Legends of Learning — Complete Guide for Teachers, Students & Educational Games
Curriculum-Aligned · Game-Based Learning

Legends of Learning — Complete Guide for Teachers, Students & Educational Games

Legends of Learning is an educational platform built around curriculum-aligned learning games and interactive activities, with a strong emphasis on science and mathematics. It is designed primarily for schools and teachers who want to combine curriculum-based instruction with game-based learning.

Unlike general children's game websites, Legends of Learning is specifically positioned around academic standards, teacher-directed learning, classroom assignments, and student practice.

What Is Legends of Learning?

Legends of Learning is an educational game-based learning platform that gives teachers access to interactive games and learning activities aligned with academic concepts.

Teachers can use it to:

  • Assign educational games
  • Reinforce lessons
  • Provide student practice
  • Support classroom engagement
  • Review concepts
  • Monitor student learning
  • Incorporate game-based learning into instruction

Its strongest educational areas have traditionally included science and mathematics.

Who Is Legends of Learning For?

Legends of Learning is primarily designed for teachers, schools, and students.

Teachers

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Teachers

Teachers can use the platform to integrate games into lessons and assignments.

Students

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Students

Students can practice academic concepts through interactive games.

Schools

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Schools

Schools can use game-based learning as part of a broader instructional strategy.

⬡ Tap any card — it flips back on its own after a few seconds.

Unlike platforms primarily designed for parents seeking casual children's activities, Legends of Learning has a stronger school and curriculum-oriented focus.

How Does Legends of Learning Work?

A typical classroom workflow is:

Teacher selects content Assigns activity Students play and learn Teacher monitors progress Results inform instruction

The important part is that the game is connected to an academic objective.

The teacher is not simply sending students to play games. The activity becomes part of a structured lesson.

Legends of Learning for Teachers

Teachers can use Legends of Learning to supplement classroom instruction with interactive learning experiences.

Potential uses include:

Lesson reinforcementIndependent practiceReviewLearning centers HomeworkConcept introductionInterventionTest preparation

The platform can be particularly useful when students need additional exposure to a difficult concept.

Legends of Learning Games

The platform's games are designed around educational concepts rather than general entertainment.

A useful educational game should give students opportunities to:

Practice a conceptMake decisionsSolve problems Receive feedbackRepeat a skillApply knowledge

The game itself should support the learning objective instead of distracting from it.

Legends of Learning for Science

Science is one of the platform's major areas.

Teachers can use interactive activities to reinforce concepts that may otherwise be difficult to visualize.

Depending on the available curriculum and activities, topics can include areas such as:

Life sciencePhysical scienceEarth and space science Scientific conceptsScientific processes

Interactive learning can be particularly useful when students need to visualize systems, processes, or cause-and-effect relationships.

Legends of Learning for Math

Mathematics is another major area of the platform.

Games can provide practice with mathematical concepts while giving students an interactive environment in which to apply their knowledge.

Possible areas include:

Number conceptsOperationsFractionsGeometry Algebraic thinkingProblem solving

The specific activities available depend on the current content library and curriculum coverage.

Curriculum-Aligned Learning

One of the important distinctions between Legends of Learning and generic educational game websites is its emphasis on curriculum alignment.

For teachers, alignment matters because an activity should connect to something students are actually expected to learn.

A strong workflow is:

Standard Learning objective Lesson Game-based practice Assessment

This helps prevent game-based learning from becoming disconnected from the curriculum.

Legends of Learning for Classroom Reinforcement

A teacher might introduce a concept during a normal lesson and then assign an appropriate Legends of Learning activity.

For example:

Science lesson
Teacher explanation
Interactive game
Student practice
Class discussion
Assessment

The game becomes one component of the learning cycle.

Legends of Learning for Learning Gaps

Teachers can also use game-based activities to provide additional practice to students who need reinforcement.

Suppose students understand most of a science unit but struggle with one concept.

Instead of repeating the entire unit, the teacher can provide targeted practice focused on that specific concept.

This creates a more efficient intervention strategy.

