An article by Richard James Rogers (Award-Winning Author of The Quick Guide to Classroom Management and The Power of Praise: Empowering Students Through Positive Feedback). This blog post is illustrated by Pop Sutthiya Lertyongphati.
Accompanying podcast episode:
Children love competition – be that through sports, online gaming, traditional learning games, puzzles or even the drive to acquire more house points/plus points than their peers. Quiz-based apps, however, are unique in that they have finally allowed teachers to bring a healthy level of technology-driven rivalry into the remote, hybrid and traditional classrooms.
One big positive that we can attribute to these apps is that they have become very easy to use, and quick to set up – often requiring the students to simply type in a code on a website to begin the game. For the teacher, there’s the added benefit that games created by other teachers from around the world are often freely available to use on these platforms – saving you tons of preparation time.
What follows next is a list of the top five apps that I use on a regular basis with my students in my high school science classes. They are fun, easy to use and are great for reviewing prior knowledge.
I’ve only recently discovered Blooket but, I have to tell you: I’m already hooked!
Blooket distinguishes itself from other quiz-based apps in that there are actually ten types of game that you can play with the students (at the time of writing), all based on the much-loved multiple-choice quiz format. My personal favorites are:
- Crypto Hack: With a dark theme and Bitcoin-centric atmosphere, Crypto Hack is one of the students’ favorites. After answering a series of questions correctly the students are then able to guess fellow students’ passwords (passwords are chosen from a pre-determined list that the game provides). A correct guess allows the player to hack the other player and steal imaginary crypto currency from them.
- Fishing Frenzy: This one’s a bit crazy – hilariously so! Students, again, answer multiple choice questions but this time they cast a virtual fishing line into the water after answering correctly. What they pull out are usually different types of fish, but they can pull out junk and other crazy objects too. Players are ranked by the weight of fish they pull out of the water. Players can also ‘plunder’ other players’ fish and steal their poundage. It gets very competitive and you can expect to hear a lot of laughter in the classroom as this gets going!
- Tower Defense: According to Blooket themselves, this is their most popular game. In this mode, the students answer multiple choice questions and are then presented with a map. On this map, the students must place towers in strategic positions to shoot enemies that appear on-screen. In this sense, Tower Defense is more similar to the kind of computer games that children are playing in their free time than all of the other game modes provided.
The main reason why Blooket is number one on my list is that you can replay the same multiple choice questions with the students but in different game modes. This can cause excellent knowledge recall and understanding to take place, especially after three or four attempts. This could be done in quick succession within a lesson (most of the game modes are exactly seven minutes long) or you could even play the same questions but in different game modes over a series of lessons. As with most quiz-based systems, there’s a searchable database of quizzes that other teachers have made – saving you tons of preparation time.
To summarise: I love Blooket.
#2: Quizlet Live
Hidden within Quizlet‘s excellent flash card system is a little-known activity called Quizlet Live. When the teacher selects this, the students in your classroom join the game (by entering a code on their devices) and are then placed into random teams. Once the game begins, all of the players in each team are given different questions to answer, so they MUST help each other (usually) if they want to win. The first team to pass twelve rounds of questions is the winner, and the teacher’s screen shows the real-time position of each team (1st place, 2nd place, 3rd place and so on).
Quizlet Live has two features which I believe make it a very unique learning tool:
- Students can read through the flash cards for the game as they’re waiting for other students to join. This, I believe, gives Quizlet Live a big advantage over many other quiz-based systems as students are not sitting around doing nothing as they’re waiting.
- Quizlet Live provides each team member with a different question, making the game more thorough/rigorous than some other quiz-based systems. Every member of the team has to answer their question correctly before the team can move to the next round.
The only disadvantage I’ve found with Quizlet Live is that it doesn’t lend itself very well to hybrid/remote teaching, as the students have to physically be next to each other in teams in order to interact quickly. I guess it could be feasible to put students into Google Meet Breakout rooms, or even hangout groups, to do the Quizlet Lives. However, I’ve tried this and have found it to be quite problematic and difficult to execute in real time (not least because you, the teacher, has to manually put the Quizlet Live teams (chosen at random) into Hangout/Breakout Rooms, and even then interaction between team members tends to be poor.
Quizlet has an immense database of flash cards created by other educators from all over the world, so it’s highly likely that you’ll find a question set that is suitable for your topic. If not, then you can make a set yourself.
Quizizz is a simple but very effective multiple choice question system. Students log in with a code and answer questions – that’s it really. However, there are a few bells and whistles, such as excellent graphics, good music, power-up tools available for students on winning-streaks and a real-time leaderboard display that the teacher can present to the class.
One unique feature of Quizizz, which could be seen as either a disadvantage or an advantage, is that the game only ends when every person has answered every question (the teacher can set time limits for each question of between 30s and 5 mins). I quite like this feature of Quizizz, because as soon as one student is finished I ask him or her to go and help a student who isn’t finished. This can be a great way to build a sense of community within the classroom, and reinforce any work you’ve been doing on sympathy/empathy with your students.
Quizizz has many cool integration options with Google Classroom and even MS Excel. Read this excellent overview by TeachersFirst for a more in-depth analysis of how Quizizz could be utilised in your classroom. Of course, Quizizz has a large, searchable database of ready-made games that will allow you to set up a suitable quiz in seconds.
This is another simple and effective system that is somewhat similar to Kahoot! (number 5 on my list) but with a higher-quality user-interface, in my opinion. One interesting feature of Mentimeter is that it supports multiple question types (not just standard MCQs) such as ranking, scales, grids and open-ended questions.
Mentimeter is well-worth a try if you’re looking for something different.
Kahoot! is the original behemoth in the EdTech Hall of Fame, and we cannot ignore the influence it has had on the classroom app-development landscape. Kahoot! is simple, but very effective, and took the teaching world by storm when it first came out in 2013. Almost all modern live quiz-based systems have been inspired by Kahoot‘s innovative approach to game-based learning, and that’s why I wrote about Kahoot! in my award-winning book for teachers: The Quick Guide to Classroom Management. Kahoot‘s can be set as homework, or self-paced tasks too, which is handy if you want to help individual students in real-time.
Unfortunately, I’ve had to put Kahoot! at number five on my list as the system hasn’t really evolved much since 2013. Let me be clear: it’s awesome, but the other apps I’ve described today have additional features that make them somewhat more special than Kahoot! (in my humble opinion).
Use these game-based systems: it’s that simple! Students love them, and can gain a lot from their implementation when we plan their use carefully. They act as great starters, plenaries or even ‘chunks’ of lessons.