THIS MONTH™ INSTANT GUIDE

The Haunted House Time Machine Lab

Solve riddles, set the clock, and travel through eight haunted rooms and a century of animation history.

Choose Your Grade Level:

Start in 60 Seconds

  1. Open the game on a Smartboard, Chromebook, or tablet. It opens full screen in a new tab. Turn the sound on.
  2. Pick a grade level in the game. Students read each room's riddle (or tap the speaker to hear it) and set the clock and date plate.
  3. Launch the house. A correct answer unlocks a clip from The Skeleton Dance, followed by an Animation Time Capsule card.

Best week to play: International Animation Day is October 28, and the game begins and ends on that date.

What Is the Haunted House Time Machine?

K-1

The time machine is a spooky house with a clock on the front! Read the riddle. Put the short hand and long hand where the riddle says. Then launch the house.

If you are right, the house shakes and a dancing skeleton cartoon appears!

Did You Know?

This cartoon is almost 100 years old. It is black and white, and it has no talking. Just music and dancing bones!

How the Riddles Work

K-1

Every room has a clock riddle using hours and half hours. At half past, the short hand sits halfway between two numbers. Little dots on the clock show where it goes.

Sample riddle style

The short hand is between six and seven. The long hand points straight down.

Answer: half past six (6:30)

If a Student Gets Stuck

A wrong answer shows which part to check, so students can try again. The hint button explains what the short hand and long hand mean. Before they move a hand, ask students to say where it points.

Eight Rooms, Eight Moments in Animation History

Each room's year is a real milestone. After each clip, the Animation Time Capsule card shares one fact. International Animation Day, celebrated every October 28 since 2002, marks the day of the first public animation show in 1892.

  1. 1892The first public animation show

    Émile Reynaud shows hand-painted moving pictures to an audience in Paris on October 28.

  2. 1908Fantasmagorie

    Émile Cohl draws a short film of stick figures that change shape. It is one of the earliest hand-drawn cartoons.

  3. 1914Gertie the Dinosaur

    Winsor McCay draws thousands of pictures to make a dinosaur that seems to have feelings.

  4. 1928Steamboat Willie

    Mickey Mouse whistles on screen in one of the first cartoons with sound that matches the action.

  5. 1929The Skeleton Dance

    Skeletons dance in a graveyard to music, in a cartoon from Walt Disney's Silly Symphonies series.

  6. 1937Snow White and the Seven Dwarfs

    Hundreds of artists draw and paint every frame by hand to make the first full-length movie from hand-painted cels.

  7. 1995Toy Story

    The first full-length movie made entirely with computer animation.

  8. TodayAnimation keeps going

    Animators around the world still draw, build, and use computers to make moving pictures.

The Cartoon Behind the Clips: The Skeleton Dance

K-1

Four skeletons come out of the ground at night. They dance and make music with their own bones! Artists drew every picture by hand, one at a time.

Last Question: What Kind of Time Machine Would You Build?

The haunted house is a time machine, and so was the rocket in our other editions. Now it's your students' turn to design one.

K-1
  • Draw your time machine. What is it? A house, a rocket, a bicycle?
  • Tell a partner where you would go and what time it would be there.
Available January 2027 · Enterprise Edition

Build Your Own Time Machine Lab

What if your class made the next edition? We have developed a complete classroom curriculum where students become the creators: they research important dates, write the scripts, film and edit the videos, and write the riddles that unlock them. Then classmates play the Time Machine Lab they built. The curriculum is designed for Grades 4-5 and Middle School+.

A Full Curriculum, Not Just a Project

Teachers won't have to build this from scratch. The curriculum is a complete unit, and it includes:

  • An introduction to the project: how to launch it and get students excited about becoming creators.
  • Learning goals and outcomes: clear targets for what students will know and be able to do at each stage.
  • Standards alignment: connections to math, ELA, and social studies standards, so the project fits your existing instruction.
  • Five production stages: from choosing dates to a finished video, with the work shaped for Grades 4-5 and Middle School+.
  1. ChoosePick important dates and moments worth sharing.
  2. WriteDraft the script and the riddles that lead to each date.
  3. PlanStoryboard each scene before the cameras roll.
  4. FilmShoot the scenes and record the narration.
  5. EditCut the clips together into finished videos.

Grades 4-5

Students work in teams with guided templates, modeling their own time, date, and year riddles on the ones they solved in the Haunted House.

