Playing Wheel of Knowledge
Previous  Top  Next

Depending on which rules are selected, Wheel of Knowledge can be played many different ways. However, if the game is played with the defaults, the game instructor will control most if not all of the flow of the game.

After a team is randomly selected, the Instructor displays the first question by pressing the spacebar, clicking on the bottom right arrow button, uses the left or right arrow keys or selects the button by using the remote Host Control (included with a Wireless Slammer System).

The Instructor reads the question aloud, clicks the arrow button to start the Answer Timer and waits for the selected team to answer. The Answer Timer begins counting down.

If the question is answered correctly, the Instructor clicks the correct button (under a team's score box), selects A, B, C, D, E or F with the mouse or keyboard if it's a Multiple Choice-Style question or uses the Wireless Host Control to select the correct button. The Wheel of Knowledge gameboard is then displayed, and you are ready for the first puzzle.

The team in control is then allowed to either Spin the wheel or Solve the puzzle. If the team selects to spin the wheel, the instructor presses the spacebar or clicks the Spin the Wheel button. After the team guesses a correct letter on the puzzle board, they can either guess a vowel (if enough points are earned), Solve the puzzle or Spin the wheel again.

Game play normally proceeds in this manner with the last team to guess the puzzle.

The game is over when all questions and/or puzzles are answered, the preset match time runs out, you select Game/Jump Within Game to another section within the game or Exit to Setup from the Navigator.

Note: To exit the game, move the pointer to the top of the screen to display the Game Setup dialog box, and select Quit Program.

The team with the most points after all questions are answered gets to move onto the Final Puzzle. The following pages walk you through the steps to start the game. Good Luck!


To play the sample game, click on the sample game either on the Library Games screen or select the game in Tree View and click on the Play Game shortcut.

playgame_5

After clicking the Play Game button, you are given the option of starting the game from various points in the game sequence:

playgamedrop-down5

In our example, we'll start with the Pre-Game activities at the very beginning. This displays an opening (mostly blank) screen with a start button in the bottom right hand corner. (If you selected to Show Prompts for Keyboard Navigation, you will see keyboard prompts on the bottom of the screen as well.)

openingscreen

To continue, press the Space Bar or click the Proceed button (a right-pointing triangle):

(arrowbutton) in the lower right hand corner of the screen.

Note: If you did not set Keyboard Navigation option to Show Prompts or Display Prompts When Needed, no prompts are displayed and only the start button is displayed. For more information, see "Keyboard Navigation" in Part VI.

To continue, press the Space Bar, or click the Proceed button in the lower righthand corner of the screen. This will show the Game Instructions.
 
The Team Names defined in Team Setup are displayed next. To continue, press the Space Bar, or click the Proceed button at the bottom righthand corner of the screen.
 
introduceteams_2

Suggestion: This is an excellent time to introduce all the players to each other before starting the match!

Note: You can edit Team Names, Team Possession and Team Scores on-the-fly at the beginning, during or end of a game by activating the Navigator dialog box with your mouse in the upper left-hand corner of your screen.

match1

The Match 1 screen is displayed. To continue, press the Space Bar, or click the Proceed button.

wok_1

By default, Gameshow Pro 4 randomly chooses a team to start the match. The starting team is underlined in red. If you want to select the team that goes first, change the Rules setting under Rules/Question Play Rules/Starting Team to Specify or edit the Team possession under the Navigator. That team's name will now be underlined in red.

The question is automatically displayed and the Instructor reads it aloud.

Note: If a question has a sound file associated with it, and if you have selected Include Sound Play button (when editing the question), you may click the sound icon to (re)play the sound.

If a question has a video associated with it, use the video control buttons below the movie display area to start, stop, advance, or rewind the video clip.

The Answer Timer is displayed in the upper right corner of the screen and starts counting down automatically.

answertimergraphic5

If the team answers incorrectly, and the question is a Short Answer-Style question, then the Instructor should click the Slash button under the team name or press the (-) key. If the question is a Multiple Choice-Style question, then the Instructor should click the letter next to the corresponding answer that team gave, arrow down to the selected answer and press Enter or use the Wireless Host Control to select the answer. Since the that team answered incorrectly, the other team automatically has a chance to answer the question.

If the team answers correctly, the Instructor should click the Correct (check mark) button on the left or press the plus (+) key. The answer is displayed, and points are automatically given to that team.

 
 
If no one answers correctly and the Ring-In Timer expires, the Instructor has the option of displaying the answer by clicking the Answer button or allowing another team to ring in.  
        
 
 
The Instructor can also click the Info button to provide additional information (if defined) about a question.      
 
 
 
The Instructor also has the choice when building questions to include a Hint button which provides teams with a "hint" to help correctly answer the question if needed.  
 
 
 
The Proceed button, to the right of the question, returns to the puzzle board.      
answerbutton5
infobutton5
hintbutton5
arrowbutton5


The team in control is then allowed to either Spin the wheel or Solve the puzzle. If the team selects to spin the wheel, the instructor presses the spacebar or clicks the Spin the Wheel button. After the team guesses a correct letter on the puzzle board, they can either guess a vowel (if enough points are earned), Solve the puzzle or Spin the wheel again.

wok_2

The game is over when all questions and/or puzzles are answered.

wok_3