Legends of Learning and Student Engagement

Educational games can increase engagement because students actively interact with the content.

However, engagement and learning are not identical.

A student can be highly engaged in a game without understanding the academic concept.

Therefore, teachers should consider:

  • What is the student learning?
  • What skill is being practiced?
  • Does the game provide useful feedback?
  • Can the student explain the concept afterward?

The best game-based learning combines engagement with meaningful academic practice.

Legends of Learning for Independent Practice

Students can use assigned activities for independent practice.

Teachers should provide clear expectations, such as:

Complete the assigned activity and be prepared to explain one concept you learned.

This encourages students to focus on understanding rather than simply completing the game.

Legends of Learning for Homework

Game-based assignments can provide an alternative to some traditional homework activities.

They can be particularly useful when students need repeated practice.

However, teachers should avoid assigning games simply because they are entertaining.

The activity should:

Match the lessonHave a clear purposeBe appropriate for the studentRequire meaningful practice

Legends of Learning for Intervention

Students who need additional support can benefit from targeted practice.

For example:

Whole-class instruction Assessment Identify gap Targeted game Additional practice Reassessment

This can give students another way to interact with a concept they have not yet mastered.

Legends of Learning vs Funbrain

These platforms serve different primary purposes.

Legends of Learning is more focused on:

Curriculum-aligned learningClassroom useScienceMathematics Teacher-directed assignmentsEducational games

Funbrain provides a broader children's learning environment involving:

GamesReadingBooksVideosEducational activities

In simple terms:

Legends of Learning
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Legends of Learning → curriculum-focused educational games

Funbrain
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Funbrain → broader children's educational content

Legends of Learning vs Math Playground

Both can provide math-related games, but their overall positioning differs.

Math Playground is strongly centered around math games, puzzles, and problem solving.

Legends of Learning has a broader curriculum-oriented approach, with mathematics and science learning activities designed for educational use.

Therefore:

Math Playground
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Math Playground → math games and practice

Legends of Learning
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Legends of Learning → curriculum-aligned game-based learning

Legends of Learning vs Toy Theater

Toy Theater is particularly useful for interactive tools and virtual manipulatives.

Legends of Learning is more focused on curriculum-based games and structured classroom learning.

So:

Toy Theater
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Toy Theater → interactive tools and exploration

Legends of Learning
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Legends of Learning → educational games and curriculum practice

Is Legends of Learning Good for Teachers?

Yes, especially for teachers who want to incorporate game-based learning into structured classroom instruction.

Its strongest value is not simply that students can play educational games.

The value comes from connecting those games to:

CurriculumLearning objectivesStudent practiceTeacher instructionAssessment

Is Legends of Learning Good for Students?

It can be useful for students who benefit from interactive practice.

Games can make repeated exposure to academic concepts more engaging and can give students additional opportunities to apply what they have learned.

The effectiveness depends on whether the selected game actually matches the student's learning needs.

Common Mistakes When Using Legends of Learning

Using Games Without a Learning Objective

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Watch for

The game should connect to the lesson.

Choosing Entertainment Over Instruction

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Watch for

Fun does not automatically mean educational value.

Assigning Too Many Games

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Watch for

More game time does not necessarily produce more learning.

Ignoring Student Results

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Watch for

Teachers should use available evidence to determine whether students actually understood the concept.

Replacing Teacher Instruction

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Watch for

Game-based learning works best as part of a broader instructional strategy.

⬡ Tap any card — it flips back on its own after a few seconds.

Best Legends of Learning Classroom Strategy

Use the platform within a structured learning cycle:

1

Identify the objective

What should students understand?

2

Teach

Introduce the concept through instruction.

3

Assign

Choose a game or activity that directly supports the objective.

4

Practice

Allow students to interact with the concept.

5

Monitor

Observe student performance where the platform provides relevant data.

6

Discuss

Ask students to explain what they learned.

7

Reassess

Check whether the learning objective was achieved.

This approach turns game-based learning into an instructional strategy rather than simply adding games to the classroom.

