1. Arrange students into groups. Each group needs at least ONE person who has a mobile device.
2. If their phone camera doesn't automatically detect and decode QR codes, ask students to
4. Cut them out and place them around your class / school.
1. Give each group a clipboard and a piece of paper so they can write down the decoded questions and their answers to them.
2. Explain to the students that the codes are hidden around the school. Each team will get ONE point for each question they correctly decode and copy down onto their sheet, and a further TWO points if they can then provide the correct answer and write this down underneath the question.
3. Away they go! The winner is the first team to return with the most correct answers in the time available. This could be within a lesson, or during a lunchbreak, or even over several days!
4. A detailed case study in how to set up a successful QR Scavenger Hunt using this tool can be found here.
Question | Answer |
1. avatar | The digital representation of a physical person in a virtual world or game. (component) | 2. enemy | An armed, opposing character that deals damage and has a variety of attack and movement patterns. (component) | 3. boss | Particularly large, strong or difficult armed, opposing character. (component) | 4. environment block | A block that is used as a surface or wall. (component) | 5. damage block | A block that hurts avatars on contact and is used as a harmful surface or wall. (component) | 6. goal block | When active and it is touched, the game is won. In some games, however, the avatar must meet conditions before the Goal Block is activated. (component) | 7. point | A small item the Avatar can collect to meet the win conditions of a game or improve their score. (component) | 8. key | can open locks of the same color (component) | 9. lock | can only be opened by keys of the same color. (component) | 10. timer | Counts seconds during gameplay. The player either needs to win before the time runs out or survive for a certain amount of time. (component) | 11. frag counter | Counts the number of destroyed enemies and can be used as a goal. | 12. score keeper | Counts the number of points collected and can be used as a goal. (component) | 13. health meter | Controls Avatar health. The game is lost when health reaches zero. (component) | 14. jumping | Avatars can jump onto blocks and over enemies. (mechanic) | 15. blasting | Avatars can blast enemies. (mechanic) | 16. avoiding | Avatars can hide and avoid enemies in parts of the game space. (mechanic) | 17. collecting | Avatars can collect or pick up points or other environmental items. | 18. exploring | Avatars explore the environment usually in a maze or a big, scrolling space. (mechanic) | 19. walking | Avatars have a slower speed. (mechanic) | 20. racing | Avatars have a very fast speed, and may seem to be racing against enemies. (mechanic) | 21. solving | Players must solve puzzles in the game, such as finding the correct path or brining the correct key to a lock. (mechanic) | 22. top-down perspective | The game is presented in an overhead view, or bird's eye view, as if the player was seeing the game from above. (space) | 23. platformer perspective | The view of the game is from the side. Here, the player can see sprites jumping. (space) | 24. bounded space | The game space is closed on the sides so the sprites cannot leave or fall out of the screen. (space) | 25. unbounded space | The game space is open so that sprites can leave or fall out of the screen. (space) | 26. wraparound space | The game space wraps around so that when sprites exit off one side of the screen, they appear on the opposite side. (space) | 27. scrolling space | There are multiple screens in this game space so an Avatar can move horizontally or vertically through different environments. |
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