Free for teaching

One puzzle. The whole class.

From board to paper, prepare a shared activity and guide each pupil through their reasoning.

Dossier of teaching proposals Download PDF
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For the classroom

One class, one single grid

A sudoku that draws a random grid is useless in class. InZeDoku does not store its grids: it builds them from a number, and the same number always gives back the same grid, on any device. So a grid is designated by a short string instead of being carried around. On a whiteboard, interactive or simply projected, the grid is filled in by hand, with a marker, in front of the class: no phone, nothing to draw — you fill it in, wipe it, move on to the next one.

A teacher presents a projected Calcudoku to her class.
One code, one grid
Every grid has a game code — G4CS41OP-a30y6s-IU — carrying the mode, the geometry, the size, the level, the options and the seed. Typed on another device, it gives back exactly the same grid. A check key refuses any typo: better a “code not recognised” than a neighbouring grid, silently.
The QR on the board
You project the grid, the class taps Code → Scan a QR, aims at the board, and everyone has the grid. Twenty-five pupils in one minute, nothing dictated, nothing spelled out. The camera is only requested at that moment, never at install time, and the image is decoded on the device.
Marking without collecting
The state code carries the game as it stands — values, pencil marks, empty cells. Pasted onto the projected screen, it is a line of reasoning you read, not a mark. Printing produces the blank grid to photocopy, the answer key on request, and the player's path move by move, with the rule that applied.

Stuck in front of the class? Two sheets, when printing

The full version adds two pages when printing. The first says how the grid could be solved; the second, how the pupil actually solved it. In front of a projected grid that will not budge and twenty-five pairs of eyes waiting, the first is the way out: read the next step, show it, move on, without losing the class or the time. With a pupil's work, the second is the marking: you see where the reasoning slipped, and from where. To get unstuck on a single cell, the game's light bulb 💡 is free.

See examples of guidance

The solving list

Cell by cell, in the order they can be found, each with the rule that unlocks it. The sheet says so at the top: it is one path among others — several techniques may apply at every step, and a pupil who proposes another one is not wrong. On a grid that logic alone cannot finish, it stops and says how many cells remain.

Solving list — 4×4 Calcudoku, four operations
  1. D2 = 2 — row 2 must contain a 2; it is ruled out in A2, B2, C2, only D2 is left
  2. C3 = 1 because
    • column D already holds 2
    • the 5+ cage on C3, D3, D4
  3. D3 = 3 because
    • row 3 already holds 1
    • column D already holds 2
    • the 5+ cage on C3, D3, D4
  4. D4 = 1 — the 5+ cage on C3, D3, D4: only 1 is left
  5. D1 = 4 — column D already holds 1, 2, 3: only 4 is left
  6. C1 = 3 — the 9+ cage on C1, D1, D2: only 3 is left
  7. C2 = 4 because
    • row 2 already holds 2
    • column C already holds 1, 3
  8. C4 = 2 — column C already holds 1, 3, 4: only 2 is left
  9. B3 = 4 because
    • row 3 already holds 1, 3
    • the 24× cage on B3, B4, C4
  10. A3 = 2 — row 3 already holds 1, 3, 4: only 2 is left
  11. A4 = 4 — the 2− cage on A3, A4: only 4 is left
  12. B4 = 3 — the 24× cage on B3, B4, C4: only 3 is left
  13. A1 = 1 because
    • column A already holds 2, 4
    • the 2: cage on A1, B1
  14. B1 = 2 — the 2: cage on A1, B1: only 2 is left
  15. B2 = 1 — column B already holds 2, 3, 4: only 1 is left
  16. A2 = 3 — the 12× cage on A2, B2, C2: only 3 is left

As printed by the app, cell by cell, with the rule that unlocks each one.

The player's path

The game replays the pupil's moves in order and names the rule that applied to each. It only says “error” under one strict condition: the value placed makes the grid impossible to finish. Here, a game in progress — seven moves, an error on the seventh, the grid unfinished. The faulty move is set aside and what follows is judged without it: a pupil often slips in one place and reasons perfectly on the rest.

Player's path — game in progress, 1 error
  1. D2 = 4 because
    • row 2 already holds 1, 2
    • the 2: cage on D2, D3
  2. D3 = 2 — the 2: cage on D2, D3: only 2 is left
  3. D1 = 1 — column D already holds 2, 3, 4: only 1 is left
  4. C1 = 4 — the 5+ cage on C1, D1: only 4 is left
  5. C2 = 3 — row 2 already holds 1, 2, 4: only 3 is left
  6. C4 = 2 — column C must contain a 2; it is ruled out in C3, only C4 is left
  7. A3 = 1 — ERROR: from here on the grid can no longer be completed

1 error. A move flagged as an error is set aside for what follows: everything after it is judged without it.

Everything the dossier of teaching proposals describes is played in the free version — it is calibrated for that — checked automatically at every release of the game, along with the codes themselves. Nothing to prepare on the school's side, nothing for parents to sign: the game asks for no account and collects nothing.

A question about InZeDoku?

To discover the game, prepare to use it in class or discuss a project, talk with Jacques Lovi.

When booking, mention InZeDoku and the purpose of your meeting.