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Start a practice set in three steps

  1. On the activities page, choose a game you like. The small animation on its cover shows how it is played.
  2. Choose your level. If you are not sure, start one level lower and move up when it feels easy.
  3. Choose your topic. The game opens at once, and its start screen shows the steps again before you press Start.

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The games and how to play them

Choose the right answer

You see a question or a meaning and choose one of the options. The games look different, but none is a race against time: moving options never disappear for good, they come back.

  • Multiple ChoiceFor each question or word, find the right answer among the options.

    Steps

    1. Read the question or the word's meaning.
    2. Tap the option you think is right.
    3. Your answer is marked at once, with the right one shown. Go to Next.
    With a keyboard:
    Keys 1 to 4 pick an option; Enter goes to the next question.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Multiple Choice

  • Balloon PopBalloons float up; pop the one with the word that fits the meaning.

    Steps

    1. Read the meaning or question at the top.
    2. Tap the rising balloon that carries the right word.
    3. A balloon that floats away comes back from the bottom; hovering over one holds it still.
    With a keyboard:
    Each balloon's number key (1–4) pops it; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Balloon Pop

  • Mole HuntMoles peek out of their holes; tap the one holding the right answer.

    Steps

    1. Read the question or meaning.
    2. Tap the mole holding the sign with the right answer.
    3. The moles never leave their holes, so there is no need to hurry.
    With a keyboard:
    Hole numbers pick a mole; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Mole Hunt

  • Space MissionAsteroids drift closer; fire your laser at the one with the word that fits the meaning.

    Steps

    1. Read the meaning on screen.
    2. Choose the asteroid carrying the right word; the ship turns and fires its laser.
    3. Asteroids never hit the ship; one that drifts away returns from the top.
    With a keyboard:
    Number keys pick a target; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Space Mission

  • Penalty ShootoutThe answers sit in the corners of the goal. Shoot the ball into the corner with the right one.

    Steps

    1. Read the question; each corner of the goal holds an answer.
    2. Shoot the ball into the corner with the right one.
    3. A right answer scores, a wrong one is saved. The balls only show how many kicks are left.
    With a keyboard:
    Each corner's number key takes the shot; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Penalty Shootout

  • MazeEvery room has doors. Go through the one with the right answer and reach the exit.

    Steps

    1. Read the question in the room; each door shows an answer.
    2. Choose the door with the right answer.
    3. A wrong door is locked and the explorer takes the long way, but you always reach the exit.
    With a keyboard:
    Door numbers choose a door; Enter goes to the next room.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Maze

  • Word RaceEvery answer moves your car a step closer to the finish; a wrong one takes it round the pit lane.

    Steps

    1. Read the question above the track.
    2. Choose the right answer and your car moves one step on.
    3. After a wrong answer the car goes round the pit lane, but the race always ends at the finish line. There is no rival and no timer.
    With a keyboard:
    Keys 1–4 choose an answer; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Word Race

  • Treasure MapEvery right answer uncovers part of the path to the treasure on the map.

    Steps

    1. Answer the question above the map.
    2. Every answer draws one more part of the path from the boat to the chest; a right one gets a flag, a wrong one a small detour.
    3. After the last question the treasure chest opens.
    With a keyboard:
    Keys 1–4 choose an answer; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Treasure Map

  • Knowledge TowerClimb one floor of the tower for every right answer. Once, you may remove two wrong options.

    Steps

    1. Each question is one floor of the tower; read it and choose an option.
    2. A right answer lights up the floor.
    3. On a hard question, use your 50:50: two wrong options disappear. You have it once per game.
    With a keyboard:
    Keys 1–4 pick an option; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Knowledge Tower

  • Story QuestEach chapter of a short adventure holds a question. Your answer moves the story on or sends it on a detour.

    Steps

    1. Read the chapter of the story.
    2. Answer the question at the end of it.
    3. A right answer moves the story straight on; a wrong one sends the hero on a short detour, but the story always reaches its ending.
    With a keyboard:
    Keys 1–4 choose an answer; Enter goes to the next chapter.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Story Quest

  • BingoYour card holds words. Mark the word that fits each meaning that is called and complete the lines.

