A plain-language guide to every part of TeachSpark: building activities, every activity type, sharing, and reviewing student work.
TeachSpark is far more than an activity generator. At the time of this writing it includes 55 activity types, 45 teaching frameworks, six difficulty levels, ten languages, five learning games, real-data activities from 11+ public sources, unit and lesson planning, printables, mastery-based learning paths, results and analytics, homeschool records and district-ready privacy.
TeachSpark is an AI-powered activity builder for K-8 teachers, high school and college instructors, homeschool parents and workplace trainers. You describe what you want to teach, and TeachSpark builds a complete interactive activity students open from a link, with no student accounts.
At the time of this writing, TeachSpark has a Free plan, a free Homeschool plan, a paid TeachSpark plan and a paid Homeschool plan. Every activity type is unlimited on every plan, and paid plans add early access to new features and priority support.
Create your account, take the short welcome tour, and build your first activity from the Create New button or a template. Your dashboard then gives you cards for every part of TeachSpark, from classroom activities and units to games and records.
Personal Learning mode is for self-directed study. You build study activities for yourself, and a personal dashboard tracks your current streak, longest streak, sessions completed and minutes studied.
The TeachSpark Activity Builder turns a plain-English lesson goal into a complete interactive activity your students open from a link. Choose a mode (K-8, 9-12, Higher Ed or Homeschool), describe what students should learn, and click Generate.
The Lesson Goal is a plain-English description of what students should learn and do. Detailed, multi-paragraph goals work well, the builder shows a character counter, and the Help me write my objective button can draft three options for you.
Set the level (grade band, grade level, course level or age range), pick one or more subjects, and choose an App Type from the activity formats (55 at the time of this writing). Recommended types for your subject appear at the top of the list.
The Difficulty setting offers six levels at the time of this writing (Standard, Challenging, Advanced, Below Grade Level, ELL and IEP/504), and Homeschool mode adds an optional Reading Level. Each one changes the language, scaffolding and challenge of the generated activity.
Optionally align an activity to a specific standard (Common Core ELA and Math, NGSS, C3, ISTE, National Core Arts, National PE or ACTFL) and apply one of 45 teaching frameworks such as Frayer Model, 5E, CER or Jigsaw to your own topic.
For scored activities you can set the number of questions, total points, multiple-choice only, a memory aid, sound effects (K-8), anonymous student IDs, a minimum passing score with retakes, and an academic honesty pledge shown before the questions.
Attach a PDF, Word file, PowerPoint, slide deck link or YouTube/Vimeo video and TeachSpark builds the activity from your material. Documents can be up to 50 MB at the time of this writing, the lesson goal becomes optional, and videos need a transcript so the questions match what is actually said.
Switch the Audience from Student to Parents, Staff / Admin, Community or a custom group to build informational activities, and set Activity Language to generate everything in one of ten languages (at the time of this writing).
After you click Generate, at the time of this writing TeachSpark builds your activity in about 5 to 7 minutes (up to 10 for complex ones, and up to 30 for 3D or real-data activities). Keep the tab open, and a chime plays when it is ready and you land on the preview page.
The preview page is your control center for a finished activity. Try it as a student, rename it, edit and regenerate it, make it brighter or calmer with Jazz It Up and Tone It Down, restore earlier versions, download it, print a worksheet and open results.
At the time of this writing you can share an activity four ways: copy the student link, show a QR code, display a six-character class code that students enter at teachspark.app/join, or post it to Google Classroom. Students never need an account.
Not sure which activity type to pick? Start with Interactive Lesson, which works for any topic. Then use this guide to match your goal, such as a quick check, vocabulary practice, a debate, a lab or a class community activity, to the right TeachSpark type.
Evidence Sort asks students to sort pieces of evidence into categories that support or refute a claim. It builds critical thinking and argumentation skills.
Fill in the Blank is a quick-recall format. Students type or select the missing word or phrase in sentences, definitions or passages.
In a Matching Activity students match items from two columns, such as terms to definitions, images to labels, or causes to effects. It builds concept associations.
Math Practice gives guided practice problems with step-by-step scaffolding, real-world applications and immediate feedback to build math fluency and confidence.
