The InferCabulary game is based on a mountain climbing adventure, and has two activities: Climb and Basecamp.
This article is all about how the game works for students.
In Basecamp, students get introduced to words. Students will see a word, and 6 related images. The student can click each image to read and hear the caption. After clicking each images, the student should think about how the captions are related, and try to come up with their own definition.
Then, the student can click to see the definition, and compare it to their guess.
Each basecamp session has 10 words. After the 10 words are completed, the student will earn a bonus carabiner to use on the climb.
In Climb mode, students are tested on their word knowledge. They will see 4 images, and can click each image to read and hear the caption.
The student will also see 4 word options. They must choose which word best describes all four images.
Each climb has a different number of words and the student must complete all the words to pass the climb and move up on the mountain.
Carabiners: If a student gets an answer wrong, they will use a carabiner. If they run out of carabiners on a climb, they will fall down to a previous climb.
Ropes: Ropes are earned along the mountain on certain climbs. A rope lets a student re-try a climb if they fall.
Challenges: Along the mountain, students will encounter challenges, where they need to earn specific tools in order to continue. To complete a challenge, the student must play 10 words in basecamp mode.
Which words will students encounter in Climb and Basecamp?
If no words are starred, the InferCabulary algorithm will select words based on the student grade level and progress. The algorithm automatically creates a balanced mix of new words, in progress words, and learned words for reinforcement.
If you starred words for your classroom, those words will be prioritized and will show much more frequently than other words. Learn more about starred words here.
When is a word considered learned?
The InferCabulary algorithm tracks each time a student encounters a word, and whether they answer it correctly. After several consecutive encounters in climb where the word is answered correctly, the word will be marked as learned for the student.