All game modes

    For teachers & students

    History games for students

    Free browser history games built for a lesson, not a login screen. Students stand inside a 360° reconstruction of a documented historical moment, read it for evidence, then say where and when it happened. No accounts, no installs, nothing to buy — 50 researched moments across 6 periods, 9 quizzes and a 72-question trivia bank, plus 4 lesson plans below with timings and discussion questions.

    No sign-up · no install · works on Chromebooks, iPads and phones

    Pick by how many minutes you have

    Every mode below is self-contained. Nothing carries over between lessons, so a five-minute starter and a full workshop can use the same site without any setup.

    5 minutes

    Bell-ringer

    Put the Daily Challenge on the projector and take one round as a class. Students shout out evidence, one student drives the pin, the class votes on a year. Everyone in the world gets the same five rounds that day, so it works as a running whole-school competition.

    Open today's challenge
    10 minutes

    Starter or exit ticket

    Guess the Year gives one scene and five attempts at its date, with an earlier/later hint and a fresh clue after each miss. No map, no timer — it fits either end of a lesson and produces a natural class discussion about which clue actually settled it.

    Open Guess the Year
    20 minutes

    Small-group round robin

    Pairs share a device and play a themed collection — one era, one country, or one event. Each pair writes down the evidence they used before they lock a guess, then swaps sheets with another pair to argue the dating.

    Browse event collections
    Full lesson

    Source-reading workshop

    Run one of the lesson plans below: a full five-round game framed as an evidence exercise, with a structured write-up and a plenary that compares the class's reasoning against what the scene actually shows.

    Browse the moment library

    Free printable worksheets

    5 sheets that print straight from the browser — an evidence sheet, a dating clues card, a scorecard, cut-out timeline cards with an answer key, and exit tickets. Three of them need no devices at all.

    Open the printable pack

    4 ready lesson plans

    Written to be run as-is: an objective you can put on the board, timed steps, and plenary questions that work whether or not the class scored well.

    45 minGrades 7–12 · KS3–KS4 · ages 12–18

    Evidence before answers: reading a scene like a historian

    Objective
    Students separate observation from inference — listing what is physically visible in a scene before proposing when and where it is — and then defend a date using only the evidence they recorded.
    You need
    One shared screen or one device per pair, and a two-column sheet headed 'I can see' / 'That means'.
    1. 1

      Model it · 5 min

      Open a single round on the projector and fill the first column together without guessing. Materials, tools, clothing, transport, signage, vegetation, light. Refuse every 'it looks like' until the column has ten entries.

    2. 2

      Convert observations to inferences · 10 min

      Move down the list and ask what each item rules out. Timber scaffolding rules out steel cranes. No chimneys rules out an industrial city. Written script narrows the region before it narrows the century.

    3. 3

      Independent rounds · 20 min

      Pairs play a five-round game, completing the sheet before each guess. They must write a one-sentence justification for the year before moving the slider. The score is secondary; the sheet is the assessed work.

    4. 4

      Plenary · 10 min

      Take the round the class scored worst on. Reveal the answer and the fact card, then ask which observation should have been decisive and why it was overlooked or over-read.

    Discussion

    • Which single detail moved your estimate the most, and could that detail have been faked or restored?
    • What did the scene not show that you would need before writing a confident date?
    • Two pairs picked centuries a hundred years apart. Whose reasoning was better, ignoring who was closer?
    Start a five-round game
    40 minGrades 6–10 · KS2–KS3 · ages 11–16

    Building the century: ordering change over time

    Objective
    Students place unfamiliar scenes in the correct period band and articulate the physical changes — power, materials, transport — that make one band distinguishable from the next.
    You need
    Devices in pairs, plus the period bands written across the board as a physical timeline.
    1. 1

      Fix the bands · 8 min

      Walk the class timeline on the board. For each band, agree one visual test: muscle power and stone, treadwheel cranes and timber, iron and smoke, concrete and glass.

    2. 2

      Sort before you date · 7 min

      Show four scenes with no dates. Students only place each one in a band, not a year, and say which visual test decided it.