A Quiz/Assessment is a focused knowledge check with multiple-choice and short-answer questions, ideal for formative assessment, review and quick comprehension checks. You control total points, question count, multiple-choice-only mode, retakes and an honesty pledge.
Students read a passage and answer scaffolded questions about main idea, inference, vocabulary in context and text structure.
In a Sorting Activity students group items into categories by shared attributes. It builds classification skills and conceptual understanding.
Vocabulary Builder teaches key terms. Students learn, practice and apply them through definition matching, context clues and application exercises.
Vocabulary Review is a fast-paced recall and application activity for terms students have already learned. It reinforces retention through spaced practice.
An Interactive Lesson is a guided learning experience with teaching screens, forgiving practice questions, one application challenge, a reflection and an exit ticket. It works for any topic in any subject and is the best default when you are not sure which type to pick.
Picture-Based Activity is a visual-first activity for early or ELL learners. Students identify, label or respond to images rather than text-heavy prompts.
In a Scenario Simulation students navigate a branching real-world scenario, making decisions at key points and seeing the outcomes of their choices.
A Simulation is an interactive scenario in which students make decisions and see consequences. It builds real-world judgment and critical thinking.
A Video-Based Lesson embeds a YouTube or Vimeo video and builds an interactive lesson around it, with note-taking prompts, comprehension checks and an exit ticket. Paste the video link and a transcript so the questions match what the video actually says.
The Algorithm Visualizer builds an interactive 2D animation of an algorithm or data structure, such as sorting, searching, pathfinding or recursion. Students watch it run, step through it manually and change the input to see how it responds.
In Mathematical Modeling students build and refine mathematical models of real-world situations, then use them to predict or explain outcomes.
The Acronym & Mnemonic Builder turns an ordered list of terms or concepts into original memory devices, such as an acronym, an acrostic sentence and a memory sentence. It teaches them, then students practice with flashcard-style recall and fill-in-the-blank.
The Song & Rhyme Builder creates an original chant, rhyme or rap verse tied to your lesson content, shown as text with a rhythm guide. Students recite it and practice with fill-in-the-blank. TeachSpark does not generate singing or use existing songs.
In Data Analysis & Investigation students work with real or simulated datasets to identify patterns, draw conclusions and support claims with evidence.
Design Thinking Lab is a structured design-process activity. Students empathize, define, ideate, prototype and test as they solve an open-ended design problem.
In an Engineering Challenge students apply the engineering design process to a build-or-design problem, working with constraints, testing and iteration.
In Lab / Data Interpretation students interpret experimental data, graphs or lab results to draw scientific conclusions and explain their reasoning.
In Problem Solving students work through multi-step problems, evaluate approaches and justify their solutions. TeachSpark describes it as great for math, science and analytical thinking.
Safety Training is a compliance-focused activity built around workplace safety procedures, regulations or emergency protocols. It includes knowledge checks and scenario-based questions.
Science Exploration is an open-ended investigation of a scientific phenomenon, concept or system through guided discovery and observation.
In a Case Study students analyze a real-world scenario, identify the key issues and propose solutions. TeachSpark describes it as ideal for business, science, law and social studies.
In Primary Source Analysis students examine and interpret original historical documents, images or artifacts to draw evidence-based conclusions about the past.
In a Timeline activity students sequence events, decisions or steps in chronological order. TeachSpark describes it as perfect for history, science processes and cause-and-effect analysis.
3D Explorer builds a full-screen, rotatable 3D scene from a one-sentence description. Students drag to rotate it and tap labeled parts to learn about them. It includes an optional knowledge check. TeachSpark lists 3D activities as Beta.
Build a flashcard deck from a term list or an uploaded document. Students flip cards and rate their recall, missed terms come back more often, and you see per-card mastery. Prove It mode replaces self-rating with real demonstrations of understanding.
Freestyle is TeachSpark's flexible builder. Describe any activity you can imagine, such as a game, survey, choose-your-own-adventure, scavenger hunt, class contract or brainstorm board, and TeachSpark builds it. It is unscored by default, with an option to score it.
