Before the lesson: preview the vocabulary and display
Open a round on the device and projector you intend to use. Check that the keyboard, tiles and active controls are readable from the back of the room. Preview the available difficulties and choose a word length the class can handle; Kids currently uses four letters, while Default uses five.
Keep a paper board or another short activity ready if the network fails. A browser game is convenient, but the lesson should not depend on recovering a lost connection in front of a waiting class. Do not begin a timed activity while still configuring sound, zoom or sign-in.
Minute zero to one: name the evidence task
Tell the class what you will listen for: for example, a sentence explaining why a letter cannot stay in a particular square. Read one submitted row together. Model the distinction between a word that is familiar and a word that fits the evidence on this board.
Give everyone a brief silent thinking period before inviting suggestions. Ask for a written candidate or an observation from pupils who prefer not to speak first. The point is to collect reasons you can discuss, not to reward the quickest shouted answer.
Minutes one to four: compare two proposals
Choose two different suggestions and ask what each would test. A pupil might notice that one moves a yellow letter correctly while the other repeats its rejected position. Enter the chosen word only after somebody explains that comparison in terms of the actual tiles.
If both proposals fail a known constraint, return to the board instead of asking for ten more random words. Keep the correction specific: identify the square or excluded letter, then invite a revised proposal. You are checking a reasoning step, not grading the pupil’s general vocabulary.
Minutes four to six: close the board or stop deliberately
Use the remaining time for the best-supported candidate. If the puzzle is still open at the agreed stopping point, record the pattern and leave it as an unfinished problem. A useful explanation can be the lesson’s result even when the class does not solve the answer.
When the word is revealed, explain unfamiliar vocabulary before assigning a language task. Choose one extension that matches your objective: a meaning sentence, a spelling recall or a description of the decisive tile. Save extended worksheets and several activities for a longer lesson plan.
Final minute: collect evidence from each learner
Ask for one short exit response, such as naming a rejected position and explaining why it is rejected. This gives you more information than asking whether the class enjoyed the game or counting how many pupils cheered at the answer.
Use responses to choose the next demonstration. If several pupils confuse yellow with green, model a yellow relocation next time. If they understand the tiles but miss a spelling pattern, work on that pattern separately. Treat one short game as a snapshot, not a formal measure of attainment.
Adapt the format without building a tournament
For a large class, collect proposals in pairs and select two to discuss. For English learners, allow a written explanation or a partner rehearsal before speaking. If you make two teams, keep the objective visible and rotate who explains; use the team page for the game’s group setup.
Plan a longer session only when there is time for extra rounds, vocabulary work and a clear finish. The dedicated classroom lesson plans supply that detail. This page is a compact classroom routine; the articles and ESL resources offer separate activities when a different teaching purpose would be more useful.