    3. 3

      Play the timeline · 15 min

      Pairs work through a period collection, recording the year the game reveals next to the year they guessed. The gap column is the data for the plenary.

    4. 4

      Analyse the gaps · 10 min

      Plot the class's average error by band. Almost always, older bands are guessed worse. Ask why: fewer surviving details, slower visible change, and less familiarity all count as answers.

    Discussion

    • Why is a 50-year error in 1850 a bigger mistake than a 50-year error in 850 BC?
    • Which century changed the way places look fastest, and what drove that?
    • If a building was renovated twice, which date is the scene actually showing?
    Open the world history timeline
    50 minGrades 8–12 · KS3–KS5 · ages 13–18

    Local history, world stage: contributing a moment

    Objective
    Students research a documented local event, verify its date and coordinates against sources, and write a submission that meets a publication standard — then compare it against the national collection it would join.
    You need
    Devices, access to a local archive or library catalogue, and the class's own town or region as the subject.
    1. 1

      Play the national collection · 10 min

      Open the country collection for your own country and take three rounds. Students note what kinds of moments made the cut: dated, located, and visually distinctive.

    2. 2

      Research a candidate · 20 min

      Each group picks one local event and must produce four things: the year, the coordinates, a one-sentence description, and two independent sources that agree on the date.

    3. 3

      Peer review · 10 min

      Groups swap candidates and act as editors. Reject anything where the sources disagree, the location is vague, or the moment would look identical in any decade.

    4. 4

      Submit and compare · 10 min

      Surviving candidates go to the country page's suggestion wall. Class votes on which would be hardest to guess — and therefore best as a round.

    Discussion

    • What makes a local event historically significant rather than merely old?
    • Your two sources disagree by a year. Which do you trust, and what would settle it?
    • Would a stranger have any chance of dating your moment from the scene alone?
    Find your country collection
    25 minAny level · ages 11+

    Revision quiz night: the trivia bank as a team game

    Objective
    Students retrieve dates, places and causes under mild pressure, and use the note under each answer to correct their own misconceptions immediately.
    You need
    The trivia bank on a projector, teams of three, whiteboards or scrap paper for answers.
    1. 1

      Set the rules · 3 min

      Teams write answers rather than shouting them, so every student commits before the reveal. Questions are already tagged easy, medium and hard — award 1, 2 and 3 points.

    2. 2

      Run three era rounds · 15 min

      Pick three era categories from the bank. Read six questions per round, reveal after each round, and read out the note beneath each answer — that is where the actual teaching happens.

    3. 3

      Tie-break with a scene · 7 min

      Settle a draw with one Guess the Year scene. Closest year wins, which rewards reasoning rather than recall.

    Discussion

    • Which answers did your team get right for the wrong reason?
    • Pick one hard question and explain what you would need to know to get it reliably.
    Open the trivia bank

    Match it to the period you're teaching

    The moment library is banded by period. Each band has a written overview with the dating clues specific to it, so you can set reading before students play.

    Ancient world

    before 500 AD

    Pyramids, temples and amphitheatres — scenes dated by construction technique and city layout.

    4 moments

    Period guide

    Medieval world

    500 – 1500

    Charters, cathedrals and treasure fleets, where armour and ship rig give the century away.

    3 moments

    Period guide

    Early modern

    1500 – 1750

    Printing, empire and playhouses. Timber towns and sailing rigs are the clues that matter.

    6 moments

    Period guide

    Industrial age

    1750 – 1900

    Steam, iron and glass. Rails, bridges and exhibition halls date a scene within a decade.

    16 moments

    Period guide

    Modern era

    1900 – 1945

    Flight, revolution and mass production, read from aircraft types, cars and street signage.

    11 moments

    Period guide

    Contemporary

    1945 – today

    Cold war walls, concert stages and skylines — skylines and crowds do the dating here.

    10 moments

    Period guide

    Teaching a national curriculum? Every one of the 72 country collections groups moments by nation, and the full world history timeline runs across all 6 periods in order.

