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Picture Match is one of the 8 exercise groups included in the TaskMagic package. Picture Match creates a wide range of exercises based on matching images with text items. You can use any images from your PC or network, or you can save images from the internet to include in your exercises.
Edit Screen in TaskMagicCreate
Front Page in TaskMagicPlay
Worksheets
The edit screen in TaskMagic Create allows the teacher to input up to 16 images and 16 matching items of text information. The number of exercises created depends on the number of matching pairs of images and texts. If all 16 items are input, 21 games and exercises are automatically generated by the TaskMagic software. 6 worksheets can now be printed in Picture Match, including a new Dominoes worksheet. Scroll down or click here for more information about using Picture Match files, or click on any of the game screens below to find out more:
Flashcards
Click & Match
3 in a row
Against the Clock
Pelmanism 1 Player
Pelmanism 2 Players
True or False?
Multi-Match
Invaders
Maze
Spin
Tower Block
Pool
Type
Football
Pic Reveal
Doors
Hangman
Maze II
Invaders II
Snake
The edit screen in TaskMagic Create allows the teacher to input up to 16 images and 16 matching items of text information. The number of exercises created depends on the number of matching pairs of images and texts. If all 16 items are input, 21 games and exercises are automatically generated by the TaskMagic software. 6 worksheets can now be printed in Picture Match, including a new Dominoes worksheet.
Making Use of Picture Match Files
The order in which exercise types are displayed on the Picture Match front page does not represent a particular sequence. It was never intended that students should attempt all of the exercises for a particular file in a particular sequence. In fact, nor was it intended that students should attempt to complete all of the available exercise types for a particular file.
Users of TaskMagic (teachers & students) should select the most appropriate exercise types available depending on: the context; whether they are using a whiteboard or individual PCs in a computer room (or at home); the level of text input; the type of information being presented; the point they are at in the learning sequence; whether it’s for a starter, a plenary, a presentation or the main element of a lesson; the time available etc.
When working with an interactive whiteboard, the teacher has total control over the exercises and activities selected. When working in an IT room, however, it is important for teachers to maintain control over the exercises and activities that the students attempt. It was never intended that students should be told to open a particular file and then attempt the available games in any order they like. Teachers should make it clear to students which activities they are to attempt and in which order, or alternatively they should make it clear which activities they don't want them to attempt. For example, many teachers tell their class to start with Multi-Match and not to move on to the next exercise until they have a 100% score. The activities you choose will depend on your own professional appreciation of the value of each activity bearing in mind all of the factors mentioned above (time, context, stage etc.). A useful strategy is to reserve many of the more game-based activities (such as Maze, Invaders, Pool etc.) until the end of the session, then allow students 5 or 10 minutes to choose freely from the activities available. It is also possible to limit the exercises available by making direct hyperlinks to individual game files - these can be created in TaskMagicCreate.
This section looks at all of the exercise types available in Picture Match and attempts to put them into some sort of order of difficulty. This is very difficult to do, however, as various elements need to be weighed up in deciding just how difficult a particular exercise is:
- the level of support (e.g. number of options in match activities)
- the type of activity (eg. matching, reordering, text input)
- time pressures
- penalties for incorrect answers
- whether items are displayed in a particular order or randomly
The following list is just a suggestion / a guideline / a starting point. Some of the activities, such as Flashcards, are appropriate for different stages of the learning process, while others, such as Doors, combine different types of linguistic challenge within the same activity.
Multi-Match

- This is probably the easiest of the exercises.
- 1 in 3 multiple choice activity.
- If a student answers incorrectly, they can keep trying until they get the correct answer.
- There is no time pressure.
- Items appear in their original sequence.

Can be used on individual PCs or on interactive whiteboard.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board
- students write answer on mini-whiteboards or in books before checking answer and moving to next question
- a Multi-Match worksheet is also available to print from within the TaskMagic program

 
Maze
- 1 in 3 multiple choice activity dressed as a Maze game. The aim is to steer the yellow prompt onto the green block containing the correct match.
- There is a time pressure - students have 60 seconds to get the correct answer (but usually get it in about 10 seconds).
- An incorrect answer results in the loss of one of the three lives.
- Items appear in random order.
- Requires the use of the keyboard.

Suitable for use on individual PCs, not for interactive whiteboard.

In terms of linguistic demands, this game is one of the least challenging, and for this reason it appears number two in this list. It is probably best not to use Maze as the next step up from Multi-Match, however, as students are likely to spend a lot of time on this because of the game element.

