Jeopardy
The quiz board every classroom knows: category columns, points down the rows, and one clue behind every cell. Run it from a host console, let players buzz in from their phones, or share it for solo play.
Make a game from your own lesson in minutes: a crossword for the vocabulary list, a quiz that explains every answer, bingo for the last ten minutes. Play it on the board, in teams or on every pupil's device, and see who got stuck where.
Fun classroom games for any subject: quick ones for the last ten minutes, group games for revision, and interactive games every pupil plays on their own device. Each one starts from your own words or questions, so it fits the lesson you are teaching.
The quiz board every classroom knows: category columns, points down the rows, and one clue behind every cell. Run it from a host console, let players buzz in from their phones, or share it for solo play.
Questions to pick, judge, type or recall from memory, as practice or as a test.
Create your own bingo game online: your items, win patterns and prizes — you call, the class plays.
Fill a wheel of fortune with your own names, tasks or questions and spin it to pick one at random.
Add your words and clues, and the crossword grid builds as you type. Play it online, share it or print it.
Guess your own words and phrases, one letter at a time.
Create an online matching game: cards of text, image or audio that players drag into place beside their match — or join with a line.
Create a memory game online: classic pairs to flip and match, made from any mix of text, image and audio cards.
Add your words, choose their directions and watch the word search take shape. Play it online, share it or print it.
Jeopardy, the wheel of fortune and bingo run from one screen: you host, the class answers out loud.
Put a six-digit PIN on the board. Pupils type it on the join page and land in the activity, without an account.
Answers sync across the team in real time, so the whole group sees its progress at once. On a paid plan.
Two players, one puzzle, live progress bars: the first to finish wins. On a paid plan.
Type a word list or a set of questions once and play it as a crossword, flash cards or a quiz. Pictures, audio, Arabic or Korean: the content is yours.
Results show every answer a pupil gave, not just a score, and the scores can go to Google Classroom or to your school's LMS.
No ads and no third-party cookies, and pupils play without an account. On a paid plan your data can stay in the EU.
Each of these comes with every paid plan, unless it says otherwise.
Each one is a real activity: play it the way your players will, then copy it to your account and make it yours.
Terms and definitions, laid out for you. The classic review, and answers are still there when they come back.
The grid runs right to left for Arabic, Hebrew or Persian. For Arabic, the harakat are part of the answer.
Hangul answers with English clues, one syllable per square. Players type with their own Korean keyboard or pick from the word bank.
The card asks for the answer before it shows it. Recognising a word and producing it are different skills.
A board full of letters, a riddle for a theme, and one word that runs from edge to edge and ties it together.
Five letters, six guesses, a clue from the lesson, and a result they can share without spoiling it.
Put in the class register, the new starters or this week’s spelling words. The familiar game, with words that mean something to the room.
Terms on the left, meanings on the right, and a line to join each pair. A wrong line refuses to stick.
A picture, the new word and the word they already know, lined up in one row. A row counts only when all three belong together.
Each card is confirmed the moment it lands, so a mistake gets corrected while they still remember why they made it.
The small words are missing, and the bank gets shorter with every gap that comes right.
Drag a label onto each word of a sentence. Each one is confirmed as it lands.
Cards in a column, dragged into order and checked all at once, so the order cannot be nudged into place.
A short lesson video that stops to ask what just happened. Get it wrong and you can watch that part again.
The seven continents and five oceans on a blank world map. A name is shown, and players click where it is.
Fifteen European flags, one at a time. Players click the country each flag belongs to on a blank map of Europe.
The 2, 5 and 10 times tables as a grid with a hidden picture. Every right answer paints part of a rocket, and a finished grid earns a diploma.
Short sentences read aloud, each built around one spelling pattern. Pupils write every sentence word by word, check it when they are done, and hear it up to three times.
An animal for every letter of the alphabet, answered round a ring against the clock. Pass a letter and it comes back on the next lap; the animals nobody got show at the end.
Nine jumbled words to start the lesson, with a definition behind every question mark for whoever gets stuck.
Shuffled words, dragged back into the one order that is grammatical. Each sentence is checked on its own.
Two-sided cards with no clock and no auto-advance. They turn each one when they are ready.
Every card dealt face down at once and opened in any order. Revision that feels like a game show wall.
Ten lines from the home row to full sentences, with speed and the pressed key shown as they type.
A 4 × 4 grid with one solution, and each number confirmed as it goes in. Sudoku for ages five and up.
Four pupils, four projects, four time slots. Seven clues, one answer, worked out one cross at a time on the grid.
Five planets, their place from the Sun, what they are known for and the god they are named after. Every row is true: what pupils know fills the grid, three clues help with the rest.
Eleven animals from the five vertebrate groups, one secret card each. Players ask whether it is a mammal, can fly or eats meat, turn down what no longer fits, and the first to name the other's animal wins.
Eleven 2D shapes, one secret card each. Players ask about straight sides, right angles, equal sides, parallel sides and symmetry until only one shape can be the other player's.
Drag shapes onto a board until every rule is true. One setting turns the written rules into pictures for pre-readers.
A wall of doors with a riddle on every door. Solve it and the door opens onto the answer and a fun fact: open one each morning as a class routine.
