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1. Arrange students into groups. Each group needs at least ONE person who has a mobile device.
2. If their phone camera doesn't automatically detect and decode QR codes, ask students to
4. Cut them out and place them around your class / school.
1. Give each group a clipboard and a piece of paper so they can write down the decoded questions and their answers to them.
2. Explain to the students that the codes are hidden around the school. Each team will get ONE point for each question they correctly decode and copy down onto their sheet, and a further TWO points if they can then provide the correct answer and write this down underneath the question.
3. Away they go! The winner is the first team to return with the most correct answers in the time available. This could be within a lesson, or during a lunchbreak, or even over several days!
4. A detailed case study in how to set up a successful QR Scavenger Hunt using this tool can be found here.
Question | Answer |
| 1. Your day begins on the hilltop, right past the gate, beside the trip's giant pillars, where Jessi stops first every day. | Uphill Flushies | 2. Near where the birds show how they fly, hunt and sing there's a large ring of shops selling all sorts of things. Amongst all these merchants there's only one place Where a quester can get a refreshing drink for his face. | Bar by the bird show | 3. Did you know that in this kingdom most don't know any of its secrets? Where most of the visitors congregate Seven stones stand tall, and your clue awaits. | Seven Sisters | 4. A long day of questing is hard on the feet. But there are ways to relax if you know what to seek. Go to a place where for a very small fee, you can take a ride on a really big swing! (protip: Take a ride on the really big swing, then talk to the pirate) | Big Swings | 5. Man! That was fun, wasn't it? Now it's time to get back on the mission. Luckily, you're already very near this next piratey stage of musicians | Pirate Stage | 6. Amongst the many shops in this little tiny town, there's a place where the travellers hunker down. From bright white tents, they peddle their wares, Your clue hides behind one that sells fans made from cows. | Gypsy Camp | 7. Near where the outsiders enter the faire, a fountain for wishing stands steady there. You have a special penny to toss in the pond, Make a wish and know a dragon passes it on. | Dragon Wishing Well | 8. You know where your folks will probably be, But you may not know there was a time where the Three Stags was not a thing to be seen, and this giant bar was prime. | Trip | 9. Oh look what you found! Another clue to where you should be bound! next, you must find your father or Jessi. They have important news, just tell them "The kitchen is messy!" | Return to Dad or Jessi | 10. The bell has been rung and the horns have been blown! The call has gone out for the brave and bold! Make haste to the yellow castle right in front of the chess, and defend it for a while against the orcs and trolls! | Go play! |

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