(Yes, I know not all the blocks have pages linked. We made the blocks, then tested each one thoroughly by use in multiple published games and then started on the documentation on the web and on YouTube. Working on getting this completed as fast as I can!)

Assessment Blocks

All assessment items provide students immediate feedback. For replayability, most blocks either provide math problems generated at random, aligned with a specific standard, or, users can include a list of questions, correct answers and distractors, which will be selected at random.

  1. Caves and Trees: Math – An assessment and game in one. Players roll a die and, if they land on a rock or tree, answer a math problem to jump ahead.
  2. Caves and Trees: Multiple Choice – A generalization of the Caves and Trees game that can be applied to any subject. Players roll a die and, if they land on a rock or tree, answer a multiple choice problem to jump ahead.
  3. Drag and drop – This is another game and assessment block. It can be done as just dropping items into the correct basket, for example, drag the recyclable items here and the compostable here. It can, optionally, include a timer and players try to get all the items into the correct basket in one or two minutes.
  4. Drag answer into the blank – The player drags a block into a blank to complete a statement. There can be from 1 to 4 blanks on a page. It can be used for any academic subject.
  5. Drag into sequence – Three items are dragged into sequence. We called this a chronological order block initially but this block can also be used in mathematics or English language arts (to show order of events in a store).
  6.  Drag One Item per Category  Will show exactly one item per category, the player drags items into one of three categories. The next block is a little more challenging
  7. Drag N items into categories – As the name implies,  the player drags items into one of three categories. A category can have as many items (N) as the designer decides.
  8. Drag True or False – The player drags items into one of two categories, true or false.
  9. Get Animal – An assessment and game block that is very popular with young players. For each correct math question, the player gets another pet or item for their pet.
  10. Matching terms – This block has terms and descriptions or definitions. The player clicks on the term and its match. If correct, the term will be moved from the left of the screen to the right, and both the term and its match shown in green. Could also be used for math questions and answers or vocabulary in English and a second language.
  11. Memory Math – a combination assessment and game block. Players match cards that have a math question and its answer
  12. Memory Game with Images – another assessment / game combination. Players match an image with its description. This can be used in math, for example, with fractions, in English language arts, teaching a second language or for any science or social studies assignment where students label or name an image.
  13. Quiz – Students are presented questions one at a time. Answers can be numbers or text.
  14. Reveal Cards –
  15. Tic tac toe – yet another assessment/ game combination, players answer a math question (multiplication, division, addition or subtraction) and correct answers get an image in the square, which can be anything from a key to a rabbit, wrong answers get a different image. Fill three squares in a row to win.
  16. Word problem: Multiple choice – A word problem, which may include multiple steps and a hint, where players select a multiple choice answer.
  17. Word problem: Number – A word problem, which may include multiple steps and a hint, where players enter a numeric answer.