    Steps

    1. Look over the words on your card.
    2. Find the word that fits the meaning called and tap it.
    3. A right word is stamped. Star squares count as free; try to complete rows, columns or diagonals.
    With a keyboard:
    Arrow keys move across the card; Enter marks a word and moves to the next meaning.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Bingo

True or false?

You read a statement and decide whether it is true or false. Good for a quick check of grammar rules and meaning.

  • True or FalseDecide whether each statement is true or false.

    Steps

    1. Read the statement carefully.
    2. Press True or False.
    3. Read the feedback and go to the next statement.
    With a keyboard:
    1 is True, 2 is False; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: True or False

  • Summit ClimbDecide whether each statement is true or false; every right call takes you one ledge closer to the summit.

    Steps

    1. Read the statement and decide whether it is true or false.
    2. A right call takes the climber up the main trail, a wrong one up the side trail.
    3. The climb always ends at the summit; missed ledges keep a small marker.
    With a keyboard:
    1 is True, 2 is False; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Summit Climb

  • Swipe and DecideSwipe each card to true or false. Arrow keys send the card too.

    Steps

    1. Read the statement on the card.
    2. Swipe the card right if it is true and left if it is false, or use the buttons below.
    3. After each card you see the right answer.
    With a keyboard:
    Right arrow is True, left arrow is False; Enter goes to the next card.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Swipe and Decide

Match and find

You bring each word together with its meaning. Use these when you meet new words or revise them.

  • MatchingConnect each word with its meaning, translation, or definition.

    Steps

    1. Choose a word in the left column.
    2. Choose its meaning on the right, or drag the word onto it.
    3. A wrong pair shakes and you try again; only your first try counts for the score.
    With a keyboard:
    Tab moves between cards; Enter or Space selects one.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Matching

  • MemoryTurn the cards over and find each word with its partner in as few moves as you can.

    Steps

    1. Turn over two of the face-down cards.
    2. If the word and its meaning match they stay open; if not they turn back.
    3. Remember where each card was and find every pair.
    With a keyboard:
    Tab to a card, Enter to turn it.
    Scoring:
    You assess yourself; at the end, what you knew and what to practise again are listed separately.

    Practise with this game: Memory

  • FlashcardsRead the front, think of the answer, turn the card, and mark whether you knew it.

    Steps

    1. Read the word on the front and say its meaning to yourself.
    2. Turn the card and check your answer.
    3. Honestly choose I knew it or Not yet; the ones you did not know are listed at the end.
    With a keyboard:
    Space or Enter turns the card; 1 is I knew it, 2 is Not yet.
    Scoring:
    You assess yourself; at the end, what you knew and what to practise again are listed separately.

    Practise with this game: Flashcards

Spell it letter by letter

Recognising the word is not enough here; you write it correctly. Enter the letters with the on-screen keys or your keyboard.

  • UnscramblePut the jumbled letters in order to build the word, with its meaning as a clue.

    Steps

    1. Read the meaning given as the clue.
    2. Tap the jumbled letters in the word's order.
    3. If a letter is wrong, take the last one back and carry on.
    With a keyboard:
    Type the letters; Backspace removes the last one, Enter checks.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Unscramble

  • Type the AnswerSee the meaning or clue and type the word with the right spelling.

    Steps

    1. Read the meaning or the clue.
    2. Type the word into the box with the right spelling; use the special-letter buttons if needed.
    3. Press Enter; if it is wrong you see the correct spelling.
    With a keyboard:
    Type and press Enter; Enter also moves on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Type the Answer

  • Hidden WordRead the meaning and find the hidden word letter by letter. Each wrong letter costs the flower a petal.

