Whodunit

Whodunit

Learning games LUCUS

Whodunit

An educational game for tablets. Pupils in grades 5–9 write murder mysteries for their classmates to solve.

iPadPlatform
Grades 5–9Age group
English, DanishSubjects
Sønderbro SkoleDeveloped with

What

Whodunit is used in English lessons and works across Danish and English. Pupils learn how a crime story is built – and use that knowledge to write a mystery of their own.

A group of four or five pupils creates a murder mystery. Each pupil has their own character in the story – including the murderer. The group describes the suspects’ personalities, motives and alibis and collects them in a case file, which another group then uses to solve the mystery.

Whodunit on iPad with case files

The case file – on paper and on the iPad

How

Whodunit guides the pupils safely through every step of the writing process, prompts them for backstories and makes sure that every suspect could have committed the murder. The group is handed a set of clues, which another group must then match to the individual suspects.

Along the way the pupils train their spoken and written English – and are introduced to the narrative devices of the detective genre.

Background

Developed together with teachers from Sønderbro Skole in Copenhagen, with support from the Danish Ministry of Education, and used as an extended teaching course at several schools.

Whodunit in the classroom
Whodunit in the classroom
Whodunit in the classroom
Pupils playing Whodunit
Pupils playing Whodunit
Pupils playing Whodunit

In the press

Whodunit in Amager Bladet, 22 September 2015
Amager Bladet, 22 September 2015: “Krimispil sjovere end grammatik” – pupils at Sønderbro Skole playing Whodunit.

Credits

Partner
Sønderbro Skole, Copenhagen
Funded by
Undervisningsministeriet
Design and development
LUCUS