Expert Strategy: Use Games as a Bridge, Not the Destination

The strongest way to use Legends of Learning is to treat the game as a bridge between instruction and application.

For example:

Teacher explains gravity
Students explore an interactive activity
Students observe outcomes
Teacher asks why the outcome occurred
Students explain the concept
Students apply it to a new problem

This progression moves students beyond simply completing a game.

Final Thoughts

Legends of Learning is best understood as a curriculum-oriented educational game platform for teachers and students, with a strong emphasis on interactive learning in areas such as science and mathematics.

Its biggest advantage is the connection between academic content and game-based practice.

For teachers, it can provide another way to reinforce difficult concepts, support intervention, and increase classroom engagement.

For students, it can turn repeated practice into a more interactive experience.

But the strongest results come when teachers deliberately connect every game to a learning objective and follow the activity with discussion, explanation, or assessment.

The game creates engagement; purposeful instruction turns that engagement into learning.

Faqs

1. What is Legends of Learning?+

Legends of Learning is an educational game-based learning platform designed primarily for teachers and students. It provides interactive games and activities connected to academic concepts, with a strong focus on science and mathematics.

Teachers can use it to reinforce lessons, provide additional practice, support engagement, and incorporate game-based learning into classroom instruction.

2. What subjects does Legends of Learning cover?+

Legends of Learning has a strong focus on science and math. Its educational content can cover different concepts within these subject areas, depending on the available curriculum and activities.

Teachers should select activities based on the specific concept or learning objective they are teaching.

3. Is Legends of Learning good for classroom learning?+

Yes. The platform is designed around teacher-directed educational use, making it suitable for lesson reinforcement, independent practice, learning centers, intervention, review, and other classroom activities.

Its strongest use is when a teacher connects the game to a specific learning objective rather than using it simply as free-time entertainment.

4. Are Legends of Learning games educational?+

Yes. The platform's games are created around educational concepts and are intended to provide interactive practice.

However, the educational value still depends on selecting an appropriate game and integrating it into instruction. A teacher should consider whether students can actually demonstrate understanding of the concept after completing the activity.

5. Is Legends of Learning free?+

Legends of Learning has offered different access options for its educational content, and availability and pricing can vary depending on the current plan and user type.

Teachers and schools should check the current official pricing and access information before making a purchasing decision.

LEGENDS OF LEARNING · PLATFORM ARCHITECTURE

More Than Educational Games: A Structured Learning Ecosystem.

Legends of Learning combines curriculum-aligned games with a broader instructional ecosystem. Its platform includes content discovery, assignments, assessments, reporting and multiple resource formats rather than functioning as a simple collection of games.

EXPLORE THE PLATFORM FROM THE INSIDE OUT
LEGENDS OF LEARNING · SYSTEM VIEW
05 CORE LAYERS
PLATFORM LAYER

Content

The foundation is the curriculum-aligned content library that gives teachers and learners access to subject-specific learning experiences.

01
Content Games, videos, simulations and other learning resources
02
Curriculum Topics, standards, subjects and grade-level organization
03
Assignment Packaging selected resources into a learning task
04
Evidence Assessment and gameplay information used to understand progress
05
Progression Using learning information to understand mastery and next steps
PLATFORM LAYER · 01
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The content layer is where the learning experiences begin.

Legends of Learning's library is built around curriculum-aligned educational content. The platform currently promotes 2,000+ games across Math, Science and History, while its content tools also include videos, simulations, hands-on activities and assessments.
WHAT EXISTS HERE

Learning experiences

Students can encounter curriculum-linked concepts through game-based and other instructional formats rather than relying on one fixed activity type.

HOW IT IS ORGANIZED

Topic + standard + grade

The content library can be explored through subjects, grade levels and curriculum standards, helping users narrow a large resource collection to relevant material.

WHAT MAKES IT USEFUL

Curriculum connection

The platform is designed around curriculum alignment rather than treating games as disconnected entertainment.