Game Blocks

  1. Catch game – catch items falling from the sky, whether Aztecs harvesting corn or Navajo cooks in the kitchen catching the ingredients for blue corn mush.
  2. Chasing maze – Find your way through the maze without getting caught by the bear or cattle rustler or whatever is chasing you.
  3. Collect objects – harvest tomatoes, pick up toys, collect items you need and don’t get bit by snakes, trip over rocks – you get the idea.
  4. Get Animal – An assessment and game block that is very popular with young players. For each correct math question, the player gets another pet or item for their pet.
  5. Drag and drop – This is another game and assessment block. It can be done as just dropping items into the correct basket, for example, drag the recyclable items here and the compostable here. It can, optionally, include a timer and players try to get all the items into the correct basket in one or two minutes.
  6. Hangman – The player tries to guess a word by suggesting letters. For each incorrect guess, a part of a “hangman” figure is drawn, and the game is lost if the figure is completed before the word is guessed.
  7. Jigsaw Puzzle – You provide us a square image and we’ll cut it into pieces and, optionally, rotate the pieces.
  8. Lights out – NOT a simple game for primary grades. A board made up of squares will have several squares with lights and several squares that are dark. The goal is to turn off all of the lights so that all squares are dark. Players can ask for hints to solve a puzzle.
  9. Maze – The maze game block is a 7 X 12 grid where the user starts at one cell and must travel to another cell in the same grid. The goal is to make through two screens without running out of points. The maze has items that cost the player points and that earn points.
  10. Memory Math – a combination assessment and game block. Players match cards that have a math question and its answer
  11. Memory Game with Images – another assessment / game combination. Players match an image with its description. This can be used in math, for example, with fractions, in English language arts, teaching a second language or for any science or social studies assignment where students label or name an image.
  12. Moving targets – block can be used in two ways. 1) There can be just one type of “target”, the “good” target. For example, you need to collect an endangered species that is crossing the road before it gets hit by a car. Click on the image to “rescue” it. 2) “Good” targets that the player wants to hit and “bad” targets that they should not hit. In the Disaster Deduction Detectives game, the player fishing for salmon wants to catch the salmon by clicking on their images and not click on the other types of fish.
  13.  Runner block is a game where the player runs from left to right, jumping over obstacles that appear in the way. Jump over a set number of obstacles to win the game. If you ever played the dinosaur jumping over cactus game on Chrome when the Internet was down, yeah, it’s like that.
  14. Search game – The player finds objects from a list. Items can be put in front of other items, so that the player must move obstacles to find certain items. Players can click on the “hint” button to see the list again.
  15. Tic tac toe – yet another assessment/ game combination, players answer a math question (multiplication, division, addition or subtraction) and correct answers get an image in the square, which can be anything from a key to a rabbit, wrong answers get a different image. Fill three squares in a row to win.
  16. Timed moving targets – This is the same as the moving targets game block above but with a timer to make it more challenging. The block can be used in two ways. 1) There can be just one type of “target”, the “good” target. For example, you need to collect an endangered species that is crossing the road before it gets hit by a car. Click on the image to “rescue” it. 2) “Good” targets that the player wants to hit and “bad” targets that they should not hit.
  17. Whack-that block is a game where the player clicks on images that pop out of a hole. If you ever played whack-a-mole at Chuck E. Cheese’s, it’s like that but on a computer and no bad pizza at the end. A versatile block, it has been used to capture enemy soldiers, catch gophers and pull weeds just by changing the background and the image to be “whacked”.

Game Components

  1.  End game block includes art and text signaling the end of the game, and links to a credits page, which is also included in this block.
  2. Level up block , as you might guess from the name, is a page that shows when a player levels up. It shows an image, text and a button which, when clicked, goes on to the beginning of the next level.
  3. Menu block – is a page with from two to six choices, where each choice leads to a different part of the game.
  4. Splash Screen Block – Every game needs to start with a splash screen. Your splash screen will have an image, the title of your game and a play button. When the player clicks on the play button, they’re taken to the beginning of your game.

Instructional Blocks

  1. Level up block – How is this an instructional block? Use this block when you want to have just one page of information, not multiple pages like a visual novel. For example, you may want to just explain the correct answere to a word problem and then send the player back to try the problem again or a similar one.
  2. Search game – The player finds objects from a list. Items can be put in front of other items, so that the player must move obstacles to find certain items. Players can click on the “hint” button to see the list again.
  3. Video page block – Can play a single video in one language, or, for bilingual games, either a single video with two different audio tracks or two different videos.
  4. Visual Novel (basic) – This block has a text, with caption, for each screen. Optionally, you can add a voiceover for each screen. There is also a title page option.
  5. Visual Novel Bilingual – As the name implies, this works the same as the Visual Novel block but allows the developer to include text and audio in two languages.
  6. Visual Novel Plus – This block has both the bilingual feature and advanced, interactive features that allow you to place and move other images on the background and an option to add choices, for either a choose-your-own-adventure type game or to check player understanding.