    Steps

    1. Read the meaning; the hidden word is what it describes.
    2. Tap a letter you think is in the word.
    3. A right letter appears in its place; a wrong one costs the flower a petal. Finish the word before the petals run out.
    With a keyboard:
    Type a letter; Enter moves to the next word.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Hidden Word

  • CrosswordThe words cross each other in a puzzle. Use the meanings as clues and write every word in.

    Steps

    1. Choose a meaning from the clue list.
    2. Type the word into the field that opens; its letters appear in the grid.
    3. Press Enter or Check to place the word; crossing letters help with the next ones.
    With a keyboard:
    Tab to a clue and press Enter; type and press Enter, Esc closes the field.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Crossword

  • Code WordFind the hidden word in six tries, with its meaning as a clue. Colours show which letters are in the right place.

    Steps

    1. Read the meaning given as the clue and see how many letters the word has.
    2. Type a guess and press Check.
    3. Each letter is marked: right place, in the word but elsewhere, or not in the word. Find the word in six tries.
    With a keyboard:
    Type the letters; Backspace deletes, Enter checks the guess.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Code Word

  • Missing LettersSome letters of the word are missing. Choose the right letters to complete it.

    Steps

    1. Read the meaning and look at the word with missing letters.
    2. Tap an empty box, then the right letter; or tap the letters in order.
    3. When the word is complete, press Check. The bank also holds a few extra letters.
    With a keyboard:
    Type a letter; Backspace removes the last one, Enter checks.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Missing Letters

Put in order and in place

You put words in sentence order, into gaps, or into their groups. These practise sentence building and grammar.

  • Fill the GapsPut the right words into the gaps in the text.

    Steps

    1. Read the whole text once.
    2. Tap a gap, then the right word in the word bank, or drag the word into the gap.
    3. Tap a placed word again to send it back to the bank.
    4. When every gap is filled, press Check.
    With a keyboard:
    Tab to gaps and words, Enter to choose.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Fill the Gaps

  • Sentence BuilderPut the jumbled words in the right order to build the sentence.

    Steps

    1. Look at the jumbled words and think about what the sentence could say.
    2. Tap the words in sentence order.
    3. Tap a placed word to take it back. When the sentence is complete, check it.
    With a keyboard:
    Tab and Enter choose a word; Backspace takes the last one back, Enter checks.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Sentence Builder

  • Bridge BuilderLay the word planks in the right order to build the bridge, then cross when the sentence is complete.

    Steps

    1. Read the word planks below the river.
    2. Tap the planks in sentence order; each fills the next free slot of the bridge.
    3. Tap a wrong plank again to take it back. When the bridge is complete, press Check and cross.
    With a keyboard:
    Tab and Enter choose a plank; Backspace takes the last one back, Enter checks.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Bridge Builder

  • Sort into GroupsPut every item into the group it belongs to.

    Steps

    1. Read the group names.
    2. Pick an item from the tray, then tap its group or drag it there.
    3. An item sent to the wrong group stays in the tray; try again.
    With a keyboard:
    Tab to an item and to a group, Enter to choose.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Sort into Groups

  • Catch and SortWords fall from above. Send each one into the basket it belongs to.

    Steps

    1. Read which group each basket at the bottom stands for.
    2. Send the falling word into the basket it belongs to.
    3. There is no time pressure: a word that reaches the bottom falls again from the top.
    With a keyboard:
    Basket numbers send the word; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Catch and Sort

Listen

You hear the word in a prepared reading voice, only when you press the speaker button. For words without audio, the game carries on with a written clue.

  • Listen and ChooseListen to the word and pick the one you heard.

    Steps

    1. Press the speaker button and listen; play it again as often as you like.
    2. Choose the word you heard from the options.
    3. Without a voice, the word is shown in writing instead.
    With a keyboard:
    Keys 1–4 pick an option; Enter carries on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Listen and Choose

  • Listen and WriteListen to the word and write it with the right spelling.

