times he wishes until he gets the correct location; it should just be noted that the game also records the number of times the player was incorrect.
Teams can play only a single instance of this game, where teams take turns in naming rivers and the teacher noting the score; whomever has the most points would win. Alternatively, the teams can play an entire instance (with those not playing having their backs turned to the smartboard). The group with the less number of incorrect answers wins.
Have your students ever heard of an interlock puzzle? An interlock puzzle is a seemingly whole object that actually consists of several different pieces that are assembled together in such a way that it won’t fall apart when released. The difficulty with these types of puzzles is on how they can be disassembled and re-assembled back together.
This smartboard game provides players with several different interlock puzzles, and challenges them to dismantling the figures (the use of the keyboard is required, and a Smartboard Wand is highly recommended). The puzzles become increasingly difficult as the students progress, which in turn exercises both their patience and their logical thinking.
Group play can be conducted by giving each team a time limit to complete the most number of puzzles that they can. The group who finishes the most (or who solves the last puzzle the game can provide) wins.
Shoot the basketball at the basket that contains the correct answer to the multiplication question. But hurry! Players only have twenty seconds to aim for the highest score they can attain! And if their aim isn’t true, the ball can bounce right out of the basket and miss!
Given basketball’s already competitive nature, it is not difficult to create a group game out of this by separating the class into teams, with each team aiming to get the highest score possible within twenty seconds. They can even create their own team names, for added creativity and fun! However, the game also keeps track of the top five highest points of all the players who had played it within the day. Are the teams good enough to defeat the highest score of the day, made by someone who can possibly be across the country, or even the ocean? Who will be crowned as basketball champions of the day? Let’s find out!
Each of the river object is associated with a word. The object that can hold Max’s weight – and can thus send him across – contains the word that rhymes with another given word. Choose the wrong word, however, and Max falls into the river!
Two groups of players can compete to see who can get the correct rhyming word first. There are only five steps, so this ensures that the game cannot end with a tie. Alternatively, it can also be a race to the finish – which team can get across with the least amount of tries?
GeoWorld is an excellent geography smart board resource, where a knowledgeable bear provides students information about the countries of the world, including country-related facts, pictures, music, videos, and even climate info!
Once the students have had their fill of the continent they’ve chosen to learn, everyone can now proceed to the GeoGames, where players are asked to point the given state or country on a given map of the area of the world they were covering. A correct answer gives the player 10 points, but an incorrect one gives a penalty of -5. The game will continue until all the states/countries have been answered correctly.
With everyone working together, how high can they score? Or if they wish to be competitive, if the students separate into groups – with one group trying to answer while the others have their backs against the smart board (no peeking!) – who will gain the highest points? Play and find out!