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U.S. HISTORY 9
JEOPARDY · SHOWTIME EDITION

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.

60CLUES PER MATCH
2ROUNDS + A FINAL
1–6CLASSROOM TEAMS

Before the curtain rises

Your room. Your rules.

Start in about 30 seconds. All the questions are ready.

Make it interesting

Saves on this browser. Download a save to move the game to another computer. Team nicknames are enough.

MuckrakersCity & workplaceRights & resistanceVotes for womenPresidentsBig ideas
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.