Whole-class whiteboard games · ages 5–11

Thewholeclassatplay.

Team quizzes with numbers, words and science for primary classrooms. One shared screen, no tablets, a room full of raised hands — and a sticker pack to open together at the end.

  • No pupil accounts
  • Ready in two minutes
  • 4 ready-to-play lessons per country
A tiny wool classroom: a fox, a whale, a bee and a dinosaur hold up coloured cards in front of the whiteboard.
Question 1 of 3
4Foxes3Whales5Bees2Dinos

Three friends arrive at the bridge, then two more. How many are there altogether?

Try it: tap an answer

This is a real game: tap an answer on the board.

How it works

From your desk to the board
in four simple steps.

  1. 1

    Choose a lesson

    Ready-to-play lessons for ages 5–11, or an AI draft that you review, one question at a time.

  2. 2

    Make your teams

    Foxes, Whales, Bees and Dinos: two to four teams. Or the whole class can tackle the challenge together.

  3. 3

    Cards up!

    Think, discuss as a team, then raise your answer on “3, 2, 1”. You tap the teams that got it right.

  4. 4

    Open the pack

    Every completed lesson earns three stickers for the class album. Yes, even for the team that came last.

A real game

From the first question
to the last sticker.

Kablam on the whiteboard: Thinking time

The question appears on the board with the answers hidden: first think, then discuss it with your team.

Everyone has a part to play

Nobody just watches.

In a typical whiteboard quiz, the fastest child answers. Here, every team answers every question, at the same time, using A B C D cards. Quieter children discuss in their group, quick thinkers practise listening, and you can see who has understood.

  • Stars for correct answers, double in the grand finale
  • A comeback chest for trailing teams
  • Hints and explanations stay until you move on
The class album

Got it, got it…
need it!

Twenty-four woolly creatures to collect, each with a real fact to read together. You earn the pack by finishing the lesson, whatever your score: every child has a reason to play again, and everyone is included.

Sparkling stickers are very rare. The first pack always contains one.

One pack, three stickers. Who will open it?

For teachers

You set the pace.

Kablam brings the celebration. You stay in control.

Pause with one key

Space pauses everything, including the countdown. Resume from the same point, even after reloading the page.

Explanations that stay

Hints and explanations stay on the board until you choose to continue.

A final recap

Revisit the questions your class found tricky at the end, using another example.

AI drafts, your review

AI prepares a draft. Every lesson needs your review before the class plays.

Made for the whiteboard

Large text, generous buttons and keyboard controls. Works on 16:9 and 4:3 displays.

A calmer pace when needed

Reduce motion, mute sounds and use an optional 30-second thinking timer.

Space pauseEnter continue1–4 answers and teamsH hintF full screen
A small wool school with a playground and trees.
For families

More playing together, less screen time alone.

No individual tablets

One shared screen, like a board game for the whole class.

No pupil accounts or personal data

No pupil profiles or names: classes use only a year group and section letter.

No advertising

No adverts, hidden purchases or distractions.

Always with a teacher

Every lesson is chosen and reviewed by someone who knows the class.

The thinking behind it

Fun is the approach.
Learning is the aim.

Active recall

Think before seeing the answers: recalling an idea helps strengthen memory.

Think, discuss, share

Individual thinking, team discussion and a shared answer give everyone a way to participate.

Mistakes offer a clue

A wrong answer never eliminates anyone. Get a hint, think again and have another go.

Reasons to keep playing

Teams, a collection and small surprises encourage participation. The pack rewards finishing the lesson.

Kablam draws on researched teaching practices: active recall, cooperative learning and corrective feedback. This pilot’s classroom effectiveness has yet to be measured.

Pricing

Simple as a game.

Free

0 € always

For trying it with your class.

  • Ready-to-play lessons
  • Team and whole-class games
  • 1 class album
  • Printable A B C D cards
Start free

School

from €290 per year

For your whole school.

  • All teachers at your school
  • Shared class management
  • Electronic invoice
  • Dedicated support
Try it with one class

Indicative prices in euros. Kablam is free during the pilot.

Frequently asked questions

Questions from the staffroom.

Does every child need a tablet?

No. Use an interactive whiteboard or a projector connected to a computer. Children answer with A B C D cards, their fingers or by touching the board.

Do children need to register?

Never. There are no pupil accounts, names or personal details. Classes use only a year group and section letter.

Will it work on my whiteboard?

Kablam runs in a recent version of Chrome, Edge, Firefox or Safari. Play using touch, mouse or keyboard, on 16:9 and 4:3 displays.

Can I use my own questions?

Yes. Edit any lesson before playing, or prepare an AI draft on your chosen topic. You always review it before the class plays.

How long does a game take?

Allow around 10–15 minutes for five questions. Pause whenever you like and pick up where you left off.

What about the team that comes last?

The comeback chest helps trailing teams, the grand finale scores double and the sticker pack belongs to the whole class. Everyone celebrates.

Does the game use AI while children play?

No. Games use prebuilt, tested rules. There are no AI requests during gameplay.

Tomorrow’s first lesson.

Choose a lesson, make your teams and see what happens.

Try it free with your class