Gallery Walk
Apply in a new contextThe Gallery Walk is a structure in which teams go past each other's work and give feedback, while a keeper stays with each piece and writes everything down. Every team lays out its work so it can be looked at without explanation, and picks a keeper. The rest go on tour: table after table, first a minute of looking in silence, then feedback out loud on the questions on the screen: what works well, what could be better, what other ideas, or your own criteria. The keeper does not defend: they ask follow-up questions and write it down. After the last table the keeper reads everything out at home, and the team chooses what it takes on and what it deliberately does not. Made for one moment: halfway through a project, design or text, when the feedback can still be used.
3 visits · ± 30 min
Put it on the boardOne screen: type the feedback questions or let the AI write them for your assignment, then the teams and the time per step. Only you see it; the class sees it only when you press Start.
This exact screen goes on your board. The timer runs per step and you stay in control: pause, add time or move on to the next step. Type the feedback questions yourself, or with a free account the AI writes them for your assignment.
What the class sees on the board
4 steps · each visit is one round of ± 5 min
For you: First round only. Pick a keeper who listens well, writes fast and does not defend.
Group size
2–8 teams · the whole class
Duration
± 30 min
incl. briefing and look-back
Level
from age 8 to adults
Materials
the work on the table, one feedback form per team
Format
team → on tour → back at your own table
Goal
feedback the team can still use
Check two things before the first run. Can the work be looked at without explanation? A poster of three words or a text of four pages will not get feedback worth having in five minutes. And is there time after the tour to act on it? Feedback on work that is already finished turns into a round of compliments, so plan the lesson in which the teams revise their work straight away.
Step-by-step instructions
4 steps
Work out, pick a keeper
2 minEvery team lays its work on the table so it can be looked at without explanation and picks one keeper. The keeper stays at the table with the feedback form (side 1) and does not defend: they ask follow-up questions and write down.
On tour
5 minThe rest visit the other tables: as a team together, one table on every round, or everyone alone, each round a table you have not been to (your choice in the settings). Look in silence for a minute first, then feedback on the questions on the screen: what works well, what could be better, what other ideas, or your own questions. The keeper writes everything down.
The keeper reports
5 minEveryone back to their own table. The keeper reads out everything that was said about the work; the team listens to the end first and only then reacts.
Team reflection
3 minFill in side 2 together: two points you take on, what you deliberately do not take on and why, and one sentence about the teamwork.
Step 2 repeats per table: with four teams that is three visits. Step 1 happens once beforehand, steps 3 and 4 once after the last table. Set a step to 0 seconds and the player skips it.
Which learning strategy does the class train?
Apply in a new context
Students use what they know in a situation they have not met before. That is the level a test asks at, and the level students rarely practise on their own. Source: Hattie & Donoghue (2016), the transfer phase.
On the boardUse it somewhere new · You use what you know in a situation you haven’t seen before. That’s exactly how a test asks it.
Also trainable with this structure
- Judge how well you know it · Back at your own work you read what the keeper wrote: does it match what you thought yourself?(language: vocabulary)
- Show what you understandsupporting · The work lies on the table so it can be viewed without explanation.
Why does this work?
The Gallery Walk works because the makers are not there: the work has to speak for itself, the visitors react to what is on the table, and one team member catches all of it. Three things do the work: work without explanation, a keeper who does not defend, and the choice the team makes afterwards.
In a presentation the maker fills in whatever is not on the page; here the maker is gone. What visitors do not understand without explanation is exactly what a reader, a jury or a client will not understand later, and that is the most honest feedback a team can get. That is why every visit starts with a minute of looking in silence: whoever talks straight away gives their first impression; whoever looks first has an example from the work when they start. And all teams do it at the same time: with four teams every piece of work gets feedback from three different teams in a quarter of an hour, while nobody in the room sits waiting: simultaneity, one of the principles of cooperative learning.
Whoever defends their work does not hear the feedback, and a visitor who gets contradicted says less at the next table. So one keeper stays and does only two things: asking follow-up questions ("what exactly do you mean?") and writing down, including what they think is nonsense. The sheet is the memory of the tour: working memory holds only a few things at once, and after three tables of five minutes' talk nobody remembers what was said at the first. Everything the team hears later comes through that sheet. So pick as keeper someone who listens well and writes fast, not the student who "may as well stay".
The report is the step where the feedback arrives: the keeper reads out everything and the team listens to the end; reacting comes afterwards. Without that step the feedback stays on the keeper's sheet; that is why you can shorten it but not skip it. Then comes the thinking: two points the team takes on, and what it deliberately does not take on, and why. A team that takes everything has not thought, and neither has a team that takes nothing. That second question (what not, and why) is where a team learns to weigh feedback instead of just undergoing it.
