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Harry Potter and the vanished letters

M.Fraschke

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5

Harry, Ron and Hermione are in their English witchcraft class with Mrs. Fraschke.All of a sudden all the letters in their books disappear.Can you concoct a potion to make them reappear again?

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Choose your avatar

Next

Quests

Task 1

Task 2

Task 3

Task 4

Task 5

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Start

If you start a new game you will lose all your progress and rewards.

REWARDS

REWARDS

Final reward

Se desbloqueará cuando completes todos los retos

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Quest 1

To get your first reward you need to mix the right words with each other.

Next

Quest 1

Which words belong together?

Check

Einheimische/r

indigenous

einheimisch

Ausstellung

exhibition

schweben

challenge

headdress

Kopfschmuck

Next

native

to float

Herausforderung

spirit

Geist

X

Go to rewards

Reward 1

Quest 2

To get your second reward you need to find the right answer.

Next

QUIZ

Witchcraft & Wizardry

START

Find all the tenses in the sentences

1/5

The door swung open at once. A tall, black-haired witch in emerald-green robes stood there. She had a very stern face und Harry's first thought was that this was not someone to cross. "The firs`-years, Professor McGonagall," said Hagrid.

C

B

A

B

A

C

simple past & present perfect

simple past & simple present

simple past

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"Thank you, Hagrid. I will take it from here." She pulled the door wide. The Entrance Hall was so big you could have fitted the whole of the Dursley's house in it. The stone walls were lit with flaming torches like the ones at Gringotts, the ceiling was too high to make out, and a magnificent marble staircase led to the upper floors.

B

C

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C

A

B

simple present & simple past & will future

simple past &present perfect &will future

simple past &present perfect

  • do not include

3/5

They followed Professor McGonagall across the flagged stone floor. Harry could hear the drone of hundreds of voices from a doorway to the right - the rest of the school must already be here - but Professor McGonagall showed the first-years into a small chamber off the hall.

B

A

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A

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simple present &simple past

simple past

simple past &past progressive

4/5

They crowded in, standing rather closer together than they would usually have done, peering about nervously. "Welcome to Hogwarts," said Professor McGonagall. "The start-of-term banquet will begin shortly, but before you take your seats in the Great Hall, you will be sorted into your houses.

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simple past &will future

simple present &simple past &will future

simple present &will future

  • do not include

5/5

The Sorting is a very important ceremony because, while you are here, your house will be something like your family within Hogwarts. You will have classes with the rest of your house, sleep in your house dormitory and spend free time in your house common room.

C

A

B

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simple present &will future

simple past &will future

will future

You did well young witch or wizard.Here is your reward

START OVER?

Congratulations!

Haha almost ;-)Click on the picture to get your real reward

Oh, no!

Wrong answer!

X

Reward 2

Go to rewards

Quest 3

Watch the video about Harry Potter and fill in the blanks on the next page

Next

Check

Next

"Albus, do you really think it's leaving him with these people? I've watched them all day. They are thekind of imaginable. They really are.""The family he .""That boy will be . There won't be a child in that doesn't know his name.""Exactly, he is far better off, away from all of that. Until he is ." "There there Hagrid. It's not really Goodbye after all. , Harry Potter."

X

Reward 3

Go to rewards

Check

compteur

Cuise Template

Keep somewhere on page

Put outside first page of

Answers will be entered here. You can copy and paste to create more. If you put a text box next to the answer box, make sure it is in a layer underneath the answer box so it doesn't cover it up.

Click to check answers. This button hides the code (see next slide)

Group with a picture/text that appears if the answer is correct (green) or incorrect (red)

Optional: Group with a picture/text that disappears if the answer is correct.

Optional: This counts the attemps made. Change colour and size of "compteur" to change the appearance.

variable

Next

Quest 4

You are almost there. Only two more quests and you will have all the ingredients for your potion.

Quest 4

variable

Code page

variable

variable

variable

variable

variable

variable

Allows you to reset a variable.Can be used at the beginning of Genially for example.

Mandatory function in the page.

Item to be grouped with a Genially object (excluding text) that will APPEAR if the activity is correct.

