Widgets
Build a matching game with instant feedback
Widgets

Build a matching game with instant feedback

Build a five-pair matching game where students connect each animal to its baby. Add a gentle message for every wrong pairing, confetti when the set is complete, and a Start over button.

Level
Beginner
Time
About 10 min
Steps
9
What you'll build

A "Baby animals" scene where students match five animals to their babies, hear about each wrong pairing straight away, get confetti for a full set, and can start over at any time.

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A matching activity asks students to connect each item on the left with its partner on the right. It's quick to build and works for any one-to-one relationship: a word and its meaning, a country and its capital, a parent animal and its baby. In this tutorial you'll build that last one:

๐Ÿ„ Cow โ†’ Calf ยท ๐Ÿธ Frog โ†’ Tadpole ยท ๐Ÿฆ˜ Kangaroo โ†’ Joey ยท ๐Ÿฆ‹ Butterfly โ†’ Caterpillar ยท ๐Ÿฆข Swan โ†’ Cygnet

Then you'll turn it into a game: a friendly message every time a student makes a wrong pairing, confetti when they get the whole set, and a Start over button that clears their lines.

If you haven't used the studio before, start with Build your first quiz question: this tutorial moves quickly through the parts it already covers.

Step 1: Set the scene

Start a blank lesson (New lesson, then Start from scratch) and name it Baby animals by clicking Untitled lesson at the top.

With nothing selected, open Background, click Choose a style, pick Nature, then Rolling hills. If the sun lands where your title will go, click Randomize composition until it sits off to one side, then click Apply background. Select the Closing Scene in the Scenes panel and give it the same background, so the ending matches. Creative Backgrounds covers the gallery in more detail.

Back on the Opening Scene, add a Heading that says Whose baby is it? and a Body text under it: Match each animal to its baby. Set the Body's Font Size to 28.

The Opening Scene with a rolling-hills background: a pale sky above layered green hills, a sun off to one side, the title Whose baby is it? and the line Match each animal to its baby.
A finished-looking scene before the game goes in.

Step 2: Add a Matching widget

In Widgets, search for Matching and click it. The new activity has three sample pairs, Left 1 to Right 3, which you'll replace next.

A new Matching widget on the scene with three sample pairs, Left 1 to Left 3 on the left and Right 1 to Right 3 on the right
Three sample pairs to start from.

Step 3: Write the pairs

Click โš™ Configure above the widget. Click Add Pair twice so there are five pairs, then type each animal as the Prompt and its baby as the Match:

PromptMatch
๐Ÿ„ CowCalf
๐Ÿธ FrogTadpole
๐Ÿฆ˜ KangarooJoey
๐Ÿฆ‹ ButterflyCaterpillar
๐Ÿฆข SwanCygnet
Each row is one correct pairing.

The emoji are ordinary characters: paste them in, or use your computer's emoji picker (Ctrl + Cmd + Space on a Mac, Windows + . on Windows). They give young readers a picture to match from without uploading any images. To use a real photo instead, click the image button beside a field.

The Configure window with the five pairs filled in, Randomize Matches switched on, and a live preview of the activity on the right
The preview on the right updates as you type.

There's no separate answer key: the match you type beside a prompt _is_ its answer. Leave Randomize Matches on, so each student sees the babies in a different order and the right answer is never simply the one opposite. The animals on the left stay in the order you typed them.

Scoring is on at the top of the window, and the whole activity is worth 1 point, earned when every pair is right. Click Save.

Step 4: Give it room

A new matching activity uses small 14 px text. With it selected, rename it Animal babies by clicking its name at the top of the properties panel, so it's easy to find in lists later. Then open Style & Layout:

  1. Set Font Size to 24.
  2. Click Show more options and set Width to 620 and Height to 290.

Drag it under the instructions.

The scene with the matching activity centered under the title: five animals with their emoji on the left, five babies on the right, all in large readable text over the hills
Big enough for small fingers.

Step 5: Tell students straight away when a pairing is wrong

With the activity selected, click Behaviors above it. Berdee suggests ideas that fit a matching activity. Click Give instant feedback on a wrong pick, change the message to Not quite! Look again., and click Add behavior.