A kindness challenge for the class: twenty doors, each with one small kind act to do at school or at home. Open a door, do the task and tick it off as done.
Count down to Christmas Eve with a door a day: 24 doors, each with how Christmas is celebrated somewhere else in the world, from Sinterklaas to the Yule Lads.
The grid has no spare letters. The cells left over spell a message, and typing it finishes the puzzle.
One answer per row, and one marked column that spells the word the lesson is about.
A crossword about the graduate: five years of lectures, deadlines and flatmates as clues, and marked cells that spell a message for them.
Every answer is a letter. Get the sums right and the message writes itself across the top.
Seven little sums with no number bigger than 5. Every answer is a letter, and together they spell a short sentence.
The letters have dropped out of their columns. Put them back and a line worth remembering reads across the board.
Five proverbs written as a rebus. Change a letter under a picture, or say it out loud, and the saying reads back word by word.
Every letter is a little picture. A treasure-hunt note that even new readers want to crack.
The grid is cut to the shape of a picture: a heart, a star, your logo. The words hide inside the outline.
The same logic with pictures instead of digits: one of each in every row, column and box.
Any picture cut into pieces: organic shapes, a tray to sort them in, and pieces that stay together once they fit.
Nine questions about Ancient Rome, each one revealing a piece of a hidden picture. Players can guess the picture at any moment, and the fewer pieces they needed, the higher their score.
The classic 3 × 3, with a number on every tile so beginners can see where each one belongs. It is how the type arrives.
The Pycto-style picture puzzle. Every piece of the photo is on the board, just in the wrong place. No gap, no numbers: players swap two pieces at a time until the picture is whole.
One card shows the picture, its partner the word. First vocabulary, in any language you type.
Every card holds an animal and asks for the next one by a fact. Find the picture that answers, and the chain grows until it loops back to the start.
Slow flips, no shake on a miss, and found pairs stay on the board. The same game with the pressure taken out.
The clues are pictures. For language learners and young readers, with the first letter of every word filled in.
Swap the shapes for your own pictures and the rules turn into sentences: the cat in the box, the dog behind the tree. Children build each one on the board.
Your picture, a socket on each part, and a tray of names to drag into place. Anatomy, maps, machines.
Numbered pins on the picture and a blank for each. A word bank keeps spelling from being the test.
A small dot marks the exact spot, for parts a numbered square would cover: a chain, a spoke, a valve.
A busy picture and a strip of cut-out pieces to find in it. A short freeze after a wrong click keeps guessing honest.
The clue is a word, not a cut-out: find la chaise, l’horloge, le livre. A picture dictionary they have to walk around in.
A picture sets the scene and empty slots wait: the colours of the rainbow, the parts of a cell, the countries on a map.
Your picture, a pin per riddle, and a route that draws itself as each step is solved.
Every room asks a question and every answer is a door. The maze walks them to the next room, so the thinking is the hard part.
They see only the corridors they have walked. The questions are gates, and the way through has to be found.
A keypad that opens to one code. Put the clue anywhere you like: in the instructions, in another activity, or on a note under a chair.
A message in cipher that tells them where to go next. One station of an escape room, or the whole of it.
Six locks, and the code for each is hidden inside another activity. Three wrong guesses freeze the lock.
Hide codes on cards around the room. Each code players find reveals a piece of a hidden picture, and a wrong code freezes the piece for a little while.
Everybody comes up once before anybody comes up twice. Cold-calling without the dread, and without the favourites.
A winding board of question tiles, shortcuts and setbacks. Play it alone, against a friend, or as the lesson’s last ten minutes.
Win by gathering, not by arriving: move in either direction, land on the items, trade at the bank.
Type the names, pass the mouse. A board game for the beamer at the end of an away-day.
You call, they play on their own screens, and every card is different. Three rounds to win: corners, a row, the full card.
You read out the meaning and they find the word. No numbers on the squares, so the only way to play is to listen.
Nobody calls anything. People mark their own squares as they meet each other, and can see how the room is doing.
Things to spot out of the window, in pictures, so the youngest can play too. Nobody calls anything, and everyone in the car sees the other cards fill up.
You run the board from your screen, teams answer out loud, and a wrong answer costs. Steals included.
Everyone joins with a name and their phone becomes the buzzer. The clue shows on their own screen, so it works remotely too.
The card game of collecting fours, dealt to three players. In learn mode every card carries the fact that identifies it.
A Jeopardy board each person works alone. A clue loses value while it is read, so knowing it fast scores more.
Every answer comes with its reason, right or wrong. People leave knowing why, not just what.
Sixteen cards, four hidden groups, and words that seem to belong in two places. A five-minute icebreaker that starts arguments.
The free plan holds two activities and has every activity type. A teacher plan removes the activity limit and adds results, embedding and your own branding. The School plan gives five teachers a shared library, Puzzel LMS and single sign-on.
No. They open the link and play. If you want results per pupil, a paid plan lets the activity ask who they are, or lets them sign in with the school's own accounts on the School plan.
Yes. The free plan has every activity type and room for two activities, with no card needed. When you upgrade, everything you made comes with you.
Yes. On every paid plan, scores can go to Google Classroom, or to Moodle, Canvas and other school systems over LTI 1.3.
Start free, with no card. Every activity type is in, and two activities are yours to keep.