 
Tower Block
- 1 in 4 multiple choice activity, where the aim is to answer 15 questions in a row and build a 15 storey tower block.
- No time pressure.
- 1 incorrect answer results in the Tower crumbling and the student has to begin again.
- There is support in the form of four ‘play safes’, where clicking on an incorrect answer incurs no penalty.
- This exercise requires a minimum of 15 inputs.
- Items appear in random order.

Can be used on individual PCs or on interactive whiteboard.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board
- students write answer on mini-whiteboards or in books before checking answer and moving to next question

- play the game as if it were "Who wants to be a millionaire?", with the teacher offering a "50/50", students showing hands or using mini-whiteboards for "ask the audience", or choosing a class mate for "phone a friend" 
 
Pool
- 1 in 6 multiple choice.
- No time pressure to answer the questions, but a time limit to pot the ball.
- 1 incorrect answer incurs a 15 second time penalty. A second incorrect answer results in the loss of that ball (ie. the student doesn’t get to play) and the student is shown the correct answer.
- The ball has to be potted in the pocket over which the correct answer was located. Potting the ball in the wrong pocket or potting the white incurs a 100 point penalty.
- Items appear in random order.

Can be used on individual PCs or on interactive whiteboard, although it may be a bit time consuming in a whole-class environment.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board
 
Football
- 1 in 12 multiple choice.
- A football game for 2 players or teams.
- There is a time pressure to answer the questions, as failing to answer in the time provided results in play passing to the other team. The speed for answering questions can be changed using the difficulty setting before starting the game.
- Players can opt for a timed game or a ‘first to…’ game.
- During play, the ball doesn’t always go to the intended player when you pass or shoot. Shorter passes or shots have a higher chance of being successful, so students are encouraged to make short passes and therefore answer more questions.
- This exercise requires a minimum of 12 inputs.
- Items appear in random order.

Can be used on individual PCs, with students working in pairs, or on an interactive whiteboard, where the class is split into 2 teams.

IWB options:
- for each pass or shot, invite an answer from a member of the relevant team. The teacher clicks the text as suggested by the student. If they are wrong, they lose the ball to the other team. Quickly invite an answer from a member of this team. etc
- for each pass or shot, invite/select a student from each team to come to the board. The student with control of the ball has the first go at the question. etc.

 
Click & Match
- All of the items are on display, so the level of difficulty depends on the total number of matching items. If all 16 matching items are included, you have a 1 in 16 multiple choice activity.
- No time pressure.
- No penalty for incorrect answers
.

Can be used on individual PCs or on interactive whiteboard.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board

- students write answers on mini-whiteboards or in exercise books. Once they have finished the written exercise the teacher can go through the answers in class, either by inviting answers or calling students up to the board
- a Matching worksheet is also available to print from within the TaskMagic program

 
3 in a Row
- For 2 players or teams - like Os and Xs, but the game continues until the grid is finished.
- All of the items are on display.
- No time pressure.
- An incorrect answer means that player doesn’t put his O or X in the grid.
- This exercise requires all 16 inputs.

Can be used on individual PCs, with students working in pairs, or on an interactive whiteboard, where the class is split into 2 teams.

IWB options:
- invite/select students from each team to give answers
- invite/select students from each team to come to the board

- students draw mini 4x4 grids in their exercise books (or use a mini-whiteboard). They take turns to play the game in pairs, using the IWB screen display as the basis for their game. Students have to agree on which is the correct answer each time. Teacher can go round class and monitor performance

 
Against the Clock
- All of the items are on display (up to 16).
- Time pressure - the aim is to make all of the matches before the time runs out. The time available depends on the number of matching items.
- No penalty for an incorrect answer.

Can be used on individual PCs or on interactive whiteboard. When used in an IT room, it is a good idea for you to keep a record on the board of the fastest times for a particular file, to introduce an element of competition.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board - this will involve a lot of moving around the room quickly in order to get the matches before the time runs out

 
Pic Reveal
- Can be played as a one-player game, or as a game for two players or teams.
- Students click to reveal a randomly selected section of the image, then try to select the correct matching text item. The aim is to select the correct text item whilst revealing the lowest number of squares.
- All of the items are on display (up to 16).
- Time pressure - once the square is revealed, the student has a short amount of time to guess the answer.
- Penalty for an incorrect answer: the number of points available per question decreases. In the two-player version an incorrect answer means that control passes to the other player or team, whereas a correct answer means that that player or team keeps control.

- Items appear in random order.

