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How to run a review game with the points wheel
Teams earn a spin by answering a question correctly; the wheel decides only how many points. That keeps the game about the content, and the visible weights keep the odds honest: small values are common and 500 is rare, so one big spin can't replace knowing the answers.
- Make 3–5 teamsSplit the class into teams of 4–6 with the random group generator, then give each team a name. Draw a score column for every team on the board.
- Write 25–30 questionsPlan on about one question per minute of play. Mix easy and hard ones, and keep 5 spares for rebounds and a tiebreaker.
- Ask, answer, spinRead the question to the team on turn and give 30 seconds to agree on one answer. Right answer: they spin. Wrong answer: the next team gets a rebound try, and the spin if they get it.
- Score it out loudRead the wedge, add the points on the board and say the special rule when one comes up. Press F to show the wheel full screen and Space to spin.
- Finish with an all-team roundFor the last question, every team writes an answer at the same time and every correct team spins once. Stop on time, total the scores and cheer the winner and the closest finish.
Keep a runaway game close
If one team pulls far ahead, keep playing: Swap points and Steal 100 can bring a trailing team back. For an even closer game, let the team in last place answer first each round.
Point wheels and the odds of every wedge
Each tab is a ready set of wedges. The number after the star is the wedge's weight, and its chance is its weight divided by the total. The three weighted sets each add up to 20 shares, so every share is a 5% chance per spin; the last tab gives every wedge the same slice for comparison.
| Wedge and weight | Rule and chance per spin | On the wheel |
|---|---|---|
| 100 points *4 | 20%: the most common wedge, about 1 spin in 5. | |
| 200 points *4 | 20%: as likely as 100. Together they make up 40% of spins. | |
| 300 points *3 | 15%: about 3 spins in 20. | |
| 400 points *2 | 10%: about 1 spin in 10. | |
| 500 points *1 | 5%: the rare top prize, about 1 spin in 20, so it gets a cheer. | |
| Double points *2 | 10%: spin again and double the number you land on. Any other wedge on the second spin plays as normal. | |
| Bonus question *1 | 5%: answer one more question right away for 300 more points. | |
| Swap points *1 | 5%: trade totals with any team you choose. A team in the lead can pass. | |
| Steal 100 *1 | 5%: take 100 points from any team. No team drops below zero. | |
| Lose a turn *1 | 5%: no points this time, and play moves to the next team. Totals never reset. |
| Wedge and weight | Rule and chance per spin | On the wheel |
|---|---|---|
| 1 point *5 | 25%: the most common wedge, which keeps scores small enough to add on a tally chart. | |
| 2 points *4 | 20%: about 1 spin in 5. | |
| 3 points *4 | 20%: as likely as 2 points. | |
| 4 points *2 | 10%: about 1 spin in 10. | |
| 5 points *1 | 5%: the rare big one, about 1 spin in 20. | |
| Double points *1 | 5%: spin again and double the number you land on. | |
| Spin again *2 | 10%: a free extra spin for the same team. | |
| Every team gets 1 *1 | 5%: one point for every team, so the whole room cheers together. |
| Wedge and weight | Rule and chance per spin | On the wheel |
|---|---|---|
| 100 points *3 | 15%: small values are still common, just less so than on the classic wheel. | |
| 200 points *3 | 15%: the same odds as 100 and 300. | |
| 300 points *3 | 15%: 100, 200 and 300 together take 45% of spins. | |
| 400 points *2 | 10%: about 1 spin in 10. | |
| 500 points *2 | 10%: twice as likely as on the classic wheel. | |
| 1,000 points *1 | 5%: the one big prize, about 1 spin in 20. | |
| Double points *1 | 5%: spin again and double the number you land on. | |
| Swap points *1 | 5%: trade totals with any team you choose; the comeback wedge. | |
| Steal 200 *1 | 5%: take 200 points from any team, but never below zero. | |
| Give away 100 *1 | 5%: hand 100 of your points to the team of your choice. | |
| Lose a turn *1 | 5%: no points this time. Totals never reset. | |
| Bonus question *1 | 5%: answer a harder question right away for 500 more points. |
| Wedge and weight | Rule and chance per spin | On the wheel |
|---|---|---|
| 100 points | 12.5% (1 in 8), down from 20% on the classic wheel. | |
| 200 points | 12.5%, down from 20% on the classic wheel. | |
| 300 points | 12.5%, down from 15%. | |
| 400 points | 12.5%, up from 10%. | |
| 500 points | 12.5%, up from 5%: two and a half times as likely as on the classic wheel. | |
| Double points | 12.5%, up from 10%. | |
| Swap points | 12.5%, up from 5%, so scores change hands often. | |
| Lose a turn | 12.5%, up from 5%: about 1 turn in 8 earns nothing. |
8 ways to use the review game points wheel for classroom quizzes
Every team answers, every time
Give each team a small whiteboard. All teams write an answer to every question; the team on turn answers aloud and spins, and any other team with a correct written answer earns a flat 100. Nobody sits out a question.
