Type a word to find a picture. Every picture here is one the game already has artwork for, so the card will not come out blank.
Student
Welcome! Here's how to get your school started:
Make a class below, and add your students (type them in or paste a list).
Add a lesson in the Content tab — build your own, or add a ready-made one.
Share the class code with your students so they can join in the game.
Your classes
Pick a class to see its gradebook and code, or make a new one and add your students.
Students
No class selected.
Gradebook
Student mastery appears here as results arrive. A result comes in when a student who joined this
class with its code finishes States of Matter, Revolutionary War Timeline or Peppered Moths with a lesson published here. The
other games don't send results yet.
Class code
Students enter this in the game: after they type their name, the
game offers to join a class, then they tap their own name on your class list. Making a new code stops
the old one working straight away.
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A link to one module
Share it in a lesson or an assignment: it opens the game straight
into that module after the student types their name.
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How to read this
Mastery is how much of a lesson a student got right in the end. It uses their best attempt, so practising
again can only help their score. Right first time is how much they got right without needing another try.
80 80% and above 70 60 to 79%
45 below 60% — no result yet.
What the class got wrong
The answers most students missed, with the most common wrong answer
beside each one. Work down the list when you decide what to go over again.
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Mastery by standard
How your class is doing on each learning standard.
How to read this
Each bar is the class average for one standard. It averages each student's best score, so a student who
plays a lesson several times still counts once.
Par is 70%. A student whose best score on a standard is still below 70% is listed under “needs
help” so you can see who to work with.
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Content library
Create and publish the lessons your students play. Publishing runs an automatic check first.
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Ready-made lessons
Add a ready-made lesson to your school as a draft, then review and publish it — no building required.
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Edit lesson
Advanced editor — full control over every field the game supports.
Publishing checks the lesson and saves it as a new, frozen version. It does not
reach students yet — the game they play ships with its lessons built in, so published changes arrive once
the game is updated to load them.
Version history
Every save and publish is kept. Restoring an old version brings it
back as a new draft to review — what students play does not change until you publish again.
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Brand skin
Set a client's brand. Text colors are checked for readability — an unreadable brand can't be saved.
Your words
The buttons and labels students see. Leave a box empty to keep the English wording — you
don't have to fill in all of them.
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Your lessons
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Package settings
Every download starts with these.
How to update
Your team
The people who can sign in to your school. You set each person's starting password and share it with them.
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Reset password for
Add a teacher
They sign in with the email and password you set here.
Your licence
Ask us to change these.
Connect a school system (LTI)
Connect your school's LMS (Canvas, Schoology, Moodle and others that use LTI 1.3). Give your LMS administrator these three addresses. The launch address also serves the lesson picker (deep linking), and one tool can be installed in several places: add each deployment below.
Login URL: —
Launch (redirect) URL: —
Public keys (JWKS): —
Here is where this stands today. A teacher adds lessons from inside the LMS with the lesson picker, and each lesson becomes its own link. When a student opens one, the lesson opens in the game, and the student and their class appear here automatically, with their results in your gradebook. Students appear only as codes such as Student 4F2A, never by name: your LMS already has their names, and we keep none. A teacher who opens a lesson sees a preview, and nothing is saved. Grades go back to your LMS too: each student's best score on each lesson, in that lesson's own column, so a weaker later try never lowers it.