Item to be grouped with a Genially object (excluding text) that will DISAPPEAR if the activity is correct.

Game page

Code to be copied in preview mode and pasted into the learning-apps feedback.

OR

Allows you to define a variable that is accessible during a session(same tab, same browser).

Allows you to define a variable that is accessible from one session to another(same browser).Can be used in different Genially.

Code page

Reward 4

X

Go to rewards

Quest 5

Listen to Harry's first journey to Hogwarts.

Next

Click on the arrow to spin the wheel. Tell your partner about the person or thing that got picked for one minute. Each of you should spin the wheel 3 times. Then you can click on the next button.

Next

Go to rewards

Reward 5

X

Unlock the lock

It will disappear when the padlock is opened.

Basado en GICODE de S'cape

Well done!You are almost there. Enter the code into the lock und you will finally be able to combine the ingredients

1234

OPEN

ERROR

12345

3

1

0

7

<

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2

9

C

8

1234

You have recovered these figures, will it work?

FINAL REWARD

Congratulations!You were able to find all the ingredients for the potion and all books have been restored.

Templates

There are two sets of templates.The first set (blue) shows all elements and their function.The second set (pink) shows them sorted by which page they need to be on.

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Mandatory element on the first page to be grouped with a continue button.

Place this element on the GICODE (lock) page. You can change the font format.The text (optional) will be replaced with the final code obtained.

Progress bars

Mandatory element. NUMBER MUST BE IN BOLD. It must be placed on a page that is obligatory to go through at the beginning. For example, the introduction page.The number indicates the number of challenges, change according to how many challenges you want.

Place this item on a page to delete the source data.

Game completed. Optional. Can be used if no lock is used. Place this object on a page where you want the game to end.

Choose the model that best suits your Breakout's aesthetics

Template

Digits. Number achieved by solving a challenge

Template

Group with a text. Place it on the last page of the challenge, when you get the reward of that challenge.You need to have them on the page to trigger the reward (blue box) and it NEEDS to be grouped with text. If you don't want to use numbers, make it transparent.

Rewards

Group with #. The digit of the password you have achieved for each challenge will be displayed.Group with image or reward text. The image and/or text of the challenge achieved will appear.Group with feedback image of challenge achieved. It can be placed on top of the map to mark challenges achieved and even prevent them from being repeated.

Group with imageor any Genially element.Appears when the final reward of the itinerary has been achieved.

locks

Group with image or any Genially element.Locks make an item visible until previous missions are completed, then it will be hidden. Attached to an item that covers the link to the corresponding quest, for example, will prevent that quest from being started until previous quests are completed.

Lock boss.Group with imageor any Genially element.to lock the final riddle or padlock. It will disappear when all challenges are completed.

OFF

Group with image or any Genially element.It will be hidden when you complete a mission.

OFF Boss.Group with image or any Genially element. Disappears when the final reward has been received.

You need the following pages in your game: 1. A title page.2. an intoduction page.3. A map4. Several activitiy pages (up to 10 different rewards/numbers can be collected, but each could require several tasks to be completed.Each needs to end with a reward page.5. A reward overview A lock page6. An final reward page7. optional: an avatar page.

Mandatory element on the first page to be grouped with a "continue game" button.You also need a "new game" button

Title page

Mandatory element. It must be placed on a page that is obligatory to go through at the beginning. For example, the introduction page.The number indicates the number of challenges, change according to how many challenges you want.Make sure this page is SKIPPED when "continue game" is pressed as it resets any progress.

Introduction page

Avatar page

Make as many copies of the red box as you have avatar options. Group each avatar option with a red box (change the size of the red box first).Place the green box on ALL pages where you want the chosen avatar to be visible. Keep it grouped with any picture - the picture will be replaced with the chosen avatar.

Map page

Add links to your activity/task pages. Also add a link to the reward page.Add one of the progress bars below.

Group the blue boxes with a feebback text or picture (e.g. a tick or a star). Use as many as you need (up to 10). Make sure you keep them in the right order. If you want to stop players from re-playing challenges, make sure the feedback object covers the link to the activity.

