Splat!
A fast-paced whole-class game where learners race to identify the correct answer on a board display by being the first to "splat" it with their hand, combining retrieval practice with physical engagement.

What is splat!?
- Display a set of key terms, numbers, images, or answers on the board
- Two learners stand at the front, each with a hand ready to "splat"
- Read a clue, definition, or question aloud
- The first learner to splat the correct answer on the board wins the point

How it works
Splat! is a competitive recall game that turns revision into a physical, high-energy activity. Key terms, answers, or images are displayed on the board in a scattered arrangement. Two learners stand at the front with their backs to the class, then turn to face the board when the clue is read. The first to slap their hand on the correct answer scores a point.
The game works because it combines several effective learning strategies. Retrieval practice strengthens memory. Time pressure creates engagement. Physical movement adds energy. Competition motivates. And the watching class is actively thinking about the answer even though only two learners are at the board.
Splat! is versatile. In Mathematics, display numbers and give clues like "the product of 7 and 8." In Science, display key terms and give definitions. In Languages, display Welsh vocabulary and give English equivalents. In Humanities, display dates and give historical events. The format adapts to any subject where recognition and recall are important.
The game is best used for consolidation and revision, not for introducing new content. Learners need some prior knowledge for the game to work. It is also important to include a range of difficulty levels so that all learners can participate, not just the fastest.
Classroom example
A Year 4 Mathematics and Numeracy class in a Newport school is revising times tables. The teacher displays the numbers 12, 18, 24, 28, 32, 36, 42, 48, 54, and 56 on the board. Two learners stand at the front. The teacher says: "Six times eight." Both learners scan the board. One splats 48 first. The class confirms the answer. Next pair comes up. "Seven times four." The energy in the room is high, and every learner is mentally calculating even when they are in their seat.
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Splat! develops the "Reflect" strand of thinking skills through recall and self-evaluation, as learners assess their own knowledge against the speed and accuracy of their responses. It supports cross-curricular numeracy through rapid calculation and works across all AoLEs wherever recall of key facts and terminology is important.
Rainbow Curriculum's Thinking Tools lens helps you plan where active retrieval games are used across your curriculum, keeping revision energetic and engaging.
Tips
- Scatter answers on the board rather than arranging them neatly. Scanning is part of the challenge.
- Include distractors: wrong answers that look similar to correct ones.
- A common pitfall: letting the same fast learners dominate. Use mixed-ability pairings and vary question difficulty.
- Play seated variations where all learners point rather than just two at the board.
- Combine with memory diagram: learners play Splat! with a diagram they have been studying.
Source: Adapted from "How to develop thinking and assessment for learning in the classroom", Welsh Assembly Government, Guidance 044/2010.