    What to tell your class about the images

    The scenes are reconstructions, not photographs

    Most of these moments happened before photography existed. Each 360° scene is a researched reconstruction: the location, the date, the construction stage, the clothing and the technology are checked against the record, and the image is rendered from that brief. Treat them as illustrations built from evidence — excellent for teaching visual inference, not admissible as primary sources.

    The facts around the scene are the teachable part

    Every round resolves to a documented event with a real year and real coordinates, and every moment page carries a written account, the dating clues and a short Q&A. When a class disputes a date, the moment page is where the argument gets settled.

    Where the library is thin, it says so

    Coverage follows the surviving record: stone-building, well-documented societies are over-represented, and the period pages explain that bias instead of hiding it. That gap is itself a discussion point in a source-criticism lesson.

    Player-made maps are a separate pool

    Anyone can build a map, and community maps are quality-screened before they reach the public library. For a fully vetted set, stay on the authored collections — the daily challenge, the era timeline, the event themes and the country pages.

    Before the lesson

    Devices

    Any modern browser on a Chromebook, laptop, iPad or phone. The 360° viewer needs WebGL, which is on by default on school Chromebooks. Nothing to install and no extensions.

    Accounts

    Students do not need to sign in to play. Progress is kept on the device, so a guest can finish a full game, see the results and share a score without an email address. Signing in only matters if a student wants their character progression to follow them between devices.

    Bandwidth

    Each 360° scene is a large image, so on a shared connection expect a few seconds of loading per round. If the wifi is fighting you, run the text-only quizzes or the trivia bank instead — they load instantly and work on anything.

    Pace and pressure

    The round timer is optional and off unless a student turns it on, so nobody is rushed. The year control accepts typed input and century jumps as well as dragging, which makes it usable with a keyboard and on a touchscreen.

    Text-only options for revision and low bandwidth

    Instant-loading, printable-friendly and answerable without a 360° viewer — useful for homework, cover lessons and end-of-unit revision.

    Timed era rounds — a five-minute starter

    One era, questions against a 20-second clock, a score on screen at the end. Good as a lesson starter, a plenary or a first-day hook — no accounts, nothing to mark.

    Teacher questions

    Are these history games free for schools?

    Yes. Every game mode, quiz and trivia question on the site is free to play in a browser, with no licence, no class code and no purchase. Credits only exist for generating your own AI panoramas, which no lesson here requires.

    Do students need to create accounts?

    No. Students can play a full five-round game, the daily challenge, Guess the Year, every quiz and the trivia bank without signing in. An account only saves character progression across devices, so it is optional for classroom use.

    What age group are these history games for?

    The panorama game suits ages 12 and up, because dating a scene rewards background knowledge. The quizzes and trivia bank work from about age 11, and the daily challenge works as a whole-class activity at any level because the discussion carries the weaker guessers.

    Will it work on school Chromebooks and iPads?

    Yes. It runs in the browser with no install, no plugin and no app store approval. The 360° viewer needs WebGL, which is enabled by default on managed Chromebooks and on iPadOS Safari.

    Are the images real historical photographs?

    No, and this matters in a history classroom. Most of these moments predate photography, so the scenes are researched reconstructions: documented location, dated construction stage, period clothing and technology, rendered as a 360° image. The event, year and coordinates are real; the picture is an illustration built from that evidence.

    Can I use this for homework or a substitute lesson?

    Yes. The daily challenge is the same five rounds worldwide, so it works as a set task with a comparable result. For asynchronous work, send students a specific moment page — each one has a written account, dating clues and a Q&A they can answer without supervision.

    How is it scored, and can students compare fairly?

    Each round scores distance and date separately, up to 5,000 points, and five rounds make a 25,000-point game. Because the daily challenge is identical for every player that day, scores from different classes are directly comparable.

    Is there any user-generated content students could stumble into?

    Players can publish their own maps, and those sit in a separate community library that is quality-screened before it becomes public. If you want to avoid it entirely, keep the class on the authored routes: the daily challenge, the era timeline, event collections, country collections, the quizzes and the trivia bank.

    Try it before you plan around it

    Five rounds take about five minutes and need nothing more than this browser tab. Play today's challenge yourself, then decide which slot it fits.