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Map page

Optional: If you want your character/avatar to move around the map, use the extension below.

Group this text with the picture of the character or the green avatar box. The picture has to face forwards or to the right (the picture will flip when going from right to left)

Add the yellow box somewhere on your page - will be invisible.

Group this text with the names of your challenges - this is where you need to click to make it move.

Group this text an arrow/word/picture that is linked to the activity page. It will pop up when the character reaches the destination.

Place this text on top of the "zone de clic" (don't group!) This it where the picture will move to.

The three elements below can be copied and pasted to create as many as you need. Duplicating and grouping them changes the number and their order, so make sure you always group them in the right order.When you group or duplicate, the number will change to X - go to a different slide and come back and it will show the current number (always starting with 0). Make sure that the three elements with the same number are all next to each other/on top of each other.

Reward page

You need one reward page for each activtiy. Players should only be able to reach it after completing the task.Keep the green boxes grouped with an X, but you can change the font, colour and size. Put one of these on each of the reward pages (in the right order). Instead of the X it will display a random number that will be needed to open the final lock.

If players are collecting items as well as numbers, display an item on each reward page as well (doesn't need to be group with anything).Add a arrow/text with a link to the reward overview and/or the map.

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Reward overview

Keep these blue boxes group with the #, it will be automatically replaced ith the random number found at the end of each activity.Add as many as you need, depending on the number of activities - keep them in the right order.

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If players are collecting items as well as numbers, add the items here as well and group each one with a blue box below - keep them in the right order.

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Group this with a picture/text that covers the link to the final reward page. It will disappear when all activities have been completed.

#

Add a link to the map page.

Other optional elements

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Group with imageor any Genially element.Appears when the final reward of the itinerary has been achieved.

OFF Boss.Group with image or any Genially element. Disappears when the final reward has been received.

Game completed. Optional. Can be used if no lock is used. Place this object on a page where you want the game to end.

Lock page

These are the numbers where players will enter all the numbers they have found to open the final lock. If you don't like the design, place them on top of the picture of the numbers you would like to use and make them transparent (checkered icon at the top).

"Pantalla" will display the numbers as the player enters them. You can change the font/colour/size. Keep the numbers as 123... but add as many digits as you have activities. Do the same for "digi_code".

The text grouped with the two blue elements will appear when the code has been entered correctly/incorrectly. You can change the text and the font/size/colour but keep it grouped.

The text/picture grouped with the green box will appear when the correct code has been entered. Group it with an element that links to the final reward page.

Optional: The text/picture grouped with the red box will disappear when the correct code has been entered.

Optional: The text/picture grouped with the green box will show all random numbers that have been collected from the challenges and reminds the player what need to be entered in the lock. Keep the numbers as 123... but add as many digits as you have activities. You can change the font/size/colour but keep it grouped.

Final reward page

Add this black element to reset the game in case someone else uses the same computer to play the game again.

1234

1234

OPEN

ERROR

12345

Building

With S'cape's DND extension, you can build a different version of the game where players have to collect objects instead of numbers and they them put together to get the final reward.The green boxes with the X still need to be reward pages after each task for the codes to work, but they can be made transparent. There should also be a picture of the object being collected on the page, it doesn't need to be grouped with anything.Use one of the reward overviews (see next two slides) or create your own. Add pictures of your 'building blocks' and group each one with a blue recomp box (numbering must match the order of the activities). Also group them each with a different coloured "Objet" box (there are up to 10 different ones on the last slide). Then make each object DRAGABLE (hand icon).At the place where the object is to be assembled, there must be a "Cible" (=target) box. This box MUST be grouped with something - in the example they are simply grouped with transparent rectangles. If all "Objets" are placed on the matching "Cibles", the object grouped with the black "Global off" box disappears. You can also make something appear with "Global_on" instead.IMPORTANT: You need the yellow "Fonction" box somewhere on the slide.

Rewards

Final reward

Se desbloqueará cuando completes todos los retos

Collect all items, then get him dressed!

Rewards

Final reward

Se desbloqueará cuando completes todos los retos

Collect all items, then build the robot!

DND by S'cape