A free online buzzer for team review games. The first team to press wins the round, and every other press is ignored until you reset. It runs on one screen with no sign-up.
Buzzers open
To run the classroom buzzer above, open it on the projector and give each team a keyboard key or a tap pad. The first team to press wins the round, and every other press is ignored until you press Reset.
At Chalkbox, we build free classroom tools, and this one opens in a browser with no account and nothing to install. This online buzzer runs on one laptop, one interactive whiteboard or one tablet.
A classroom buzzer round runs in five steps, from choosing teams to clearing the screen for the next clue.
| Team | Keyboard key |
|---|---|
| Team 1 | A |
| Team 2 | L |
| Team 3 | Z |
| Team 4 | M |
| Team 5 | Q |
| Team 6 | P |
Holding a key down does not repeat the buzz, so a student who leans on the key still sends one press. Keys are ignored while you type in a text box. Finish renaming teams and click outside the name field before you read the first clue.
One rule for any buzzer for classroom games is that no team presses until you finish reading the clue. The classroom buzzer can enforce that rule with one option: "Wait for me to open the buzzers (early buzzers are locked out)". With it on, the buzzers start closed and the screen reads "Buzzers closed: wait for the teacher".
When you finish reading, press "Open buzzers (Enter)" or the Enter key, and the first press after that wins. A team that presses while the buzzers are closed shows "Locked out" and cannot buzz until the next reset. A low tone plays for the early press, so the whole room hears that a team jumped the gun.
An early press locks a team out until the next reset. Without the option, the buzzers are open as soon as you reset, and a team can win the round while you are still mid-sentence. Leave the option off for quick-fire rounds where the clue is one word or a picture the class reads at a glance.
The buzzer has no wrong-answer setting, so pick a house rule and announce it before the first clue. Two rules keep a review game moving:
One rebuzz gives more teams a shot at hard clues. Moving on gets through more of the board, so it fits a review squeezed into the end of class.
The classroom buzzer works on one laptop with teams gathered at the keyboard, or on one touch screen that teams walk up to tap. Pick the setup that matches the device at the front of your room.
If four or more players at one keyboard feels cramped, switch to the tapping setup or play with fewer teams.
Give each team a buzzer captain who is the only player allowed to press. Rotate the job after every clue or every category so each student takes a turn at the key or pad. Decide before the game whether the captain answers alone or the team gets a few seconds to confer.
If you still need teams, the random group generator splits the class before the game starts.
The online buzzer runs beside a Jeopardy-style review game in its own browser tab or window. Build the board in the Jeopardy game maker and open it in one tab, then open this buzzer in a second tab. On a wide screen, place the two windows side by side so the class sees the clue and the pads together.
A round with both tools runs like this:
Fullscreen hides the board behind the buzzer. Use it when you read every clue aloud from your own notes, and use side-by-side windows when students need to read the clue on screen. To fill the board itself, start with the Jeopardy categories guide.
A fair classroom buzzer round comes down to three habits that every team can see you follow.
Keep Fullscreen on, or the buzzer window large, so every seat can read the status line when a team buzzes. When two teams both claim the buzz, point to the outlined pad on screen and move on.
The classroom buzzer only decides which team pressed first, and it runs on one device. It does not connect students' own phones, keep score, time answers or record who buzzed across rounds. Each gap has a simple fix:
To start, set your team count, press Fullscreen and read the first clue with the classroom buzzer above.
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A workable rule set has three parts. No team buzzes until you finish reading the clue, the first press wins the chance to answer, and you reset between clues. Turn on "Wait for me to open the buzzers" so early presses are locked out. Then pick one wrong-answer rule before the game: either one rebuzz for the other teams, or move on to the next clue.
No. The classroom buzzer runs on one device: one laptop, one interactive whiteboard or one tablet. Teams press their keyboard key or tap their colored pad on that one screen.
Team 1 presses A, Team 2 presses L, Team 3 presses Z, Team 4 presses M, Team 5 presses Q and Team 6 presses P. Each team also has a big colored tap pad on screen. Holding a key down does not repeat the buzz.
Turn on the option "Wait for me to open the buzzers (early buzzers are locked out)". The buzzers start closed, and you open them with the "Open buzzers (Enter)" button or the Enter key. A team that presses while the buzzers are closed shows "Locked out" and cannot buzz until the next reset.
No. The buzzer shows which team pressed first. It does not keep score, time answers or record who buzzed across rounds. Keep points on the classroom scoreboard in a second tab.
Yes. It is free, needs no account and has nothing to install. Open the page in a browser and start a round.