WHAT COMES AFTER

Selection becomes instruction

Once appropriate content is found, teachers can move from discovery toward assignments, assessment and progress monitoring.

SYSTEM PRINCIPLE

A large content library becomes useful when its structure makes the right resource easier to find.

Legends of Learning's value is not only the number of games available. Its deeper architecture connects curriculum concepts with searchable content, assignment workflows and evidence of student progress.

LEGENDS OF LEARNING · CONTENT INTELLIGENCE

Find the Learning Experience Behind the Game.

A large educational library becomes significantly more useful when users can understand what a resource is designed to accomplish—not simply what its title happens to be. SEARCH · FILTER · DECODE · COMPARE
RESOURCE INTELLIGENCE INDEX
RESOURCE INTELLIGENCE · 01
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A game is more useful when its instructional purpose is visible.

Within a curriculum-aligned platform, the important question is not only whether a resource is engaging. The deeper question is what educational job the resource can perform and where that job fits within instruction.
FIRST LAYER

Engagement function

Game mechanics can create attention, repetition and active participation, but those features become educationally meaningful when connected to a specific learning purpose.

SECOND LAYER

Instructional role

A resource may introduce, reinforce, practice, review or extend a concept. Its role matters as much as its format.

THIRD LAYER

Context

The same resource can have a different value depending on whether it is used before instruction, during guided practice or after direct teaching.

DEEPER QUESTION

What changes because this resource was used?

A strong selection process looks beyond completion. It asks whether the learner gained a clearer concept, improved a skill, produced useful evidence or became better prepared for the next learning task.

PLATFORM CONNECTION

Curriculum alignment

Legends of Learning organizes content around academic subjects, grade levels and standards, making instructional relevance part of discovery.

INTELLIGENCE PRINCIPLE

Do not judge an educational game only by how enjoyable it looks.

Judge it by the relationship between its mechanics, its learning objective, the learner's actions and the evidence produced afterward.

No matching concept found.
LEGENDS OF LEARNING · RESOURCE DECISION ENGINE

Not Every Resource Does the Same Educational Job.

A powerful educational library is not simply a place to collect games. The real challenge is deciding which type of learning experience fits the instructional moment, the learner's need and the evidence available. PURPOSE → FIT → USE → EVIDENCE → NEXT ACTION
RESOURCE DECISION PATH
DECISION LAYER · 01
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Start with the learning need, not the game.

Before selecting an educational game or activity, define the learning problem. A resource becomes easier to evaluate when the intended knowledge, skill or reasoning process is clear first.
IDENTIFY

Target knowledge

Define the concept, fact, relationship or principle learners are expected to understand.

IDENTIFY

Target skill

Determine what learners should be able to do with that knowledge rather than stopping at topic recognition.

DISTINGUISH

Learning versus activity

The activity is the vehicle. The learning target is the destination. Confusing the two can lead to poor resource selection.

CONTEXT

Position in instruction

The same resource can function differently as an introduction, guided practice, independent reinforcement, review or extension.

DECISION OUTPUT

A clear learning target creates a filter for the entire resource library.

Once the learning need is explicit, teachers can evaluate whether a Legends of Learning resource actually fits the intended concept and instructional purpose rather than choosing primarily because the game looks engaging.

LEGENDS OF LEARNING · CONTENT ARCHITECTURE

One Learning Ecosystem, Five Different Content Functions.

Legends of Learning is broader than a single game format. Its learning ecosystem brings together different kinds of digital and instructional experiences, each capable of serving a different role in the learning process. CONTENT TYPE ≠ INSTRUCTIONAL FUNCTION
RESOURCE ARCHITECTURE
SELECT A NODE TO DECODE ITS ROLE
CONTENT RELATIONSHIP MODEL

Different formats. Different jobs.

The useful distinction is not simply whether something is a “game.” Different resource formats can introduce ideas, make concepts visible, provide practice, generate evidence or support deeper exploration.