Middle School+

Students take on the full production process, from primary-source research and scriptwriting to editing, and build the puzzles that peers must solve.

From Classroom to Finished Game

Students gather everything into one datasheet: the dates, riddles, scripts, and videos. The teacher uploads it, and the platform assembles the finished, playable Time Machine Lab. Upload will also be available from the teacher dashboard.

Writing, math, media literacy, and history in one project, with an audience that plays the result.

Interested in exploring this with your school or district? Contact Helina@thismonth.us to learn about the enterprise version.

📚 Explore & Learn More

K-1 Activities
  • Play freeze dance to music. When it stops, show the time on a paper clock.
  • Make a paper plate clock with two moving hands.
  • Draw a flip book of a bone-dancing skeleton, even just five pages.
Play the Haunted House Time Machine

👩‍🏫 For Educators

Teacher Preparation Note: The theme is spooky but silly: a haunted house and dancing cartoon skeletons in black and white. Preview the clips and set expectations with your youngest students. The experience works well with sound on, and the riddles can be read aloud for early readers.

Standards Alignment

Georgia Standards of Excellence: Mathematics, English Language Arts, and Social Studies skills.

Grades K-1

Students read a clock riddle (or hear it) and set the hour or half hour.

Math
1.MDR.6.2Tell and write time in hours and half-hours using analog and digital clocks. (Clock portion of the standard.)
Reading (ELA)
K.P.EICC.3 / 1.P.EICC.3Engage with a range of complex texts for a variety of tasks and purposes, accessing and using strategies for comprehension before, during, and after reading as part of the meaning-making process.
Social Studies skills
SSKH3Correctly use words and phrases related to chronology and time (Kindergarten).
SSIPS2Organize items chronologically.
Grades 2-3

Students use riddle clues to set the clock, including quarter hours such as 3:45, and enter a date.

Math
2.MDR.6.1Tell and write time from analog and digital clocks to the nearest five minutes. (Clock portion of the standard.)
3.MDR.5.2Tell and write time to the nearest minute and estimate time to the nearest fifteen minutes (quarter hour) from the analysis of an analog clock.
Reading (ELA)
2.P.EICC.3 / 3.P.EICC.3Engage with a range of complex texts for a variety of tasks and purposes, accessing and using strategies for comprehension before, during, and after reading as part of the meaning-making process.
2.P.ST.1 / 3.P.ST.1Develop and apply knowledge of key components of context such as background information, geographic location, cultural influences, time period, and contemporary events when interpreting and constructing texts.
Social Studies skills
SSIPS2Organize items chronologically.
SSIPS7Interpret timelines, charts, and tables.
Grades 4-5

Students infer the time and the date from a whole riddle, then work out the year, a milestone in animation history.

Math
3.MDR.5.2Tell and write time to the nearest minute and estimate time to the nearest fifteen minutes (quarter hour) from the analysis of an analog clock. (Review skill.)
4.NR.2.1Fluently add and subtract multi-digit numbers to solve practical, mathematical problems. (Grade 4, used when counting back to find the year.)
Reading (ELA)
4.P.EICC.3 / 5.P.EICC.3Engage with a range of complex texts for a variety of tasks and purposes, accessing and using strategies for comprehension before, during, and after reading as part of the meaning-making process.
4.P.ST.1 / 5.P.ST.1Develop and apply knowledge of key components of context such as background information, geographic location, cultural influences, time period, and contemporary events when interpreting and constructing texts.
Social Studies skills
SSIPS2Organize items chronologically.
SSIPS6Identify and use primary and secondary sources.
SSIPS7Interpret timelines, charts, and tables.
Build-your-own curriculum (preview)
4.T.T.1 / 5.T.T.1Narrative Techniques: Explain, analyze, and use narrative techniques to shape understandings.

Every room asks students to read a riddle, set the clock, and enter a date, so the reading and chronology standards apply alongside the math. Suggested alignments. Please verify against your state or district standards.

Discussion Questions

K-1:

  • Which room was your favorite? What time was it there?
  • How is this cartoon different from the cartoons you watch?

2-3:

  • What changed in cartoons between the first clip and the last one?
  • Which year would you guess comes next in animation history?

4-5:

  • Why do you think sound and music mattered so much in 1928 and 1929?
  • Which milestone changed animation the most, and what is your evidence?
  • If you were building the ninth room, what year and event would you choose?

Cross-Curricular Connections

Assessment Ideas

Differentiation Strategies

Additional Resources