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Revealer

Revealer hides a phrase behind letter tiles. As the room guesses letters, every instance of that letter is revealed at once, and the phrase emerges until someone solves it.

Revealer makes a room reason toward a phrase instead of being handed it. A principle a student assembles from four letters and a hunch sticks in a way that the same sentence on a slide does not.

It’s the right format for key phrases, maxims, principles, and the sentences you want students repeating back months later.

It’s also the best closer in the set. Ending a session with the room collectively arriving at the central idea lands better than a summary slide.

Open the Revealer hub and click New Game. Title, class, then the editor.

Add one or more phrases. Each has:

  • The phrase — what gets hidden and guessed
  • An explanation — shown on the display when you choose to reveal it

The editor shows a letter count and how many distinct letters each phrase contains, which is a good difficulty signal. A phrase with many distinct letters takes longer to crack.

Medium length works best. Very short phrases are solved on the second letter. Very long ones drag.

Common phrasing helps. Students pattern-match on familiar structures. A phrase they’ve half-heard before is satisfying to solve; a novel sentence can stall.

Spaces and punctuation are shown from the start. Word lengths are visible, which is a substantial clue — factor that in.

Format: Phrase, Explanation

Download the sample from the editor. Import replaces existing phrases; save afterward.

Open Run for your control screen, then Open display for the projector.

Click Start with phrase 1, or navigate between phrases with the arrows.

Your control screen shows:

  • The full phrase — teacher-only, marked as not on the display
  • An A–Z pad. Letters that appear in the phrase are outlined with a count, so you can see there are three E’s before you click
  • Reset letters, Reveal all, and Show explanation

When someone guesses a letter, click it. Every instance reveals at once. Click a greyed letter to undo a misclick.

The explanation is a separate, deliberate action. It doesn’t appear automatically when the phrase is solved — you choose when discussion starts.

Students see:

  • The explanation at the top, once you reveal it
  • The phrase as letter tiles, filling in as letters are called
  • Called letters below, with hits and misses distinguished
  • A Solved badge when every letter is revealed

The called-letters row matters more than it looks: a team deciding what to guess next needs to see what’s already been tried.

Let them guess badly. A wrong letter is information, and the misses row makes that visible.

Use the counts. Knowing there are four E’s tells you whether to accept a guess enthusiastically or let the room sit with it.

Solve, then explain. The gap between solving and explaining is where you ask “so what does that actually mean in practice?”

Run several phrases in one session. They’re short. Three or four short phrases beat one long one.

  • CSV Import Guide — bulk loading phrases
  • The Dual-Screen Experience — control vs display