The Game type wraps educational content in real game mechanics, such as challenges, quests and adventures. It is experimental (Beta), so results vary more than for established types. You can steer the style with a genre, then host a live game with a leaderboard.
Group Activity builds a multi-day or multi-part project guide with structured roles, a timeline, tasks and deliverables. It is unscored, and each student records individual reflections and can export their answers to combine with their group's final document.
Just for Fun takes your real lesson concept and reframes it in a playful, funny way, with silly scenarios, humorous questions and age-appropriate jokes, while keeping the actual learning accurate and central.
A Knowledge Game builds a game from a list of vocabulary terms or facts. Choose a ready-to-play recall game for students to play right away, or a student-designed game in which students build their own game from the terms, using a rubric.
Role-Play Scenario builds a scenario from your vocabulary and concepts. Students inhabit a character and must use each term correctly in context. Choose a solo scenario against TeachSpark characters, and scripted choices or open-ended in-character responses.
Storyboard teaches vocabulary through narrative. TeachSpark writes a short story that uses every term you provide in meaningful context, then students answer comprehension questions tied to how each term was used in the story.
Survey builds an unscored survey to gather responses, opinions and feedback from any audience, such as students, parents, staff or the community. It can be shared by public link, and respondents do not need to log in.
Class Introduction introduces a new subject, unit or concept with rich content, visuals and exploration. There is no pressure, just curiosity.
In a Creative Project students develop an original idea, product or solution through guided creative prompts and structured reflection.
Exploration is an open-ended activity in which students explore a concept, topic or question through structured discovery. There are no right or wrong answers.
First Day of School is a welcoming, interactive introduction. Students explore classroom expectations, share about themselves and set personal goals for the year.
In a Gallery Walk students move through a series of content screens exploring different ideas, examples or perspectives on a topic.
An Icebreaker is a fun, low-stakes, unscored activity that helps students get to know each other and feel comfortable in class. Students answer open-ended prompts, there are no scores or correct answers, and you can read everything they shared.
Project Kickoff launches a project or assignment with context, inspiration, examples and a structured planning page where students think through their approach.
In a Reflection / Journal Entry students respond to guided prompts to reflect on their learning, growth or experience. It captures personal expression and metacognition, with no scoring.
Social-Emotional Check-In is a low-stakes check-in where students identify emotions, reflect on well-being and practice self-awareness and regulation strategies.
The Argumentative Writing Scaffold guides students step by step through building a thesis, gathering evidence and structuring an argumentative essay.
Close Reading is a text-based activity that guides students through careful analysis of a passage, document or excerpt, with scaffolded questions at each stage.
In Debate Prep students build arguments for a position, anticipate counterarguments and practice evidence-based reasoning.
The Research Skills Builder has students practice finding, evaluating and synthesizing information from multiple sources to build strong research and critical thinking habits.
Socratic Seminar Prep helps students prepare for a discussion-based seminar. They analyze a text or topic, develop open-ended questions and build evidence-based talking points.
In Story Builder students develop an original story by building characters, setting and plot through guided creative prompts and structured narrative exercises.
Strategic Analysis/Essay Prep guides students through analyzing a topic from multiple angles before they write. TeachSpark describes it as perfect for AP and IB courses.
The Writing Scaffold is a step-by-step writing guide. It breaks a complex writing task into manageable stages, with prompts and models at each step.
Type a single sentence about what you need, and TeachSpark works out what to build and where to send you. It can route to an interactive activity, printable worksheet, exam, mnemonic, mastery module, lesson plan or series, and asks a question if it needs more detail.
Build with Valerie is a chat-based builder. You describe what you want to teach in plain language, Valerie asks a few clarifying questions, and she builds a complete interactive activity with the same quality as the standard builder, including Freestyle activities such as games, surveys and scavenger hunts.
Valerie is TeachSpark's built-in teaching colleague and support assistant, available in a chat widget on every page, with voice input. She answers product questions, talks through curriculum and pedagogy, and builds lesson plans, sub plans, worksheets, group activities, Blooket sets and syllabi, and she can summarize documents.
