Win the RoomPersuasion simulation
English 10 · Rhetorical appeals, fallacies, and audience

Win the Room

Mission: You speak for the student council. Persuade three different rooms to move the school start from 7:30 to 8:30 a.m., using the same ten speech cards.

Controls: Tap 5 cards to build your speech, put them in order, label each one, predict the vote, then press Deliver. Once the speech starts, it can't change.

To win: a listener votes yes at +1 or higher, and you need 20 of 30 yes votes.

Worksheet: tap Worksheet at the top. New questions appear after each speech you deliver.

Key words

Ethospersuading with trust: the speaker's experience or an expert's authority
Pathospersuading with feelings: a story or picture that makes you care
Logospersuading with logic: facts, numbers, and reasons
Fallacya trick that sounds like an argument but breaks the logic

The audience is the people you are trying to persuade. An appeal is one way of persuading them. Tap Terms anytime for examples.

Two partners, one iPad. Partner A taps the cards and labels. Partner B checks every line against How it works and calculates the prediction. Talk before you deliver. Switch roles every level.

This is a model of a made-up auditorium. The listeners and their numbers are invented for the game, not data about real people.

START AT 8:30?
Mission: win three rooms with the same ten cards

Choose a room

Levels unlock in order. Each room adds one new idea.

Level 1

Student Council

Who is in this room

Faces show opinions from −3 (very against) to +3 (very for). Yes at +1 or higher. Need 20 of 30.

1. Tap 5 cards (tap again to take one out)

2. Order and label your speech

3. Predict, then deliver

yes votes of 30

    Once you deliver, the speech is locked. Each delivery counts as an attempt.

    Why: the rules at work

      Line by line

        Each group: start → end

        Mission Log

        Open My work to check your worksheet answers and turn them in on Google Classroom. No names needed.