This Week’s Topic in Focus: Quiz games in the classroom
Each month our Digital Learning Team will feature a tool that is super cool while also super beneficial to your classroom. This week, we are featuring quiz programs that allow you and your students to create, play and share learning games.
There are many online quiz programs out there, but today let’s take a deep dive into Kahoot, Quizizz and Quizlet. As you will see in the table below, each program is unique with specific purposes for your classroom.
Kahoot
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Quizizz
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Quizlet/Quizlet Live
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Kahoot is multiple-choice game based system that is designed to be played by the entire class in a synchronous environment.
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Quizizz is a multiple-choice game based system that can be played individually or in a classroom setting. When played asynchronously, a Quizizz can be assigned as homework or individual work.
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Quizlet is a program that allows students and teachers to create study sets and then practice their sets through flashcards and mini-games. Quizlet Live lets the teacher take study sets and turn them into classroom games that require group participation.
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Features
multiple choice quiz style games
ordering and sequencing games with Jumble
create surveys for quick feedback or polls
Use Kahoots to drive class discussions
add videos, images or diagrams to each question
create your own Kahoot or select from 13 million Kahoots created by fellow users
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Features
multiple choice quiz style games
Quizizz can be played in class or assigned as homework
games include fun avatars and memes
quick access to student performance data in an easy to read table format
add images to each question
create your own Quizizz, use a Quizizz made by someone else, or find already created individual questions to add to your own Quizizz
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Features
flashcard creator that allows teachers and students to create study sets
independent practice within Quizlet in a variety of ways including matching, spelling, and rapid fire recall
study sets can then be opened in game format by using Quizlet Live
collaborative /social learning within Quizlet Live
randomized team creation allowing for flexible grouping
use your own study sets or search for sets created by fellow users
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Game Play
designed to be played as a competition
the faster the answer is given, the higher the point value
top three finishers for each game can be highlighted in “podium” mode
students play on their own devices: computer, laptop, phone or tablet (download the app)
best played as teams within the classroom
fosters social learning
students do not need accounts to play but do need accounts to create
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Game Play
designed to be played as a competition, but those elements can be removed from game play
relation of point values to speed can be eliminated from the game
students play together but each at their own pace
students can play on their own devices: computer, laptop, phone or tablet (download the app)
students can play in teams
fosters social learning
students do not need accounts to play
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Game Play
quiz style game can only be played in Quizlet Live
students must play in collaborative groups because correct answers are dispersed amongst all group members
game requires 12 unique terms
game requires a minimum of six students
students are randomized into teams
each student must have their own device: computer, laptop, tablet or phone
teams race to match all terms with definitions
incorrect answer resets the entire team score back to zero
first team to match all 12 (or more) terms, wins
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Tools
- save Kahoot results to Google Drive in a spreadsheet format
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Tools
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Tools
classes can be linked to existing Google Classrooms
study sets can be shared directly to Google Classroom
classes can be created within Quizlet so that all student names are preloaded for easy group creation
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Pedagogy - The why behind online quizzing.
Now that you are familiar with the three different programs, let’s focus on why you should consider using them in your classroom. At the most basic, these game-based programs offer your students the opportunity to review for a quiz or a test. The content can be curated or created in a very short amount of time and the results are recorded for formative use.
Online quiz tools enter the pedagogical conversation as they can be leveraged to develop highly engaged classrooms. If engaged learning is driven by learner success, curiosity, originality, and relationship (Strong, Silver and Robinson) we should design our trivia style quiz environments in a manner that builds into the learner. With these four principles in mind,
Success - the need for mastery
Curiosity- the need for understanding
Originality - the need for self-expression
Relationship - the need for involvement with others
the learner should recognize his/her successes and understand where to strive toward next (S), use the automatically collected digital data to provide formative feedback that will drive further inquiry (C), proffer learner identity and recognition via gamification principles (O), and do so within a learning community where everyone has some opportunity to interact with one another through collaboration (R).
As mentioned earlier, the four critical components of developing engaged learning are learner success, curiosity, originality, and relationship. These four components were first recognized and expounded upon by Strong, Silver and Robinson back in the mid 1990’s. Their contributions provide us with the factors that drive engagement while Schlechty’s work provides us with what evidences of engagement we can easily observe within in our learners which are best summarized in three parts: (1) <Learners> are attracted to their work, (2) <Learners> persist in their work despite challenges and obstacles, and (3) <Learners> take visible delight in accomplishing their work.
Schlechty also designated 5 different levels of engagement in the classroom. Once these levels are fully understood, educators can then begin to understand the type of learning environment they are cultivating based upon the percentages of each level of engagement each learner manifests from one lesson to the next. As you will notice, in the infographic above, the highly engaged classroom does not consist of only engaged learners. Instead the overwhelming majority of learners reside within the engagement and strategic compliance levels. Likewise, the Pathological Classroom does not consist of only rebellious learners.
It is also important to note that engagement is not the final destination for our learners nor should it be the pinnacle of our learning environments. “Engaging students means getting kids excited about our content, interests and curricula. Empowering students means giving kids the knowledge and skills to pursue their passions, interests and future” (The Innovator’s Mindset, p.96). Engagement is on the path to empowerment. It is a critical and difficult step and requires attention and development, but it is by no means the ultimate goal.
Resources Used in Research for this Post:
Engaging Students: The Next Level of Working on the Work
Contributed by Kyle Mack
@ProfKyleMack and Melanie Zolnier
@libary_techer