Beacon Lesson Plan Library

Book Jeopardy

Megan Siska


Students participate in a fun, educational game of -Book Jeopardy- which can be used to review material before a comprehensive test on any novel.


The student paraphrases and summarizes text to recall, inform, or organize ideas.


- Novel
- Teacher-created review questions on the novel
- Overhead (Jeopardy board)
- Overhead Pen
- Sticky Post-it notes


1. Create questions with increasing difficulty for each category.
2. Draw the Jeopardy board on the overhead or on a piece of posterboard. The posterboard could then be laminated for later use.
3. Pick the Daily Double from any two review questions.


1. Students are given three weeks to complete the reading of the novel.

2. Announce date to have book read and Book Jeopardy day. Jeopardy is effective as a review two days before a test. Students can then review questions and look up answers they did not know in Jeopardy game.

3. Divide class into two teams such as boys versus girls.

4. Create a Jeopardy board which has five categories with 100 - 500 points under each category. Categories include: Background Information, Vocabulary, Characters, Plot, and Potluck. Draw it on the overhead.

5. Pick any two review questions to be the Daily Double.

The following procedures are an explanation of how to play the game:
6. Start at the beginning of Row 1 for Team 1. Student picks a category and amount, such as -Characters for 100 points-. Each student has to answer the question by himself/herself. If the student answers the question correctly, he/she receive the points for the team. If the student answers incorrectly, he/she loses the points for the team. If the student does not know the answer, it is best not to guess. The question may pass to the next team. Teams do not gain points in this way, but neither will they lose points.

7. If a question is passed to the next team, the student whose turn it is may either choose to answer the question or choose a different question. The former question still remains on the board to be chosen at a later time.

8. After a team has answered three questions in a row correctly, the board reverts to the other team. This is so no one team can dominate the entire game.

9. If a student happens to pick a Daily Double question, the entire team can help answer the question. This is the only time a student can receive help to answer his/her question. Before the question is asked, the team needs to decide how many points they want to risk. They can risk as many points as they have. (Ex: Team 1 has 1,500 points. They can bet up to 1,500 points.) If a team has 0 or fewer points than the question is worth, they may bet up to 500 points. (Ex: If Team 1 has 200 points, and they pick a daily double worth 400 points, they may still risk up to 500 points.)

10. As questions are correctly answered, the teacher covers the money amount under that category with a sticky note.

11. The winner is determined by the team who has the most points at the end of the period.


Assess students as they answer questions. Note those that consistently give incorrect answers or don't answer any questions. These students will need feedback and additional review before being ready to take a summative assessment on the novel.


This lesson can be adapted to any novel.
The winning team can earn a reward or prize such as a piece of candy or a free homework pass.
Return to the Beacon Lesson Plan Library.