Starbo, the SKITJAM mascot SKITJAM
SKITJAM FIELD GUIDE

College Classroom Icebreakers

Use a browser drawing activity in a college classroom to lower the cost of speaking, create a shared artifact, and transition into course discussion.

Start a Jam
Starbo wearing a party hat
Best for
college instructors and teaching assistants
Group size
6–12 players
Time
5–20 minutes
THE ACTUAL IDEA

Make the whole room part of the drawing

Calling on students for personal introductions can reward confident speakers and expose information students did not plan to share.

SKITJAM changes the usual drawing-game rhythm: the group joins one room from ordinary browsers and contributes to the same timed canvas. Players do not wait for individual turns, and the activity does not depend on one confident artist carrying a team. After drawing, the room invents titles and votes, so observation and comedy matter as much as moving the pencil.

For the first week of class, that structure creates a visible shared problem instead of asking people to manufacture conversation from nothing. The messy result belongs to the room. It becomes something players can point at, explain, defend, rename, and remember together.

SET IT UP

A practical way to run it

Use one prompt related to the course at the level of metaphor, not prior knowledge. Students join with generated identities and contribute visually before any discussion.

  1. Create the room. Open SKITJAM, choose whether the host is playing or screen casting, and put the lobby where the group can see it.
  2. Join without ceremony. Players scan the QR code or enter the short room code, then use a suggested silly name if they want a privacy-friendly identity.
  3. Draw before overexplaining. Let the first prompt teach the controls. Everyone draws at once while the authoritative countdown stays on the host screen.
  4. Name and vote. The room submits titles, votes without seeing authors first, and watches the winning mess replay.
MAKE IT YOURS

One variation worth trying

Ask the class to interpret the final image in two different ways, then connect those interpretations to how the course handles evidence or perspective.

Variations work best when they change one social constraint at a time. Keep the join flow, drawing controls, and phase order familiar. Change the prompt pack, time pressure, drawing rule, or way the group discusses the reveal—not all four. That gives players enough confidence to take creative risks while preserving the surprise.

QUICK ANSWERS

Frequently asked questions

Does every student need an account?

No. Account-free joining is the default for a room.

Should this be graded?

No. It works best as a low-stakes participation option.

Can it support remote classes?

Yes, when the host shares the display and students have stable browser access.

Starbo
WHO MADE THIS?

Created and written by Annabella Proctor

Annabella created SKITJAM as a social drawing game where the software gets out of the way and the room becomes the performance. Grayworth handles publication, legal responsibility, privacy operations, and hosting.

About the creator