TeachSpark can ground an activity in verifiable public data from 11+ connected sources, including NASA imagery, USGS earthquakes, CDC public health data, NOAA weather, GBIF and iNaturalist biodiversity, protein and molecule databases and Smithsonian 3D models, so lessons use real data instead of invented examples.
Learning Path turns any activity into new versions built around a different learning style: Reading & Analysis, Visual & Spatial, or Scenario & Application. Each version becomes its own activity card, so every student gets the format that works for them from the same learning objective.
The Arcade collects TeachSpark's learning games. At the time of this writing there are five, each with its own art style: GameTime, Panel Dash, Glowdeep, Oops Stories and Rumor Mill. You build one from a topic or your own material, share a join code, and students play with no accounts.
GameTime builds an adaptive adventure game from your topic or source material. Students pick a hero and a goal, answer leveled questions, hop forward on a correct answer and slide back on a wrong one, and win by reaching Stage 10.
Panel Dash is a comic-book rooftop runner. Students dash across rooftops, jump and slide past foes, and the action freezes at each gate for a plot-twist question. Answer right to advance. You choose a forgiving or confident challenge level.
Glowdeep is a bioluminescent deep-sea maze. Students swim the dark maze, collect knowledge pearls by answering questions, and sneak past the creatures that hunt the light, using a Hush button to dim their light and a tide shift to open shortcuts.
Oops Stories is a puppet theater. Students fill a blank in the story with the right prop and press Action to play the scene. A wrong prop produces a funny blooper and a sticky note with the real fact, then they try Take 2. There are no hearts, timers or game over.
Rumor Mill is a village diorama where false rumors spread from house to house along the footpaths each round. Students tap a fact card, then a villager who has the rumor, to bust it, and place gates to block paths. If a rumor reaches everyone, they lose.
For Game-type activities you can host a live session. Students join with a room code, you start each question and reveal answers, and a live leaderboard shows real-time standings you can project.
Units let you organize a sequence of activities into a coherent curriculum. Create a unit, set how many activities you plan to build, and TeachSpark tracks your progress. Each activity can carry a sequence number, and students get a visual progress page for the unit.
The Unit & Lesson Plan Builder generates a complete day-by-day plan for 5, 10, 15 or 20 school days, for any subject and grade level. It mixes activity slots, where you build TeachSpark activities, with discussion, review, group work, assessment and flex days, using the Schedule Style you pick.
For any day in a unit plan, activity day or not, you can generate a full lesson plan with one click: a learning objective, total class time and a sequence of named, timed segments. It is aware of what came before and what comes next, and you can edit, print or copy it.
Upload your syllabus and TeachSpark maps your entire semester into units, sequences and activity objectives, usually in under a minute, for you to review and edit. Or start from the Syllabus Template Library, which has complete two-semester syllabi for K-8, core academic, CTE and higher education subjects.
Inside any unit, click Generate Exam to create a summative assessment from the learning objectives of the unit's activities, or from uploaded material or a topic. It builds multiple-choice, short-answer and extended-response questions, allows one attempt with no retakes, and has an academic honesty pledge on by default.
Progression Modules are mastery-gated learning paths. You build a sequence of topics, and students unlock them one at a time by passing a mastery check. Students use a public link and a progress code, with no login, and you see progress, points and streaks in a results view you can export.
Activity Series generates a whole series of activities from one prompt, such as a week of activities on the water cycle or five quizzes on fractions, and lets you review each before saving. A series can be saved as a package, which you can view, share and publish.
The Template Library has curriculum-aligned templates you can browse without signing up, filtered by grade, subject and standards. At the time of this writing it includes Common Core ELA and Math, California and Texas CTE, postsecondary CTE, TeachSpark Design and a Frameworks category. Click Use This Template and the builder is pre-filled.
Every activity can be printed as a publication-quality, black-and-white worksheet with real writing lines, bubble questions and cut-and-sort activities. You can also ask Valerie to build a worksheet from scratch. Worksheets save automatically to My Worksheets.
The Answer Key Generator produces a complete answer key for any activity in minutes, with full model answers, rubrics and scoring guides, ready to print. Keys are saved to your Answer Keys page, organized by subject and grade level, and can be sorted into folders.