LEARNING
EXPERIENCE
01Games Practice, challenge, feedback and active participation
02Videos Explanation, modeling and visual introduction
03Simulations Exploration of systems, variables and relationships
04Activities Hands-on and structured application of concepts
05Assessments Evidence about understanding and performance
CONTENT FUNCTION · 01
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Games can turn practice into an active learning experience.

Within Legends of Learning, games are not simply entertainment layered onto curriculum. They can provide repeated opportunities to work with concepts through challenge, feedback, decision-making and active participation.
PRIMARY FUNCTION

Active practice

Game mechanics can require learners to retrieve information, apply rules, solve problems and make decisions while working toward an immediate goal.

LEARNING VALUE

Repeated exposure

Repeated encounters can give learners additional opportunities to practice a concept instead of encountering it only once during direct instruction.

DESIGN QUESTION

What is the learner actually doing?

The educational value depends on the relationship between the game mechanic and the underlying knowledge or skill being practiced.

BEST CONNECTION

Practice → evidence

When gameplay is connected to assignments, assessment or reporting, the experience can become part of a larger instructional workflow.

ARCHITECTURAL PRINCIPLE

A resource format becomes powerful when its natural strength matches the learning task.

Games are particularly useful when learners need active practice and repeated application. Other formats can perform different instructional jobs, which is why a broader ecosystem is more useful than relying on one content format for every learning situation.

LEGENDS OF LEARNING · LEARNING EVIDENCE SYSTEM

What Can a Learning Activity Actually Tell You?

A completed game, a score and an assessment result are not automatically the same kind of evidence. Their meaning depends on what was measured, how the learner responded and what the educator is trying to understand. OBSERVE · INTERPRET · CONNECT · ACT
LEARNING EVIDENCE MATRIX
SELECT A SIGNAL TO TRACE ITS MEANING
EVIDENCE SIGNAL · 01
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Participation is useful context—but it is not proof of learning.

A learner starting, playing or completing a resource tells an educator that an experience occurred. It does not by itself establish how deeply the learner understood the concept inside that experience.
SIGNAL
WHAT IT SHOWS
WHAT IT DOES NOT PROVE
USEFUL QUESTION
Engagement
Exposure to the learning experience
Concept mastery
Did the learner meaningfully work with the target?
Activity completion
The assigned experience was finished
Independent understanding
What happened during and after completion?
Performance
Observable success on the task
Transfer to every new context
Can the learner apply the idea beyond this task?
INTERPRETATION

Context before conclusion

Performance should be interpreted alongside the learning objective, task difficulty, number of attempts and conditions under which the learner completed the activity.

EDUCATIONAL VALUE

Evidence becomes useful when connected

The strongest workflow connects resource activity with assignments, assessment information and teacher observation instead of treating one number as a complete picture of learning.

EVIDENCE PRINCIPLE

A score is a signal. Its educational meaning comes from interpretation.

Legends of Learning can support a broader evidence workflow when teachers combine student activity, performance and assessment information with the specific learning objective they are trying to evaluate.

LEGENDS OF LEARNING · INSTRUCTIONAL PATHWAYS

The Same Resource Can Serve Different Learning Moments.

The important question is not only which resource a learner opens. It is where that resource sits inside the learning process. A strong classroom sequence can move from preparation to exploration, practice, evidence and extension without treating every digital activity as if it had the same job.

LEARNING PATHWAY BUILDER
CHOOSE A PATHWAY TO RECONFIGURE THE SEQUENCE
PATHWAY · 01 · FOUNDATION
01 / 05

Concept Launch: establish the idea before demanding performance.

The opening stage is about giving learners a usable mental representation of the concept. A resource can introduce vocabulary, relationships, examples or a process before learners are expected to solve problems independently.
01 · ORIENTIntroduce

Establish the concept, language and purpose.

02 · NOTICEModel

Show how the idea behaves through examples.

03 · CONNECTRelate

Connect new information to something already known.

04 · TESTTry

Give learners a low-risk opportunity to apply the idea.

05 · DECIDERespond

Use the result to choose the next instructional move.

