PowerPoint Adventures

 

Meet the Author: William Shakespeare

In this interactive exploration game, students journey through Shakespeare’s Globe Theatre, uncovering his poetry, hidden clues, and personal artifacts. As they discover each interactive element, they reveal his inspirations, struggles, and the stories behind his greatest plays, bringing the Bard’s world to life.

With a focus on receptive skills, our "Meet the Author" series is a great starting point for teachers interested in gamification. The material is clearly structured, fully customizable, and requires little teacher preparation or improvisation.

 

Meet the Author: Charles Dickens

In this immersive adventure, students explore Charles Dickens’ home, discovering books, letters, and hidden secrets. Through interaction and storytelling, they uncover aspects of his early life, inspirations, struggles, and social influences, gaining insight into the creation of his timeless novels and characters.

With a focus on receptive skills, our "Meet the Author" series is a great starting point for teachers interested in gamification. The material is clearly structured, fully customizable, and requires little teacher preparation or improvisation.

 

Meet the Author: Mary Shelley

In this narrative-driven exploration game, students navigate Mary Shelley's home, uncovering hidden letters, artifacts, and memories. As they discover each object, they piece together her life, inspirations, and struggles, ultimately revealing the origins of her most famous novel Frankenstein and her lasting literary legacy.

With a focus on receptive skills, our "Meet the Author" series is a great starting point for teachers interested in gamification. The material is clearly structured, fully customizable, and requires little teacher preparation or improvisation.

 

Bram Stoker’s “Dracula” Part I

Face the danger that lurks within Dracula’s Castle in this lesson series designed to be played as one class or in smaller groups.

With a focus on all four language skills, Dracula is a great starting point for teachers interested in gamification. The lessons are clearly structured and require little teacher improvisation.

 
 

Bram Stoker’s “Dracula” Part II

Now that Count Dracula has made his way to London, the city and its people, including your loved ones, are in grave danger.

Can you defeat the Count once and for all in this epic conclusion to Bram Stoker’s Dracula?

 
 

Edgar Allen Poe’s “The Raven”

A new interactive way to teach and study poetry. Now includes three (3) different versions, to support the individual needs of each classroom.

This poetry adventure is perfect for the physical classroom, distance learning, homework exercises, or to simply enjoy this classic poem.

 

Percy B. Shelley’s “Ozymandias”

A new, interactive way to teach and study poetry! Through gamification we bring poetry and other literature alive, creating a familiar and inviting environment for your students.

Another poetry adventure is perfect for the physical classroom, distance learning, homework exercises, or to simply enjoy this classic poem.

 

You imagine it & we build it.

Commission your very own gamification project or lesson series for us to create for your students. Any topic, book, film, genre, or even grammatical item can be transformed into hand-made gamified material catered to your specific needs.