When it fits, when to pick something else
When it fits
- Halfway through a project, design or text. There is something that can still get better, and time to make it better. That is the moment this structure exists for.
- When every team has made something tangible. A poster, a draft text, a prototype, a model, a worked solution on a large sheet: something you can look at in a minute without anyone explaining it.
- When you want your assessment criteria put to use. Put the criteria of the assignment on the screen as feedback questions ("is the thesis clear?", "does the evidence convince?") and the class applies them to someone else's work before you apply them to theirs.
- To practise giving feedback itself. Being concrete, naming an example from the work, not defending: with four teams every visitor gives feedback three times, and the keeper practises the hardest part: listening without defending.
- When every team must see all the other teams' work. The number of rounds follows from the number of teams: every team visits all the other tables. Whoever walks past four other posters also sees how others tackled the same assignment.
When to pick something else
- When the work is finished and nothing follows. Then the feedback becomes a round of compliments, because nothing can be done with it anymore. Tie a follow-up to it (the next assignment, or a lesson for revising) and have the team write on side 2 what it takes along.
- With work that only makes sense with an explanation, without a single line on the table. Have the team put one written line next to the work: what it is and who it is for. If it really needs explaining, 1 goes, 3 stay fits better: there the stayers tell their work to the visitor.
- With eight teams in one lesson, without shortening the visits. Eight teams are seven visits, and at five minutes per table that comes to some fifty minutes with the report and reflection. Set the visits to three minutes, or turn eight teams into six.
- When there is no work yet, only a big question. Without something on the table there is nothing to give feedback on. If you want to gather many perspectives on one question before anything gets made, take World Café.
As a team together, or everyone alone
In the preparation you choose how the class goes on tour. The steps stay the same; what changes is who does the talking.
As a team, together. The team moves one table on every round, so after the last round every team has seen every other piece of work. It is calm and orderly, and the feedback is a conversation between a team and a keeper: the quieter student speaks through the team. Choose this for a first run, for a young class, or when you want a team to phrase things together.
Everyone alone. Every student picks a table they have not been to each round. It is livelier and every student phrases for themselves; the keeper hears single voices instead of one team. The risk: a table left empty while another is crowded. Say beforehand that there are no more people at a table than there are chairs, and that nobody comes to the same piece of work twice.
Examples by context
- Which sentence states the claim most clearly?
- Which argument convinces you most, and why?
- Where is an example or evidence missing?
- Which step did you have to look at longest to understand it?
- Which drawing or in-between step helps the most?
- How could you check the answer?
Variants
By age
Common mistakes
Frequently asked questions
What exactly is the Gallery Walk?
A structure for feedback on teams' work. Every team lays its work out on its own table and picks a keeper, who stays with the work and the feedback form. The other team members go on tour past the other tables: at each one, first a minute of looking in silence, then feedback on the questions on the screen, while the keeper asks follow-up questions and writes it down. Every team visits all the other tables. Then everyone returns to their own table, the keeper reads out everything that was said about the work, and the team fills in the back of the form together: what we take on, what we deliberately do not, and how the teamwork went.
How long does the Gallery Walk take?
With the default settings the whole structure takes ± 30 minutes: 3 rounds, briefing and look-back included.
With the default times about half an hour for four teams. Two minutes to lay out the work and pick a keeper, five minutes per table, five minutes for the report and three for the team reflection. Because every team visits all the other tables, the number of teams sets the length: four teams are three visits and twenty-five minutes of steps in total, to which the preparation adds two minutes for arranging the room and two minutes for closing. Three teams: about twenty-five minutes; six teams: about forty. You set each step yourself, in steps of thirty seconds. The player only moves on when you click: a visit is over when the keeper has written down the last remark, not when the clock says so.
What does the keeper do exactly?
The keeper stays with their team's work for the whole tour. They do not defend and do not explain: they ask a follow-up question when a remark stays vague ("what exactly do you mean?") and write everything down, one line per visit under each question, including what they think is nonsense. Judging is for the team, later. After the last table they read everything out to their own team. It is not a role for whoever would rather not walk around: everything the team gets to hear about its work comes through the keeper's sheet.
How many teams, and how many tables does each team visit?
Two to eight teams, and every team visits all the other tables: the number of rounds is the number of teams minus one. Four teams is the default and means three visits. With eight teams it becomes seven, and then it pays to shorten the visits. When everyone tours alone the number of rounds is the same, but each student chooses which piece of work they have not seen yet.
Which feedback questions work, and how do you write them?