TEACHER LOGIC

When this pathway makes sense

Use a launch sequence when learners have little prior familiarity with the target or when a new representation needs to be established before independent practice begins.

  • New concept or vocabulary
  • Unfamiliar process or system
  • Need for visual modeling
LEARNER LOGIC

What the learner should gradually gain

The goal is not immediate mastery. It is a sufficiently clear mental model that allows the learner to begin meaningful practice rather than guessing without understanding.

  • Recognize the core idea
  • Explain the basic relationship
  • Attempt a first application
SEQUENCE PRINCIPLE

Do not confuse resource order with learning order.

A game does not have to be the first resource simply because it is engaging, and an assessment does not have to be the final event. The instructional sequence should be determined by the learning objective, learner readiness, evidence available and the decision the teacher needs to make next.

LEGENDS OF LEARNING · STUDENT LEARNING INTELLIGENCE

Don't Just Play the Resource. Know What to Do With the Learning.

For students, a digital learning resource becomes more useful when they know how to enter the task, monitor their understanding, respond to errors, and decide what to do when the activity becomes difficult. NOTICE → TEST → EXPLAIN → ADJUST → TRANSFER
STUDENT DECISION LAB
SELECT A SITUATION · BUILD THE NEXT MOVE
STUDENT SITUATION · 01
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A wrong answer is not the end of the learning attempt.

When a response is incorrect, the most useful next move is usually not random repetition. First identify what kind of mistake happened, then change something about the next attempt.
FIRST QUESTION

What exactly went wrong?

Did you misunderstand the concept, misread the question, choose the wrong strategy, forget a fact, or make a calculation or execution mistake? Different problems require different fixes.

SECOND QUESTION

What should change on the next attempt?

A useful retry changes something meaningful: the strategy, the explanation, the representation, the amount of support, or the way you check your work.

01 · NOTICE Name the mistake

Describe what happened before trying again.

02 · CHANGE Change the approach

Use a different strategy or representation.

03 · VERIFY Check the new result

Ask whether the new reasoning actually solves the problem.

STUDENT LEARNING RULE

The goal is not to avoid every mistake. It is to become better at using mistakes.

Games and digital activities can create many opportunities to attempt, receive feedback and try again. Students gain more from those opportunities when each attempt produces a reason to think differently about the next one.

LEGENDS OF LEARNING · TEACHER DECISION SYSTEM

The Teacher's Job Is Not to Add More Activities. It Is to Make Better Learning Decisions.

A digital learning platform becomes more useful when teachers connect its resources to a specific instructional purpose. The same type of activity can introduce a concept, expose misconceptions, provide practice, generate evidence or support extension depending on what the class needs at that moment.

CLASSROOM DECISION DESK
SELECT THE CLASSROOM CONDITION
CLASSROOM CONDITION · 01
01 / 05

When students are new to the topic, build meaning before measuring performance.

The first decision is not which resource looks most engaging. It is what learners need in order to construct a workable understanding of the target. Use an appropriate resource to establish vocabulary, relationships, examples or processes before expecting independent performance.
WHAT TO WATCH

Look beyond completion

A completed activity does not necessarily show understanding. Look for patterns in responses, explanations, choices and the points where learners begin to struggle.

TEACHER MOVE

Choose the next layer

Use what you observe to decide whether learners need another representation, guided practice, targeted support or a more demanding application.

EVIDENCE TO COLLECT

What should count as useful evidence?

Useful evidence is connected to the learning target. Depending on the objective, this can include accuracy, explanation, strategy selection, response patterns, misconceptions or the ability to apply an idea under changed conditions.

DECISION AFTER THE ACTIVITY

What happens after the resource closes?

Sort the instructional response rather than treating every learner as if they need the same next step. Some may progress, some may need another example and others may require targeted reteaching.

CORE TEACHER PRINCIPLE

The activity is the evidence-generating environment—not the instructional goal.

Strong classroom use begins with the learning objective and ends with a decision. The resource sits between those two points: it creates an opportunity for learners to think, respond and demonstrate something that helps the teacher determine what should happen next.