    Steps

    1. Press the speaker and listen to the word; play it again as often as you like.
    2. Type the word you heard with the right spelling.
    3. Without a recording, its meaning, first letter and number of letters are shown as a clue.
    With a keyboard:
    Type and press Enter; Enter also moves on.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Listen and Write

Speak

These games give no score; the point is to start talking. Play aloud on your own, with a friend, or with your teacher in a lesson. In Taboo the teams' points are kept on screen during the game only. Dialogue scenes, on the other hand, check every reply.

  • Speaking WheelSpin the wheel and speak or write about the topic or question it lands on.

    Steps

    1. Spin the wheel.
    2. Speak or write at least a few sentences about the topic or question it lands on.
    3. Remove that topic from the wheel if you like, so every topic comes up once.
    With a keyboard:
    Tab to the Spin button, Enter to spin.
    Scoring:
    There is no score; the point is to speak or write.

    Practise with this game: Speaking Wheel

  • Mystery BoxesOpen the numbered boxes one by one and answer the question or do the task inside.

    Steps

    1. Choose one of the numbered boxes and open it.
    2. Answer the question inside or do the task.
    3. In question boxes you can reveal the answer and check yourself.
    With a keyboard:
    Tab to a box, Enter to open it.
    Scoring:
    There is no score; the point is to speak or write.

    Practise with this game: Mystery Boxes

  • Speaking DiceRoll the die and talk about the topic with that number. Start a short speaking timer if you like.

    Steps

    1. Roll the die; the number picks a speaking topic.
    2. Talk about that topic. Start a short speaking timer if you like; when it ends you only hear a soft sound.
    3. The die never brings the same topic twice.
    With a keyboard:
    Tab to the Roll button, Enter to roll.
    Scoring:
    There is no score; the point is to speak or write.

    Practise with this game: Speaking Dice

  • TabooTeams take turns on one device: the describer explains the word without the forbidden words, and the team guesses.

    Steps

    1. Type the names of the teams or players; they stay on this device only. Add a time limit to each turn if you like.
    2. The describer of the team whose turn it is opens the card and explains the word without the forbidden words on it.
    3. Press Correct when the team guesses it, Pass to skip it, or Taboo when a forbidden word was said.
    4. When the cards run out, the team with the most correct guesses wins.
    With a keyboard:
    While a card is open, 1 is Correct, 2 is Pass, 3 is Taboo; Tab to the buttons and press Enter also works.
    Scoring:
    The teams' points are kept on screen during the game only; they are not saved.

    Practise with this game: Taboo

  • Real-Life ScenesTalk to someone at passport control, in a café, or at a hotel, and give the most natural reply each time.

    Steps

    1. Before you start, read the scene's goal and the useful phrases.
    2. Read the other person's speech bubble.
    3. Choose the most natural reply, or complete the missing word in it.
    4. After a wrong reply you see why at once; at the end you can read the whole conversation again.
    With a keyboard:
    Keys 1, 2 and 3 choose a reply; Enter continues the conversation.
    Scoring:
    Your answers are checked; at the end you see your score, your mistakes and the right answers.

    Practise with this game: Real-Life Scenes

Scores and results

When a game ends, a result screen opens. What it shows depends on the kind of game. If you made mistakes you can practise only those, or repeat the same content with another game.

Checked games
Your answers are checked; at the end you see your score, your mistakes and the right answers.
Games you assess yourself
You assess yourself; at the end, what you knew and what to practise again are listed separately.
MemoryFlashcards
Speaking games
There is no score; the point is to speak or write.
Speaking WheelMystery BoxesSpeaking DiceTaboo

For students in lessons

If you take lessons with Aslıgül, you receive a personal student link. On the device where you open it, the results of the activities you play reach your teacher, and your homework and the words to revisit are gathered on your student page.

Without a link you can still play every activity; your results are just not sent to a teacher.

Keyboard, sound and motion

Every game can be played with a mouse, a touch screen, or the keyboard alone. The shortcuts are listed under each game; Tab always moves to the next button.

Game sounds turn off with the speaker button in the corner of the game screen. If your device asks for reduced motion, the games play without animation and nothing is lost.