Leave the questions field empty and our three appear on the screen: what works well, what could be better, and what other ideas do you have. They work with any piece of work. It gets sharper with questions from the assignment itself: for an essay "is the thesis clear?" and "does the evidence convince?", for a design "can you tell what it is for without being told?". Two rules: every question must be answerable with an example from the work, not with yes or no, and three questions is enough. No time? Under ‘Set up & start’ the AI writes them for you: choose ‘AI writes them’, describe the assignment and year group, and you get three feedback questions to the same rules, which you read through before you start. Prefer Microsoft Copilot? Ask: ‘Write 3 feedback questions for students aged [age] who are looking at another team’s work: [describe the task, e.g. a poster about the water cycle]. The questions must be answerable in one sentence with an example from the work, not with yes or no. One question per line, no numbering.’
What is on the feedback form?
One sheet per team, printed double-sided. Side 1 is for the keeper, during the tour: a box per feedback question, one line per visit, and above each box a dotted line for anyone who put their own questions on the screen. Side 2 is for the team, after the report: two points you take on, what you deliberately do not take on and why, and one sentence about the teamwork: the same three things the reflection step on the screen asks for. The form is under Materials on this page, in three languages.
How is this different from a classic gallery walk?
In a classic gallery walk the class walks past the work and looks, sometimes with sticky notes. What can go wrong there is that the feedback never arrives: the notes stay on the wall, the makers skim them, and nobody decides what happens next. This version adds three things: a keeper who catches the feedback and asks follow-up questions, a report in which the team hears all of it, and a reflection in which the team chooses what it takes on and what it does not.
How is it different from 1 goes, 3 stay?
In 1 goes, 3 stay teams trade results: each round one team member visits, collects what another team has and tells what their own team has, while the three who stay explain their work. The aim is that every team knows what the others found. In the Gallery Walk it is the other way round. One stays and the rest go: the work is not explained but looked at, and the aim is feedback the team can use. Rule of thumb: if the work needs enriching with what others know, take 1 goes, 3 stay; if the work needs to get better, take the Gallery Walk.
How do you facilitate the Gallery Walk?
Three moments. At the start: help pick who keeps, and say out loud that the keeper does not defend but asks and notes. During the tour: walk along yourself, steer vague feedback towards the example ("which sentence?"), and note one pattern you hear at several tables: that is your whole-class minute after the reflection. At the report: hold on to the rule "hear everything first, react afterwards"; when a team starts refuting, ask "what exactly did they say?" That brings it back to the sheet.
Where does the structure come from?
Walking past each other's work is a classic classroom technique known as the gallery walk; Mark Francek described it in 2006 as a way to get discussion going about each other's work in science teaching. Spencer Kagan's cooperative learning has a related structure, Carousel Feedback, in which teams move from project to project and leave feedback; two of its principles are clearly visible here: simultaneity (all teams give feedback at the same time) and individual accountability (when everyone tours alone, every student phrases for themselves). The LudensFlow version adds the keeper who stays, the questions on the screen, the report and the choice on side 2. Why the keeper's sheet has to be the memory of the tour, we checked against Uncommon Sense Teaching by Barbara Oakley, Beth Rogowsky and Terrence Sejnowski.
Feedback and each other's work: which structure fits?
| Structure | Goal | Group | Duration | When it fits |
|---|---|---|---|---|
| Gallery Walk | collect feedback on each other's work | 2–8 teams | ± 30 min | halfway through a project or design |
| 1 goes, 3 stay | collect what the other teams found | teams of 4 | ± 20 min | trading results, not judging them |
| World Café | many perspectives on one big question | 2–4 tables of 3–6 | ± 45 min | no work yet, but a big question |
| Pair Coach | practice with a coach alongside | pairs | ± 16 min | feedback during practice, not afterwards |
| Snowball (1-2-4-All) | gather and order ideas | 8–32 | ± 18 min | genuinely deepen one question |
| Placemat | reaching one shared answer in a four | 4 per sheet | ± 13 min | consensus with a visible trace per group |
Sources
- Mark Francek, Promoting Discussion in the Science Classroom Using Gallery Walks, Journal of College Science Teaching (2006): the gallery walk as a classroom structure: walking past each other's work and talking about it.
- Spencer Kagan & Miguel Kagan, Kagan Cooperative Learning (2009): Carousel Feedback, the related structure in which teams move from piece to piece; simultaneity and individual accountability as principles.
- Barbara Oakley, Beth Rogowsky & Terrence Sejnowski, Uncommon Sense Teaching (2021): working memory: why spoken feedback evaporates if nobody writes it down.
Compiled by Oksana Oliinyk · Last updated 24 September 2026
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