Game types

Each format is a hand-built PowerPoint engine with its animations and click triggers already wired. Every deck in the library is one of these, filled with a different topic.

Jeopardy Board

2 decks

Five categories, rising point values, team play.

Split the class into teams. A team picks a category and point value, the question appears, and a click reveals the answer. Correct answers score the tile's points.

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Spin the Wheel

1 deck

An animated wheel picks the next question — or the next student.

Click the wheel to spin. Wherever it lands is the question that gets asked. Great for cold-call review without anyone feeling singled out.

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Family Feud

1 deck

Survey-style board with reveal-on-click answer strips.

Two teams guess the most common answers. Each click reveals a strip and its points. Three strikes passes the round to the other team.

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Escape Room

1 deck

Solve locks in sequence to escape before the timer ends.

Each puzzle unlocks the next slide. Wrong answers loop back. Ends on a timed final lock — a strong whole-period activity.

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Bingo

1 deck

Randomised call slides plus printable student cards.

Project the call slides one at a time. Students mark their cards. Includes a printable card sheet you can duplicate for the class.

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Rapid Fire Drill

1 deck

Timed one-question-per-slide burst for fluency practice.

Auto-advancing slides with a visible countdown. Students answer on whiteboards or notebooks. Answer key slides follow the round.

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Memory Match

2 decks

Flip-card matching pairs with click-to-reveal animation.

Students call out two tile numbers. Click each to flip. Matches stay open, misses flip back. Pairs term with definition or picture.

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Who Wants to Be a Millionaire

1 deck

Ladder of multiple-choice questions with lifelines.

One student in the hot seat climbs the money ladder. Lifelines are clickable: 50:50, ask the class, phone a classmate.

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Tic-Tac-Toe

1 deck

Answer correctly to claim a square. Two teams, fast rounds.

Teams alternate. Answer the question behind a square correctly to claim it. First to three in a row wins the round.

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Puzzle Reveal

1 deck

Each correct answer removes a tile to uncover a hidden image.

A picture sits behind numbered tiles. Every correct answer removes one tile. Teams may guess the image at any time for bonus points.

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True or False

1 deck

The class votes, then the claim is settled.

Read the statement aloud. Everyone commits — thumbs up for true, down for false — then reveal. Each one comes with a short reason, so a wrong guess still teaches something.

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Bubble Pop

1 deck

Pop a bubble, answer what's inside.

A grid of bubbles, each hiding a question. Pop them in any order — popped bubbles stay burst so you can see what's left.

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Board Race

1 deck

Answer to move along the track. First to the end wins.

Two teams race along a track. A correct answer moves you forward; some spaces move you anyway. The board shows both teams' positions as you go.

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Word Rescue

1 deck

Guess the letters before the lights go out.

A hidden word, one clue, and a handful of wrong guesses before it's lost. The class calls letters; each miss costs a life.

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Word Guess

1 deck

Only yes, no, or maybe — the class asks the questions.

One word on screen that only you can see. The class asks questions and you may answer with just a few allowed replies. A timer runs on each word.

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Letter Reveal

1 deck

Uncover a saying letter by letter, then explain it.

A hidden phrase shown as blanks. Teams call letters to uncover it — then the real question: what does it actually mean?

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Story Quest

1 deck

A choose-your-own-adventure with consequences.

The class reads a situation and votes on what to do. Each choice leads somewhere different, and the endings differ. Best paired with a discussion after.

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Cargo Bargain

1 deck

Open pods, bank points — or take the buyer's offer.

Numbered pods hide point values behind questions. Open a few, then a buyer offers to purchase the rest. Take the offer or keep opening — the tension is the lesson in estimation.

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