Progressive Era Jeopardy
The Progressive Era · c. 1890–1920
Reform.
Risk.
Jeopardy.
Expose the scandal. Change the rules. Try to remember which Roosevelt.
A ready-to-play review for one classroom screen. You run the board; your teams make the case.
The 20-second teacher briefing
Pick a clue. Select the team answering. Read the clue, then start the timer when everyone is ready. Mark correct or incorrect; the game handles points and steals. Reveal the answer for the explanation. Teams answer aloud or on paper. The teacher controls all buttons; this edition does not use student phones or online buzzers.
Play in everyday language, or ask for “Who is…?” if you like the tradition. The teacher decides whether an answer demonstrates the idea. Use Undo if a ruling needs changing. Each team starts a Daily Double with a locked wager; Final Jeopardy uses written responses before the answer reveal.
The Progressive Era.
Teacher keys: R reveal · T timer · 1–6 team