Live classroom games

Live classroom games students can join

Host a room, share the code, and let students respond or play from their own devices. Kaboosh keeps the lesson deck connected before, during, and after the live activity.

Live room

Type It! Live

18 joined

Room code

TYPE42

Join from a student device

Enter a display name as a guest or use a student login.

Room-code participation
Guest join or student login
Reuse one deck after the game
Teacher resource

Run live revision with your own word list

Prepare clear prompts, get student devices into the room, and turn the response pattern into the next review.

Read the guide

Choose the kind of live participation the lesson needs

A quick answer check and a shared arcade room ask students to participate in different ways. Start with the learning task, then choose the format.

Typed recall

Type It! Live

Students type answers at their own pace on their own devices. The teacher starts and ends the room.

Multiple choice

Quiz Mode

Students choose from saved custom answer options in a teacher-controlled timed room. It is useful when the class needs a faster recognition check.

Shared game state

Live arcade rooms

Supported games such as Fish Frenzy, Egg Rush, and Capture the Flag put students into a shared room while the teacher hosts the class game.

One room, different screens

Students participate; the teacher keeps the room moving

The teacher starts the live room and shares its code. Students join from their own devices, while the host view manages the class activity, room status, and finish.

  • Guests enter a display name; signed-in students can use their account.
  • Supported rooms keep the roster and activity state connected.
  • The same source deck can continue into later practice.
Type It Live teacher dashboard showing the room code, student progress, current answers, and scores.
Student devices join the room
Teacher view controls the session

Run a live learning game in four steps

The room code handles the live moment; the deck keeps the learning material reusable.

  1. 1

    Choose the learning content

    Create a deck, import one, or start from a public deck so the live activity uses material from the lesson.

  2. 2

    Start a supported live room

    Choose a live answer activity or live arcade game, then show the room code to the class.

  3. 3

    Students join from their devices

    Students can enter a display name as a guest or use their student login, depending on how you want to run the class.

  4. 4

    Keep the deck useful afterward

    Reuse the same material for another classroom game, homework, independent learning, or spaced practice.

Use a live room for individual devices

Choose this workflow when students should submit answers or participate in a synchronized game from their own screens.

Use a shared-screen game for local turns

Choose this workflow when the class is playing together at the front of the room. Bowling, for example, supports local players, teams, and computer opponents on one browser.

See the Bowling classroom game

Live classroom games FAQ

Practical answers about room codes, guest access, and choosing between live and shared-screen play.

Do students need an account to join a live classroom game?

No. Supported room-code games let an anonymous student join with a display name. Students can also use their Kaboosh student login when they want user-scoped learning records.

Which Kaboosh activities support live classroom play?

Live answer activities include Type It! Live and the timed Quiz Mode. Kaboosh also has supported live arcade rooms such as Fish Frenzy, Egg Rush, and Capture the Flag.

Does every classroom game use a room code?

No. Some games are room-code activities for student devices, while others are teacher-led or local turn-taking games designed for one shared classroom screen.

Can I use my own questions in a live game?

Yes. Choose or create a deck for the lesson, then use its cards with the live modes that support that content and question format.

What can students do after the live game ends?

The deck remains available for homework, another learning activity, flashcards, or spaced practice, so the live game does not have to be a one-off lesson event.

Build the deck once. Bring the whole class into it.

Start with your lesson content, choose a supported live activity, and keep the same deck ready for what students do next.