Classroom

Pokémon classroom games for the projector

Four short games for a class or club. The text is big enough to read from the back, teams keep score, and nothing needs an account or a download. The page remembers only its own settings.

The four games

Who’s That Pokémon?

A shadow on the board. The class shouts the name, then you reveal it.

Show the silhouette and let teams confer. Press Reveal to show the Pokémon and hear its name, then give the point to the team that got it.

Practises: Speaking and listening, Visual recall, Taking turns. Suits KS1, KS2, Grades 1–5. About 8 minutes for ten questions.

Say the Name

The name is written on the board. Can the class say it before they hear it?

Show a name and its sound-it-out spelling, and let the class try it aloud. Press Hear it to play the real pronunciation.

Practises: Phonics and decoding, Syllables and stress, Confidence reading aloud. Suits KS1, KS2, Grades 1–4. About 8 minutes for ten questions.

Type Clash

Two Pokémon face off. Which type wins, and why?

Show two Pokémon and their types. Teams pick a winner and give a reason, then press Reveal to see the type matchup that decides it.

Practises: Reasoning and explaining, Rules and systems, Rock-paper-scissors logic. Suits KS2, Grades 2–5. About 10 minutes for ten questions.

Stat Duel

Which is bigger? Compare two real numbers from the Pokédex.

Show two Pokémon and one stat, such as weight or speed. Teams say which is bigger and by how much, then press Reveal to see both numbers.

Practises: Comparing numbers, Place value, Difference and estimation. Suits KS1, KS2, Grades 1–5. About 10 minutes for ten questions.

How to use it on a projector

  1. Open the classroom page on the computer that is connected to the projector or the interactive whiteboard.
  2. Use the browser’s full-screen mode so the game fills the board. On Windows press F11. On a Mac press Control, Command and F.
  3. Pick a game. Each one takes about eight to ten minutes for a round of ten questions.
  4. Split the class into teams. Let them talk for ten seconds, then press Reveal and give the point.
  5. When you are done, close the tab. The page remembers only its own settings (team count, pool, timer, sound and stat) on that device, and never anything about pupils, so there is nothing to clear.

Looking for a full session? Each of our eight session plans uses one of these games and runs for about 30 minutes. See the session plans · For teachers.

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