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25 WHOLE-CLASS GAMES · NO STUDENT DEVICES

THE LESSON ENDED EARLY.
GOOD.

The Indoor Recess Arcade™ is a teacher-led game library for the weird ten minutes, indoor recess, movement breaks and whole-class play. One screen. One room. Everybody in.

Indoor Recess Arcade™
FULL ARCADE25 browser games
25games
1teacher screen
0student devices
0accounts
How the Arcade works

THE SCREEN RUNS THE GAME.
YOU RUN THE ROOM.

The games handle randomization, timers, rounds, reveals and scoring while the teacher keeps the classroom safe and moving.

01 · CHOOSE

CHOOSE

Pick the game that fits the time, room and energy.

02 · PROJECT

PROJECT

Open it full screen on the teacher device.

03 · PLAY

PLAY

Use the on-screen flow while students participate together.

Teacher support

PRINT ONCE.
USE ACROSS THE ARCADE.

Many Fixes games reuse the same six team colours. These printable cards give teachers a fast way to mark teams or areas without rebuilding the setup every time.

PRINTABLE SUPPORT

6 Team Colour Cards

Includes large and small printable cards for Pink, Teal, Gold, Green, Purple and Orange. Keep them ready for Corner Cup, Mastery Vault, Roll The Room and other team-based games.

Open colour cards ↗
All twenty-five games

A GAME FOR
THE MOMENT YOU HAVE.

Every card opens a teacher-facing game page first. From there, PLAY FULL SCREEN enters the clean game.

The One More Fix™ cover art
NEW · DICE DECISION GAME

The One More Fix™

A five-round, one-screen dice game where everyone chooses when to bank their points.

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The Flip Fix™ cover art
NEW · CARD DECISION GAME

The Flip Fix™

One shared deck, five rounds, and a genuine choice: stay in or bank what you have.

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Corner Cup™ LIVE: Championship cover art
NEW · LIVE RACE CUP

Corner Cup™ LIVE: Championship

A neon six-lane spectacle for quick races and longer team championship moments.

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Corner Cup™ LIVE: Canyon Circuit cover art
NEW · LIVE RACE CUP

Corner Cup™ LIVE: Canyon Circuit

A different race environment with winding canyon scenery, neon tracks and a quick class payoff.

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Corner Cup™ LIVE: The Phantom cover art
NEW · HALLOWEEN RACE CUP

Corner Cup™ LIVE: The Phantom

A Halloween-themed race with dark skies, pumpkins and a theatrical phantom moment.

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Corner Cup™ LIVE: Northstar Snowfall cover art
NEW · WINTER RACE CUP

Corner Cup™ LIVE: Northstar Snowfall

A winter race with falling snow, holiday atmosphere and a theatrical gift reveal.

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The Link Fix™ cover art
NEW · WHOLE-CLASS CARD GAME

The Link Fix™

Match by colour or signal, vote Left/Middle/Right and build a twelve-link class chain.

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The Corner Cup™ cover art
GAME 01 · LIVE RACE CUP

The Corner Cup™

A six-zone race cup with automatic races, one rescue per colour, Pit Crew roles and a final-three medal round.

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The Corner Cup™: Championship Edition cover art
GAME 02 · MARBLE CHAMPIONSHIP

The Corner Cup™: Championship Edition

The complete six-zone Corner Cup experience, with configurable tournament length, procedural courses, automatic rescue screens and a championship payoff.

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Corner Cup™: Rocket Run cover art
GAME 03 · LIVE SPACE RACE

Corner Cup™: Rocket Run

A space-racing version of the Corner Cup choose-race-rescue format with live ships, route selection and an Orbit Cup championship.

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Corner Cup™: Turbo Circuit cover art
GAME 04 · LIVE ARCADE RACING

Corner Cup™: Turbo Circuit

A classroom arcade-racing edition of Corner Cup with live cars, multiple circuits, pit-crew rescue and a complete championship loop.

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The Second Chance Fix™ cover art
GAME 05 · SILENT BALL

The Second Chance Fix™

A teacher-operated silent-ball system with random pairings, visible status, four consequence styles and built-in ways back into play.

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Hot Potato Fix™ cover art
GAME 06 · HIDDEN TIMER

Hot Potato Fix™

A quick whole-class passing game with a hidden random timer, two-strike consequences and automatic survival scoring.

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Rock Paper Reactor™ cover art
GAME 07 · THREE REACTOR TEAMS

Rock Paper Reactor™

A self-running three-team Rock-Paper-Scissors movement game. The Machine assigns gestures, judges every clash and runs three fresh Power Runs.

