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๐Ÿ“Œ Setting work

Escape rooms, science labs, puzzles, adventures and movement breaks

Escape rooms, choose-your-own-adventure stories, the science lab, jigsaws, crosswords, movement breaks and the daily riddle.

Find all of these in the Library and assign them like any activity.

๐Ÿ—๏ธ Escape rooms (every subject, Grades 1 to 6)

Pupils answer a question in each room to find one digit of a secret code, then type the code to open the treasure chest. The questions come from the topics for their grade. They get a point for each room solved first time.

An escape room: the code so far and a question
An escape room: the code so far and a question

๐Ÿ“– Choose-your-own-adventure stories

Pupils read a page, then choose what happens next. Each story has several endings, some happy and some not! Their score is the number of endings they find, which encourages them to read it again. Find them under Stories.

๐Ÿ”ฌ Science lab

Pupils predict first (will it float or sink? does it conduct electricity? will it dissolve?), then press the button to test it and see what happens, with a short explanation. They get a point for each correct prediction, and see a results table at the end.

The science lab: predict, then test
The science lab: predict, then test

๐Ÿงฉ Jigsaws and spot the difference

Swap the pieces to put a picture back together, and find the differences between two pictures.

โœ๏ธ Crosswords

Science, Jamaica and word crosswords. Pupils tap a clue to jump to it, and press Check to see which letters are wrong.

๐Ÿคธ Movement breaks

Short, timed moves (a Jamaican dance break, a sprint warm-up, animal moves and a calm-down stretch). These work well on the classroom board between lessons. Pupils get a small reward the first time they finish one.

๐Ÿค” Riddle of the day

Every pupil's home page has a riddle, with one try a day and +5 coins for a right answer.

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