We believe it is unreasonable to assume that all students will own a laptop. One potential solution is to depend on the students to bring whatever computing devices (cell phones, portable gaming devices, etc.) that they already own to class. This leaves a unique challenge for teachers both in creating activities that work across a wide set of devices with different input modalities and in interpreting the responses to these activities. We seek to explore an end-user ing solution for teachers to abstractly define an activity for use over a diverse set of devices – allowing for easy distribution and aggregation of the resulting responses.