For classrooms
Turn a lesson into a game for students 13 and over
Updated · Türkçe
Quick answer
A teacher describes a game about the lesson, Teleplay builds it, and students join in a browser by link or room code with no accounts and nothing to install. It is for students aged 13 and over only: Teleplay is not for younger children, even with a teacher present. A room holds 4 players, so a class plays in small groups.
Games to try with a small group first
The age rules, plainly
| Who | What the terms say | What it means for a class |
|---|---|---|
| Under 13 | No account; an account found to be a child's is deleted with its games | Don't use Teleplay with this class. |
| 13 to 17 | A parent or guardian must agree to the terms for them | Get that agreement before the lesson, the way your school usually asks parents. It applies to students who only join by link too. |
| Under 16 in the European Union | They may use Teleplay only if a parent or guardian agrees | The same step, and here it decides whether they can take part at all. |
| The teacher | The person who starts a room signs in; paid plans are for adults | You hold the account and you make the game. |
Check your school's own policy on outside websites as well. Students joining by link are not asked for an account or an email address, and the privacy policy explains what a room records.
Lessons that translate well
Games teach best when the rule of the game is the idea of the lesson, not when a quiz is pasted on top. Ask what students have to decide, then make that the rule.
| Subject | Game idea | What students practice |
|---|---|---|
| Biology | Steer a white blood cell, chase bacteria, leave your own cells alone | Telling similar things apart, quickly |
| Geography | Race a cargo ship between ports, avoiding storms on the way | Reading a map under pressure |
| Languages | Catch the falling word that fits the sentence on screen | Grammar in context |
| History | Run a market town's stalls through a hard winter | Cause and effect |
Fifteen minutes in the room
1.Before class
Build the game and play it alone, so nothing surprises you. Read the plan before pressing Create and check the game's page.
2.Group the class
Make groups of up to 4. Each room has one signed-in host, so a teacher alone keeps one room going while other groups play the same game solo in their browsers, then swap.
3.Join
Students open the link or type the 6-character code on the home page, on their own devices.
4.Talk about it
After a round, ask what the rule was teaching. Rooms have no chat, so the discussion stays in the classroom.
Questions
Is Teleplay allowed in schools?
That is your school's decision. Teleplay is for people aged 13 and over and is not built for younger children or for managed student accounts.
Do students need accounts or emails?
No. Students join by link or code, under a guest name, and only the person starting a room signs in. Students under 18 still need a parent or guardian's agreement to the terms.
Can a whole class play together?
Not in one room: a room holds 4. A class plays in groups, each in its own room.
Can a teacher see what students do?
No. There is no class dashboard, no grades and no student reports. It is a game you run in the room, not a learning platform.
What if the school's network blocks it?
Rooms need a live connection to our servers. Try one room on the school network before the lesson, and ask your IT team if it fails.