🃏Snap LIVE
First to spot the equivalent — qualifier vs AI, knockout finals
Cards flip every 1.5s; SNAP when two consecutive cards are equivalent (½ = 0.5 = 50% = 2/4). Tap during a non-match and you false-start. Qualifier vs AI runs 10 min, top 8 advance to a knockout bracket, last kid standing crowned champion. Eliminated kids cheer the finalists.
- •Qualifier vs AI (10 min) — best of 5 snaps per match
- •Top 8 → two tables of 4 in the knockout
- •Final 4 merge to one table — last standing wins
- •Eliminated kids cheer the finalists
Host a live game
No difficulty knob — the AI tier adapts to each kid's win/loss streak during the qualifier.
Sets the round timer. Choose what fits your lesson block.
Vocab ("one half") and pictures (🥧 / ▭) are always on — kids learn each numeric form alongside its worded + pictorial twin.
You'll get a 6-letter code to share. Students join from any device — phone, iPad, laptop — no app or login needed.
Already got a code?
Type it here — works for any of the live games.
How this works as a classroom game
Snap LIVE is a knockout-tournament fraction-equivalence game. Every student plays a parallel qualifier round against an AI opponent — the top 8 by ladder points advance to a 4-vs-4 knockout, then a final. Cards flip with fractions, decimals, percentages, vocab, and visual representations; students tap SNAP when consecutive cards are equivalent.
Set-up (60 seconds)
Teacher picks which representations to include (F/D/P) — vocab and visual are always on. Creates a room, shares the code. Up to 40 students join from any device.
Three-phase structure
Qualifier: every kid plays vs an AI in parallel (10 minutes). Knockout: top 8 split into two tables of 4 (3 minutes per table). Grand Final: 4 survivors compete head-to-head until one champion remains. The tournament structure keeps every student engaged for the full session.
Cheering for survivors
Eliminated students don't sit out — they pick a finalist to cheer for, and the projector shows cheer totals. Builds class spectatorship without losing the academic content.
Curriculum alignment
Cross-representation equivalence fluency. Students see ½ = 0.5 = 50% = 'one half' = a half-shaded pie all as the SAME quantity through repeated under-pressure decisions. Aligned to AC v9 Year 4–6 (AC9M4N02, AC9M5N02, AC9M6N01) and US Common Core 4.NF.A.1, 5.NF.B.4, 6.RP.A.3.C.
Student experience
The tournament structure creates real drama. Every snap event has a post-tap explanation chain ('1/2 = 0.5 = 50%') so students learn from every round including the ones they lose. Mobile-optimised — large tap targets, short rounds, clear feedback. Most teachers report 25-30 minute sessions hold every student's attention.
How it compares to Blooket and Kahoot
No other classroom game platform does cross-representation matching. Blooket asks question-then-answer; Snap LIVE makes recognition speed across forms the entire game. The knockout format also creates the social drama Blooket's parallel-quiz format can't.
Pairs well with
- Fraction Snap (solo) — single-player Snap with fractions only
- Decimal Snap (solo) — single-player Snap with decimals only
- All FDP games — the full cross-representation library