Can be used on individual PCs or on interactive whiteboard. When used in an IT room, it is a good idea for you to keep a record on the board of the highest scores for a particular file, to introduce an element of competition.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board

 
Invaders
- All of the target items are on display, with one picture prompt appearing at a time. Essentially a multiple choice activity with up to 16 possible answers.
- Time pressure - if the prompt falls to the coloured bars, one of the three lives is lost. The speed of the dropping item increases the closer you get to the end of the game. You can choose a difficulty setting, which alters the drop speed but also affects the score available.
- An incorrect answer deducts points from the total score.
- Items appear in random order.

Can be used on individual PCs or on interactive whiteboard.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board - this will involve a lot of moving around the room quickly in order to get the matches without losing a life

A note of caution: Discourage students from clicking randomly to shoot the correct answer down! This can be done if you click quickly enough, but incurs a high negative score. It has been known for students to compete to get the highest negative score (ie. the highest number of clicks in a game)!

 
Spin
- All of the target items are on display, with one picture prompt appearing at a time. Essentially a multiple choice activity with up to 16 possible answers.
- Time pressure - if you don’t shoot the correct answer in time, one of the three lives is lost.
- An incorrect answer causes one of the three lives to be lost.
- Items appear in random order.
- Requires the use of the keyboard.

Suitable for use on individual PCs, not on interactive whiteboard.

Because of the time pressure, and the fact that a life is lost for an incorrect answer, students will find this a difficult exercise to complete. It is a good idea for you to keep a record on the board of the highest score for a particular file, to introduce an element of competition.
 
Pelmanism - 1 Player
- Memory game - finding the matching pairs.
- No time pressure.
- Keeps a record of the number of attempts, so the aim is to find all of the matches in the lowest number of attempts.

Can be used on individual PCs or on interactive whiteboard. When used in an IT room, it is a good idea for you to keep a record on the board of the students who manage to find all the pairs without any incorrect guesses, to introduce an element of competition.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board

- a Pelmanism sheet can also be printed out from within the TaskMagic program, allowing students to play the game using cut-out paper squares
- a Dominoes sheet can also be printed out from within the TaskMagic program, allowing students to play in pairs or small groups

 
Pelmanism - 2 Players
- Memory game for 2 players or teams.
- No time pressure.
- Players / teams take alternate turns irrespective of whether or not they find a pair.
- The winning player / team is the one with the most correct matches.

Can be used on individual PCs, with students working in pairs, or on an interactive whiteboard, where the class is split into 2 teams.

IWB options:
- invite/select students from each team to give answers
- invite/select students from each team to come to the board

- a Pelmanism sheet can also be printed out from within the TaskMagic program, allowing students to play the game using cut-out paper squares
- a Dominoes sheet can also be printed out from within the TaskMagic program, allowing students to play in pairs or small groups

 
Hangman
- Hangman game - guessing the word or phrase based only on its shape.
- No time pressure.
- Overall score based on the number of correct guesses.
- A record of how many men have been saved and how many hanged is kept at the top of the screen.
- Items appear in random order.

Can be used on individual PCs or on interactive whiteboard. When used in an IT room, it is a good idea for you to keep a record on the board of the the highest scores for a particular file, to introduce an element of competition.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board

- you can ask students to play their own Hangman game in the back of their exercise books or on mini-whiteboards, using appropriate vocabulary from the current exercise (eg. by displaying the Click & Match screen)

 
True or False?
- A bit like a game of ‘Snap’ - you click when you recognize a correct match.
- Time pressure - you have three seconds to recognise a correct match. If you don’t click in this time, the game moves on to another pair.
- A record of correct and incorrect clicks is kept, and these are combined to give a total score.
- Items appear in random order.

Can be used on individual PCs or on interactive whiteboard.

IWB options:
- invite choral “sí” / “oui” / “vrai” etc from class, each time the items change, if there is a correct match (a bit like “repeat if it’s true”)
- invite/select students to come to the board in turns until they have found a True match

- playing Pelmanism in pairs using the Pelmanism sheet (which can be printed out from within TaskMagic) is a good way for students to play True or False? together

 
Invaders II
- The target word or phrase is blanked out, but the shape of the word or phrase is shown. (If the word or phrase is longer than 10 letters, then a group of 10 letters is blanked out.)
- The missing letters are displayed underneath the game box in random order, and students have to click them in the correct order.
- Time pressure - the student must click all of the letters before the blocks fall to the bottom.
- 5 incorrect letter attempts results in all the blocks falling.
- Items appear in random order.