One idea, one message.
The new behavior window: Show a message selected, the message Not quite! Look again. with the tone Oops โ€” try again, and When set to They pick a wrong answer
When they pick a wrong answer, a message appears.

They pick a wrong answer runs for every wrong pairing a student makes, not just the first, so each wrong guess gets the message. Students dismiss it and keep going: nothing is locked, so they can draw a new line from the same animal, and the old one is replaced.

Step 6: Celebrate a complete set

Click Behaviors again and choose Celebrate the right answer. It's set to Celebrate with Confetti, When they get it right, and it also shows a short Great job! message (the window doesn't list it, but you'll see it in the next screenshot and can change its words there). Click Add behavior.

The new behavior window with Celebrate and Confetti selected and When set to They get it right
They get it right means every pair is right.

For a matching activity, "right" means every pair is matched correctly, so the confetti comes once, when the last correct line goes in. Open the Behaviors section in the properties panel to see both behaviors listed:

The Behaviors section of the properties panel listing the wrong-pick message and the celebration
Two behaviors on one widget.

Step 7: Add a Start over button

Sometimes a student wants a clean slate. Add a Button, click โš™ Configure, change its Label to Start over, and click Save. Rename it Start over too, set its Font Size to 22, and drag it under the activity, a little left of center.

Now make it clear the lines. Open Behaviors in the properties panel, click Add Behavior, and choose On Press. Then set the action to Widget Method, the widget to Animal babies, and the method to Reset.

Widget Method lets one widget act on another.
The Start over button's behavior: On Press, Widget Method, Animal babies, Reset
Reset clears every line the student drew.

Reset clears every pairing so the student can match again from scratch. Widget State and Actions lists what other widgets can do.

Step 8: Add a Next button

Students need a way to move on. Add another Button, click โš™ Configure, change its Label to Next, and click Save. Click Behaviors, then Make this a "Next" button, check that Goes to says Closing Scene, and click Add behavior. Set its Font Size to 22 and drag it beside Start over.

Then click an empty spot on the scene and, in Progression, change When this scene is correct from Next to Stay.

Why Stay? On Next, the scene jumps to the ending the moment the last pair is right, before the student has seen the confetti and the message. With Stay, they get to enjoy it, and press Next when they're ready. A student who gives up can press Next too, and the score at the end shows they didn't finish.

Berdee needs a way for students to finish the lesson early before it will publish. Add a Submit Button, set its Label to I'm done and Submits to Lesson in Content, set its Font Size to 16, and tuck it into the bottom-left corner.

The finished scene: the matching activity, Start over and Next buttons side by side under it, and a small I'm done button in the bottom-left corner
Ready to play.

Step 9: Play it as a student

Click Preview. Make a wrong pairing first: click ๐Ÿ„ Cow, then Joey. You can also drag a line from one to the other.

A wrong guess, then the full set.
The preview with the message Not quite! Look again. over the scene after Cow was paired with Joey
Every wrong pairing gets the message.

Dismiss the message and match all five correctly. Pairing ๐Ÿ„ Cow with Calf replaces its wrong line, and pairing ๐Ÿฆ˜ Kangaroo with Joey takes Joey back. When the last line goes in, confetti flies and Great job! appears. Dismiss it to see the finished set:

The preview with all five animals connected to their babies by lines, with the babies in a shuffled order on the right
The whole set, matched. The babies are in a different order for every student.

Press Next. The ending shows Your score: 1/1.

The ending over the same rolling hills: You finished the lesson! Your score: 1/1
One point for the full set.

Click Restart to try Start over too: make a few pairings, press it, and watch every line disappear.

What you built

A matching game about baby animals with:

  • five pairs, with an emoji on each animal so young readers have a picture to go on,
  • Randomize Matches on, so the babies are shuffled for every student,
  • a Not quite! Look again. message for every wrong pairing, and confetti when the whole set is right,
  • a Start over button that runs the activity's Reset, and
  • a Next button with Stay progression, so students see the celebration before they move on.

To grade more strictly, try the same activity with a Submit Button that locks the answers and colors each line green or red, as described in Matching Widget. To sort several items into shared groups instead of pairs, see Build a drag-and-drop sorting activity.

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