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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 programming 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.