April 5, 2017

Quiz Games in the Classroom

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
Quizizz
Quizlet/Quizlet Live
Kahoot is multiple-choice game based system that is designed to be played by the entire class in a synchronous environment.
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.
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.
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
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
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
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
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
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
Tools

  • save Kahoot results to Google Drive in a spreadsheet format

  • individual results recorded by self selected screen names
  • podium to highlight top three finishers
Tools
  • include your own memes in quiz games to give it a personalized feel
  • detailed reports for each quiz includes overall percentage and breakdown of individual questions
  • removable leaderboards
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

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

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