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The Mastery Vault™ cover art
GAME 08 · SIX COLOUR VAULTS

The Mastery Vault™

A one-press whole-class vault game with three five-round runs, keys, alarms, shields and a final security draw.

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The Mastery Vault™: Championship Edition cover art
GAME 09 · GRAND VAULT CHAMPIONSHIP

The Mastery Vault™: Championship Edition

An expanded Mastery Vault with Quick Crack, Full Vault and Championship modes, automatic scoring and a Grand Vault finale.

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Treasure Temple™ cover art
GAME 10 · TEMPLE CHAMPIONSHIP

Treasure Temple™

A complete whole-class temple adventure with automatic chamber reveals, relic scoring, guardian wards, expedition winners and a final treasure draw.

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Deep Sea Discovery™ cover art
GAME 11 · DEEP-SEA CHAMPIONSHIP

Deep Sea Discovery™

A whole-class ocean suspense game with sonar reveals, pearl scoring, oxygen protection, dive winners and an Abyss finale.

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The Showdown Fix™: Math Edition cover art
GAME 12 · LIVE MATH DUELS

The Showdown Fix™: Math Edition

A projected math-duel generator with adjustable skills, pacing, display options and automatic player-rotation cues.

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The Showdown Fix™: Language Edition cover art
GAME 13 · LIVE LANGUAGE DUELS

The Showdown Fix™: Language Edition

A whole-class language review game covering grammar, punctuation, sentence structure, agreement, contractions, homophones and word choice.

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The Showdown Fix™: Phonics Edition cover art
GAME 14 · LIVE PHONICS DUELS

The Showdown Fix™: Phonics Edition

A projector-based phonics game with sound identification, blending, decoding, word families, nonsense words and advanced vowel patterns.

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The Showdown Fix™: Vocabulary Edition cover art
GAME 15 · LIVE VOCABULARY DUELS

The Showdown Fix™: Vocabulary Edition

A fast whole-class vocabulary game with selectable arenas for meaning, relationships, context clues, precise language and academic words.

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The Showdown Fix™: Word Lab Edition cover art
GAME 16 · CUSTOM WORD-LIST DUELS

The Showdown Fix™: Word Lab Edition

A reusable word-list game that turns teacher-entered spelling, sight-word or content vocabulary into multiple projected challenge types.

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Roll The Room™ cover art
GAME 17 · DICE + MOVEMENT

Roll The Room™

Six classroom sides, six dice, moving alliances and automatic Room Rolls. One projected screen; the room does the moving.

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Corner Cup™: Trackshift cover art
GAME 18 · LIVE TRACKSHIFT RACE

Corner Cup™: Trackshift

A two-lap six-lane rail race with visible overtaking, a live order strip, camera views and one Rescue Beat.

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Pick the game, not the hype

The best arcade choice is the one that fits the next ten minutes of your room.

The Indoor Recess Arcade is built around one shared screen because the teacher should not have to create accounts, distribute devices or explain a complicated control scheme just to use an unexpected gap. The games carry timers, randomization, reveals and scoring; the teacher still decides whether the format fits the room.

Replayability matters, but so does the exit. A good classroom game should be able to stop cleanly when the bell, lunch, assembly or next lesson arrives.

Choose spectacle when the room can absorb it

Corner Cup, Treasure Temple and Deep Sea Discovery are built for whole-class anticipation. Use them when the class can handle a shared result and you have enough time for the payoff. Do not start a championship sequence when you know you have four minutes left.

Choose fast reaction when students need to move

Rock Paper Reactor and other quick-response formats are useful when movement is the point. Mark physical boundaries first. The digital game can judge rounds, but it cannot make a crowded classroom safer.

Choose review when the content is already taught

Mastery Vault and Showdown work best for retrieval and practice, not for introducing a concept for the first time. If students need modelling or explanation, teach first and use the game afterward.

Choose low-noise when the next lesson needs a calmer room

Whisper Fix is deliberately different from the louder arcade options. A quiet game can still create anticipation without making the teacher spend the next transition undoing the energy the game created.

Keep recurring systems recurring

The six colour cards and familiar team structure reduce setup across multiple games. Consistent zones let the novelty live in the race, reveal or challenge instead of forcing students to relearn where to go each time.

The screen should handle the mechanics, not the classroom management. Set space, voice level and stop signal before the first round. Then let the automation do the repetitive work so you can watch the room.