TeachSpark turns any activity into a full class-period lesson plan with one click, with your activity at the center. You can also create standalone lesson plans and substitute teacher plans with Valerie. Every plan can be downloaded as a print-ready PDF or copied into Google Docs.
Ask Valerie for a Blooket question set on any topic, and she generates it and hands you a ready-to-import .csv file. Upload the file straight into Blooket and your game is ready to play, with no manual question writing.
The Classroom Activities page lists every activity you build as a card. Each card gives you shortcuts for results, sharing, worksheets, answer keys, lesson plans, differentiation, folders, calendar, colleagues and more. The in-app Guide page shows every button and what it does.
Create folders to group activities by class period, unit or subject, then move, reorder and filter. Activities you are not using right now can go to your private Activity Library, where you can search and restore them. Deleted activities go to Trash until you remove them for good.
TeachSpark has a calendar view that shows which activities are scheduled, and an Add to Google Calendar option on each activity. Add a start time and a class period or note, and the event is created for you.
You can share an activity with a colleague, download your activities as a file and import activities from a TeachSpark export, and publish an activity to the Community Library to share it with teachers around the world.
Students open a link, QR code or class code, enter their first name and last initial, and work through the activity on any device. Progress saves automatically, they see a score and feedback at the end, they can retake by reopening the link, and Export My Answers gives them a printable copy that works offline.
Click View Results on any activity to see every submission in real time: who is in progress, who has completed, and their scores. Expand any student to read their full responses, and export all the data to CSV.
Written answers are scored in two stages: an instant keyword check gives students a provisional score, then an AI model reviews each response in the background and assigns a final score. You can override any score. TeachSpark also flags large pastes and unusually quick completions, as signals for you to judge.
The Analytics page aggregates data across all your activities. At the time of this writing it shows submissions over time, score distribution, your top-performing activities, and a Needs Attention list of activities where students may need additional support.
Homeschool mode uses age ranges and an optional reading level instead of grade bands, so activities match where your child actually is. You can build pacing guides around your real weekly schedule, turn your own PDFs, videos and slides into lessons, keep everything for all your children in one account, and track attendance and progress.
Attendance & Records is a dedicated dashboard for tracking your child's homeschool progress. Log each school day with the subjects covered and approximate hours per subject, manage as many child profiles as you need, and see completed TeachSpark activities matched to each child automatically.
In the Progress tab, click Generate Report, pick a date range, and TeachSpark compiles a printable per-subject breakdown: total school days, total hours, activities completed and subjects covered, with a chronological timeline of attendance entries, completed activities with scores, and your parent notes.
Each completed activity has a Certificate button that issues a branded certificate with your family or co-op name, logo and colors. The certificate is snapshotted at issuance, so later changes never alter it, and each one has a unique certificate code.
Students never create accounts. TeachSpark collects only the name or identifier a student enters, their responses, time spent and completion status. It does not collect email, student ID numbers, birthdates, location or biometric data, does not share student data with third parties, and does not use it for advertising or AI training.
The AI in TeachSpark is a teacher-only tool. Teachers use it to generate activities, preview them and approve them before sharing. Students receive a standard interactive web page: there is no chatbot, no text generator and no AI interface for a student to use or misuse.
TeachSpark needs only one domain whitelisted: teachspark.app. Districts that want to approve student access alone can whitelist the pattern teachspark.app/s/*. A District Technology Approval and Whitelist Kit and a Data Processing Agreement are available, and TeachSpark works on Chromebooks, iPads, Windows laptops and phones.
TeachSpark offers a searchable Help Center with about 100 articles, Valerie chat on every page, 30+ step-by-step video tutorials, a free 1-on-1 walkthrough you can book, a status page, an in-app Guide with a replayable tour, and support that responds within 24 hours.
Beyond the builder, TeachSpark has resource hubs with guides on getting started, lesson ideas, classroom management, academic integrity and product updates, plus hubs for professional development, homeschool, special education, assessment, grants and funding, teacher wellness and parents. MoneySpark adds personal-finance activity templates.
TeachSpark uses cookies and local storage to improve your experience and process payments securely. Learn More