For the classroom
A timeline the class builds together.
You choose the period, the themes and the level. Students place the cards and discover, one after another, what happened behind each date. No student accounts, no install.
A game lasts about ten minutes, and can be set shorter or longer.
It fits your lesson
Three settings before you start the game.
The game doesn't force its content on you: you build the deck that fits today's session. Everything is set in the same window, before you begin.
The period
Seven periods, from Antiquity and the Middle Ages to "Since 2010". You only play on the stretch you're studying, as long as you cover at least three in a row. Each one shows how many cards it holds.
The themes
Nine families in History mode — Culture, History & Society, Science & Tech, Sport, Calendar, Art of living, Mechanics, Geek & Gaming, Nature — that expand into subcategories. The object modes have eight, seven in Speed.
The weighting
Each family is weighted on five notches, from "Don't show this category" to "Very high probability". You can steer the session without narrowing it: rule out a theme, or simply make it come up more often.
In practice
Three ways to use it.
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On the projector, whole class
A card comes up, the class debates it, a student comes up to place it. The text that appears next — two or three sentences about the event — becomes the starting point for the lesson. It's the format that gets people talking the most.
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In teams, one screen each
You share a link or a QR code: each group joins the same game from a computer or tablet, and turns pass from one screen to the next. Guests don't need to create an account.
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Working alone
A student who finishes early starts a new game alone, using the settings you left in place. Nothing to install, nothing to open: the page is enough.
What it builds
Beyond the dates.
- Placing things in time: building a timeline rather than reciting a list. A card is never placed on its own — it's placed relative to the others.
- Orders of magnitude: the Size, Weight and Speed modes sort cards onto fixed tiers, from centimetres to hundreds of metres, from kilos to hundreds of thousands of tonnes. It's reasoning by comparison, not by memorising.
- Argument: with the whole class, the best moment in the game is when two students defend two different placements.
- Estimation: getting the exact slot wrong but the right period still earns points. A reasoned guess is rewarded, not punished.
| Size | 1 cm · 5 cm · 20 cm · 1 m · 2 m · 5 m · 20 m · 100 m |
|---|---|
| Weight | 1 kg · 10 kg · 100 kg · 1 t · 10 t · 100 t · 1,000 t · 100,000 t |
| Speed | 100 m/h · 1 km/h · 10 · 50 · 100 · 300 · 1,000 km/h · 1 km/s |
Nine tiers per mode. A card placed in the right tier still earns points even if its exact spot is missed: the order of magnitude counts first.
Level and length
The session lasts as long as you decide.
The difficulty
In History mode, cards carry three levels — easy, medium, hard — that you can keep or remove, as long as you leave at least one.
The length
The number of cards in hand and the number of hearts — from one to ten per player, three by default — decide the length. Three hearts is about ten minutes.
The image style
In History mode, cards display with their original illustration or their animated 3D version, more approachable for younger students. You can switch at any time, even mid-game.
Data and privacy
What a head teacher will want to know.
A game played without an account asks for, and collects, no personal data. The site's only audience measurement is optional: nothing is measured until it has been accepted.
- No advertising SDK, no social network. A single audience measurement, Google Analytics, optional and inactive until it is accepted.
- No advertising identifiers, no geolocation. Unless audience measurement is accepted, no cookie is set; the browser's local storage only keeps a session open.
- Servers hosted in the European Union, communications encrypted with TLS.
- An account — yours, not a student's — only needs an email address and a username, and can be deleted along with all its data.
The privacy policy states that Scaleo isn't intended for children under 13: that applies to creating an account, not to a game played in class, which needs none.
Practical questions
Before you try it.
Do students need to create an account?
No. You open the link and play. A game in class asks for no student data at all: no address, no name, no sign-up. The account, which is free, is only there to keep scores and win cards from one session to the next; the privacy policy states that Scaleo isn't intended for under-13s, which applies only to accounts, not to the game played in class.
Do you need to install anything?
No. The game opens in the browser, on the classroom computer as much as on tablets. The page can be added to a tablet's home screen, where it then opens like an app. An Android app also exists on the Play Store, handy for school tablets, but it doesn't add anything extra for classroom use.
Is any student data collected?
A game played without an account collects no personal data. The site includes no advertising SDK and no social network; there are no advertising identifiers and no geolocation. The only audience measurement is Google Analytics, and it is optional: until it has been accepted, no script is loaded and no cookie is set, and the choice can be withdrawn at any time. The browser's local storage is only used to keep the session. Servers are hosted in the European Union. Everything is detailed in the privacy policy.
Is it really free?
Yes, to play, and with no ads. About a hundred cards are open from the start in each of the four modes, and more are won by playing with an account. Paid card packs exist to grow a collection, but they serve no purpose in class.
What if a card contains a mistake?
Every card has a report button, available from a signed-in account — yours is enough. Reports are handled directly by the game's creator. You can also write to contact@scaleo.fun.
Want to try it with your class?
Write to us: teacher feedback shapes the next cards directly, and a session that doesn't go well teaches us more than an online review.