Can be used on individual PCs or on interactive whiteboard. When used in an IT room, it is a good idea for you to keep a record on the board of the the highest scores for a particular file, to introduce an element of competition.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board - best to have the next student ready to ensure a swift changeover

 
Snake
- The target word or phrase is blanked out, but the shape of the word or phrase is shown.
- The missing letters are to be found in the grid in snake form. The grid is made up mainly of letters which appear in the answer, which helps the student to think of the answer, but not in the same way as with Invaders II.
- The aim is to click and drag through the missing letters in the correct order.
- Time pressure - 40 seconds are available. After 10 seconds the first letter is displayed. After 20 seconds the shape of the word snake is shown. After 40 seconds the answer is given. The score depends on how quickly the correct answer is found.
- No penalty for incorrect answers.
- Items appear in random order.

Can be used on individual PCs or on interactive whiteboard. When used in an IT room, it is a good idea for you to keep a record on the board of the the highest scores for a particular file, to introduce an element of competition.

IWB options:
- invite/select students to come to the board - best to have the next student ready to ensure a swift changeover

- a Snake worksheet is also available to print out from within TaskMagic. The worksheet includes a list of prompts and all of the answers hidden in snake form in the printed grid

 
Maze II
- The target word or phrase is blanked out, but the shape of the word or phrase is shown. (If the word or phrase is longer than 10 letters, then a group of 10 letters is blanked out.)
- The missing letters are to be found in the game grid. The grid is made up mainly of letters which appear in the answer, which helps the student to think of the answer.
- Time pressure - running out of time results in the loss of one of the three lives, as does being caught by the monster(s).
- An incorrect letter click results in the player getting stuck for 2 seconds, increasing the risk of their being caught.
- Items appear in random order.
- Requires the use of the keyboard.

Suitable for use on individual PCs, not interctive whiteboard.

Because of the time pressure students will find this a difficult exercise to complete. It is a good idea for you to keep a record on the board of the highest score for a particular file, to introduce an element of competition.
 
Type
- The exercise starts at the first available item and students can attempt the questions in sequence or they can navigate using the number grid.
- The shape of the target word or phrase is shown, but no other support is given.
- A score is kept, which is the percentage of correct letter attempts.
- No time pressure.
- An incorrect letter causes the text to go red and stops the typing. Incorrect letters are shown in the letter grid on the screen. The student cannot proceed until they find the correct letter.

Can be used on individual PCs or on interactive whiteboard. When used in an IT room, it is a good idea for you to keep a record on the board of the the highest scores for a particular file, to introduce an element of competition.

IWB options:
- invite/select students to come to the board

- students can write answers to each question on mini-whiteboards; students can then be invited to the board to check their answer
- a Type worksheet can also be printed out from within TaskMagic. This contains the picture prompts and the shape of the required answer. Students could complete the worksheet before checking answers in class using the IWB

 
Doors
- The student answers questions in order to open doors, in order to collect the 6 items required to move on to the next level. A plan of all of the rooms is shown at the top of the screen. The higher the level, the fewer the doors available, so it becomes more of a maze.
- Doors uses a variety of question forms / linguistic demands, depending on the level:
Level one is a 1 in 10 multi choice.
Level two takes letters from the word or phrase, which must then be clicked in the correct order (eg. as with Invaders II)
Level three shows the shape of the word or phrase but requires the student to type in the missing information.
Higher levels combine elements of all of the above.
- Time pressure - you are being chased around the maze of rooms by a death figure. At first he moves very slowly, but he gets progressively quicker.
- Penalty for incorrect attempt: the door doesn’t open.

Can be used on individual PCs or on interactive whiteboard. When used in an IT room, it is a good idea for you to keep a record on the board of the the highest scores for a particular file, to introduce an element of competition.

IWB options:
- invite/select students to give answers
- invite/select students to come to the board

 
Flashcards
- Flashcards simply runs through the matching items, showing them either in the original sequence or in random order.
- It can be used to present new language to the class using a whiteboard or projector, or for individual work at a PC.
- When used on a PC, it allows the student to test themselves (by saying or thinking what the correct match will be) to see if they know the answers.
- First look at the information in sequence, then again in random order. You can do the same thing with an interactive whiteboard.
- No penalty for getting it wrong, as there is no input to be assessed.
- When working alone with a PC, the student can click the "correct answer" button if they knew the correct answer, or click the "wrong answer" button if they didn't know it or were unsure. Wrong answers are then repeated later

This is possibly the most difficult exercise in terms of its linguistic demands, as no support is provided at all, although there is no requirement to spell the words, and no evidence of a 100% score is shown. It could be seen as the end objective of your TaskMagic session.

IWB options:
- present the language in sequence
- at the end of a session (as a plenary) or to revise previously taught language as a lesson starter: run through the information in random order and invite/select students to provide an answer

- students could write the answer for each question in exercise books or on mini-whiteboards, before checking the answer and moving on to the next question

 
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