Frequently asked questions about Educational Taboo
How do you play Taboo?
One team member must make their team guess a word without saying it or using the associated forbidden words. For example, to get the team to guess PHOTOSYNTHESIS without being able to say plant, sun, chlorophyll, light or energy. The teacher presses Correct when the team guesses, Taboo when the describer says a forbidden word, or Pass if they decide to skip it. The team with the most points at the end of all rounds wins.
What thematic banks are included?
5 banks: General (25 cards with everyday words for any level), Science (20 cards: cell, photosynthesis, DNA, ecosystem, metamorphosis, atom, volcano, gravity...), History (20 cards: revolution, pharaoh, feudalism, viking, inquisition, colony, Renaissance, Enlightenment...), Geography (15 cards: Amazon, Sahara, Himalayas, Patagonia, monsoon, delta, plateau...) and Art and Culture (15 cards: symphony, ballet, metaphor, opera, sculpture, sonnet, cubism...). You can activate several banks at once and mix them with custom words.
How do I add my own words with forbidden words?
In the Custom words section, write one card per line with the format WORD: forbidden1, forbidden2, forbidden3. For example: DEMOCRACY: vote, government, people, election. If you don't add forbidden words, the card is shown without restrictions. You can combine predefined banks with your own cards from any subject: biology, history, math, language, philosophy or economics.
How do you use Taboo to work on specific curriculum vocabulary?
Taboo is especially effective for technical vocabulary and complex concepts. Load the key terms from the unit with their most obvious forbidden words. For MITOSIS the forbidden words could be cell, division, nucleus, chromosome. For DEMOCRACY: vote, government, people, election. The player is forced to describe the concept in other words, which reveals whether they truly understood it or only memorized it. It is a covert formative assessment in game format.
What does penalizing Taboo mean?
When the penalty is active, every time the describer says a forbidden word (and the teacher presses Taboo) the team loses 1 point. This makes the game more authentic and forces careful description rather than improvising. Without the penalty, taboos are recorded but don't subtract points: ideal for younger groups, first games, or when you want the game to be more fluid and less stressful.
How does the scoring system work?
Each correct guess scores 1 point for the team. With the penalty active, each taboo subtracts 1 point, but the minimum per turn is 0 (cannot go below zero). Passes neither add nor subtract. The score accumulates round by round. After each turn the summary is shown (correct guesses, taboos and passes). At the end of all rounds the scoreboard and podium with the top three teams appear.
How is it different from the original board game Taboo?
The basic rules are the same, but Educational Taboo has curriculum vocabulary banks (Science, History, Geography, Art) instead of the general bank of the board game. The custom words function allows loading exactly the vocabulary being taught. It also includes automatic scoring, a configurable timer, turn summary and the ability to export and share configurations, eliminating all the manual management required by the physical game.
Can it be projected in class?
Yes. The describer approaches the screen to see the card (hiding it from the team with their body), describes it, and the teacher presses Correct, Taboo or Pass. The timer is large and visible for the whole class. Teams not currently describing can act as referees: watching to make sure the describer doesn't say any forbidden word. This dynamic keeps the whole class actively participating during each team's turn.
For which educational level is it appropriate?
For upper elementary and all secondary levels. The General bank works well from fourth grade. The Science, History and Geography banks are ideal for secondary school as a pre-exam review activity. With custom words you can adjust the difficulty to any level and subject: from basic vocabulary to concepts in philosophy, economics or chemistry in high school.
What competencies does it develop?
Taboo develops Oral expression (describing with precision and creativity under pressure), Critical thinking (identifying the essential characteristics of a concept without its key words), Assertive communication, Collaboration (listening and interpreting together) and Decision-making rapidly under time pressure.
What pedagogies support this game?
It falls within Game-Based Learning, Purposeful Gamification, Formative Assessment (describing a concept without its key words reveals whether the student understood it deeply) and Visible Thinking: searching for synonyms and workarounds makes the student's conceptual map explicit.
Can I save and share the configuration with colleagues?
Yes. The Export button downloads a JSON file with the complete configuration: teams, active banks, custom words with their forbidden words, timer, rounds and penalty. The Load button restores that configuration. The Share button generates a link with everything included: ideal for setting up the game at home and opening it ready to go on the classroom projector, or sending it to another teacher working on the same curriculum vocabulary.