Gentle points for K–2
Small numbers from 1 to 5 that young students can add on a tally chart or ten frame, and no wedge that takes points away. Spin again and Every team gets 1 keep the whole room cheering.
Ask about the odds before the first spin
Point to the weights and ask which wedge will come up most. Keep playing, then read the history after 20 spins and compare it with the predictions. It's a two-minute probability check for grades 3–8.
Which wheel pays more? (grades 6–8)
Load the equal wedges and ask which wheel earns more points per spin on average. Counting special wedges as zero, the equal wheel pays 187.5 points a spin and the classic wheel 170, even though the classic one feels richer.
Spin first, then answer
Flip the order: the team spins, then gets a question that matches the wedge. 100 and 200 get an easy question, 400 and 500 a hard one, so the stakes match the challenge and strong teams have to earn the big numbers.
Name the teams before you start
Spin a name for each team on the team names wheel. Remove winner is on there, so no two teams get the same name, and the names go straight onto your scoreboard.
Add a wedge everyone wins
A tense game gets a shared cheer with a wedge like Everyone gets 100. The wheel then has 21 shares instead of 20, so each share is just under a 5% chance.
Flash-card practice at home
Quiz your child on spelling words or math facts at the kitchen table. Each right answer earns a spin, and reaching 2,000 points earns the choice of tonight's read-aloud book.
Review game points wheel for classroom quizzes: frequently asked questions
How do you play a review game with a spinning wheel?
Split the class into 3–5 teams and ask one team a review question. If they answer correctly, they spin, and the wedge sets the points; a wrong answer passes the question to the next team. Keep score on the board and rotate through the teams. The wheel adds suspense, but points only come from right answers, so the game still rewards studying.
Why are some point values more likely than others?
Each wedge has a weight, written after a star: 100 points *4 takes 4 shares of the wheel and 500 points *1 takes 1. The classic set adds up to 20 shares, so each share is a 5% chance: 100 lands about 1 spin in 5 and 500 about 1 in 20. Rare big wedges keep the room excited, and because the weights are visible, nobody can claim the wheel picked favorites.
How many questions do I need for a classroom review game?
Plan on about one question per minute, since asking, answering, spinning and scoring takes roughly 60 seconds. A 30-minute game needs 25–30 questions, plus 5 spares for rebounds and ties. With 4 teams, each team gets 6–7 turns, so write questions at a few difficulty levels and save the hardest for the final round.
How do I keep every team involved when it isn't their turn?
Have every team write an answer to every question on a whiteboard or scrap paper. The team on turn answers aloud and spins; any other team with a correct written answer earns a flat 100. Let the next team take a rebound on a missed question, and rotate who speaks for each team so the same student isn't answering every time.
Should a review game take points away?
It depends on the group. For K–2, use the gentle set, where every wedge adds points or gives another spin. For older students, light setbacks like Lose a turn add drama, but no wedge on this page resets a team to zero, because a team that drops to nothing tends to stop trying. Swap points and Steal give trailing teams a way back.
Can I run the game full screen on the projector?
Yes. Press F or the Present button: the wheel fills the screen, Space spins, the result shows in big type, and there are no ads in presentation mode. Keep the scoreboard on your whiteboard. To reuse your custom wedges next period, copy the share link; the wedges and their weights travel inside it, with no account needed.
How the randomness works
When you press Spin, ChalkSpin asks your browser's Web Crypto generator for a random number and uses it to choose the winning slice before the wheel starts turning. The animation then lands on that slice. Each slice's chance is its share of the wheel: these 10 wedges add up to 20 chances, and a slice marked *2 gets two of them.
Weights are always visible: a wedge marked *2 gets a slice twice as wide, so everyone can see why it comes up more. Turn on Remove winner if a wedge shouldn't come up twice in a round.
- Generator
- Web Crypto (
crypto.getRandomValues), in your browser - Odds
- Equal to each slice's size on the wheel
- Weights
- Shown openly as wider slices, never hidden
- Repeats
- Off when Remove winner is on
- Your list
- Stays in this browser unless you share or save it