Setting up and Running an Event in VEX Classroom Games

This article walks you through setting up and running an event in VEX Classroom Games. By the end, you’ll know how to choose a game, set up your event and teams, run each match, and finish the event.

Setting Up an Event

Screenshot of the VEX Classroom Games home page with the VEX IQ platform highlighted.

From the VEX Classroom Games home page, select your platform, such as VEX IQ.

This article uses Up and Over for VEX IQ as an example. Setup works the same way for every game.

Screenshot of the VEX IQ games page with the Explore game button on the Up and Over card highlighted.

Select Explore game on the game you want to play.

The label on each card, such as High Score or Head-to-Head, shows how teams are scored and ranked.

Screenshot of the Up and Over game page with the Set up this game button highlighted.

Select Set up this game.

The game page also explains how to play and links to the game’s learning resources.

The settings on the setup page depend on the game. For example, games without a match timer don’t show the timer settings.

Screenshot of the Event settings with the Event name field highlighted.

Enter a name for your event in the Event name field.

Use a name you’ll recognize later, such as your class period.

Screenshot of the Event settings with the Timer direction menu highlighted.

Select a Timer direction.

Count down shows the time left in the match. Count up (elapsed time) starts at 0:00 and shows how much time has passed.

Screenshot of the Event settings with the Match duration menu highlighted.

Select a Match duration.

The game’s match time is selected for you. Choose a longer time if students need more practice.

Screenshot of the Event settings with the Hide the timer on scoring and class displays checkbox highlighted.

To run matches without the timer, select Hide the timer on scoring and class displays.

You can show the timer again from the Matches tab.

Screenshot of the Event settings with the Include autonomous runs toggle highlighted.

To let teams also run their robots with code and no driver, turn on Include autonomous runs.

During the event, you choose Driver or Autonomous for each run, and Score history shows which type each score was.

Screenshot of the Event settings with the Play timer sounds toggle highlighted.

Leave Play timer sounds on to hear a tone when a match starts and when a countdown ends.

Turn it off if you’d rather run matches without sound.

Screenshot of the Teams section with the Number of teams slider highlighted.

Use the Number of teams slider to select how many teams are playing.

A team is a group of students sharing one robot. You can have from 2 to 32 teams.

Screenshot of the Teams section with the team name fields highlighted.

Enter a name for each team.

Each team needs a different name. You can change names with Edit event until the first score is recorded.

Screenshot of the bottom of the setup page with the Start event button highlighted.

Select Start event.

The event opens on the Matches tab, ready for the first match.

Running an Event

Screenshot of the open Up and Over – field setup panel, with its heading highlighted.

Select Up and Over – field setup to see how to set up the Field.

It also lists the materials each group needs and links to the robot build instructions.

Screenshot of the Matches tab with the Team menu highlighted.

Select the team that’s playing from the Team menu.

After you record a score, the next team is selected for you.

Screenshot of the Matches tab with the Run menu highlighted.

Select Driver or Autonomous from the Run menu.

This menu only appears when Include autonomous runs is turned on.

Screenshot of the match timer with the Start button highlighted.

Select Start to begin the match.

The Team and Run menus lock while the timer runs. The label above the timer shows the team’s attempt number.

Screenshot of a running match timer with the Pause and Reset timer buttons highlighted.

To stop the timer, select Pause. To set it back to the full match time, select Reset timer, the circular arrow button.

Select Start again to continue a paused match.

Screenshot of the match timer with the Hide timer button highlighted.

Select Hide timer to hide the timer from the scorecard and class display.

Select Show timer to bring it back.

Screenshot of the Up and Over scorecard with the Record score button highlighted.

When the match ends, score it on the scorecard below the timer, then select Record score.

After the first score, teams and event settings are locked. To learn more, see Scoring Events in VEX Classroom Games.

Screenshot of the event header with the Edit event button highlighted.

To change the event’s settings or teams, select Edit event.

You can edit the event until the first score is recorded.

Screenshot of the Edit event page with the Save changes button highlighted.

Make your changes, then select Save changes.

To set up a second event for the same game instead, select Create a separate event at the top of the page.

Screenshot of the top of the event page with the My Events link highlighted.

To return to an event later, select My Events.

Events are saved in this browser, so use the same device and browser for the whole event. To learn more, see Using My Events in VEX Classroom Games.

Screenshot of the Awards tab with the Finish event button highlighted.

When the event is over, select Finish event on the Awards tab.

Finishing locks the event’s scores. To learn about awards and finishing an event, see Assigning Awards in VEX Classroom Games.

To show the event on a projector, see Using the Class Display in VEX Classroom Games.

To run a bracket tournament, see Running a Head-to-Head Tournament in VEX Classroom Games.

For step-by-step guides to this season’s competition games, see Playing Level Up in VEX Classroom Games and Playing Override in VEX Classroom Games.

For more information, help, and tips, check out the many resources at VEX Professional Development Plus

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