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No-Prep Digital Expected vs. Unexpected Behaviors Jeopardy Review Game

Five Jeopardy-style categories challenge students to judge whether described hallway, recess, lunch, classroom, and safety scenarios are expected or unexpected behavior.
Grades
Grades 1–3, Elementary
Pages
70
File type
PDF
Preparation
Print ready

Updated Aug 22, 2025

Subject
Back To School, Holidays, Holiday & Seasonal, Social Emotional Learning (SEL), Special Resources, Social Skills, Life Skills
Topic
expected vs unexpected behaviors, jeopardy
Resource types
Activities, Games, Worksheets & Printables
Preparation
Print ready

About this resource

What's inside this resource

Help students build social awareness with this no-prep digital jeopardy game! This jeopardy game is the perfect way to incorporate school rules while promoting behavior management. With both digital and print copies, the game can be played wherever you please!


This Counseling Game Is:

⭐ No-Prep

⭐ Perfect for Back To School

⭐ Impactful for students

⭐ Makes teaching expectations meaningful

⭐ Keeping students involved with game play


This jeopardy game is perfect for small groups, classroom lessons and even can be turned into a challenge for individual sessions as well! Whether you are trying to target behavior management, teach behavior expectations, or are looking for school rules activities, this game is perfect for you!

Includes: 

❤️ Digital Game Play With Built In Directions

❤️ Printable Game Play

❤️ Answer Key

❤️ Black and White Copy


This game can be played either before or after teaching of expected and unexpected behaviors within the school environment to help assess several different IEP goals!


These Activities Are Perfect For:

⭐ Gen-Ed Students

⭐ Students with Learning Disabilities

⭐ Small groups 

⭐ Individual sessions

⭐ Elementary Aged Students (Grades 1-3)

In the classroom

Teaching tips & learning objectives

Learning objectives

  • Judge whether a described school scenario (hallway, recess, lunch, classroom, or safety situation) represents expected or unexpected behavior.

  • Recall specific classroom and school rules, such as raising a hand before speaking or keeping hands to oneself in line.

  • Demonstrate an appropriate response to a social scenario through a short role-play/act-it-out prompt.

Teaching tips

  • Split the class into teams and use the point values (100-500) as a running score, per the game's own scoring instructions.

  • The five 500-point items are 'Teacher's choice' or act-it-out prompts rather than fixed-answer questions, so decide in advance how you'll judge student responses.

  • Print the black-and-white version to save ink when the digital or colored display isn't needed.

  • Use the digital link for a whole-class Jeopardy-style display, or print the cards for small-group or one-on-one review.

Skills covered

  • Expected-vs-unexpected behavior judgment — students classify hallway, recess, lunch, classroom, and safety scenarios as expected or unexpected.

  • Rule recall — true/false and fill-in-the-blank items test memory of specific classroom and school rules.

  • Applied problem-solving — multiple-choice items ask students to choose the correct action in a described situation.

  • Social role-play — the 500-point item in each category asks students to act out or explain an appropriate response.

Good to know

Questions teachers ask about this resource

What stays identical between the colored and black-and-white versions of the game?

Both versions use the same five categories and the same 25 questions; only the color/ink formatting differs between them.

How can the game be played besides printing the cards?

A link in the file opens a digital version of the same Quiz Bowl, so it can be displayed and played without printing anything.

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