I revel in using the Kahoot and Quizizz platforms for formative assessment in the classroom. Each student receives instant feedback on their response, and I accumulate data on the knowledge and skills that we need to review in more depth. Even better, my students regularly ask for more IQ challenges!
In the spring of 2016, I began compiling my creations into PDF documents by including hyperlinks to the quizzes and the related content.
As the program leader for my science department, I mainly focus on science and nature concepts. My wife, a supply teacher in the elementary system, also enjoys having the ease of the "Click and Go!" mini-lessons.
I hope you enjoy playing these Interactive Quizzes with your students as much as I do.
-Ron F.
In the spring of 2016, I began compiling my creations into PDF documents by including hyperlinks to the quizzes and the related content.
As the program leader for my science department, I mainly focus on science and nature concepts. My wife, a supply teacher in the elementary system, also enjoys having the ease of the "Click and Go!" mini-lessons.
I hope you enjoy playing these Interactive Quizzes with your students as much as I do.
-Ron F.
Research that has inspired IQ Mini-Lessons
The online platforms of Kahoot! and Quizizz, combined with the proliferation of mobile devices, are now forming an ideal union for a real "game-changer" in teaching and assessment methods. Listed below are research articles on student engagement using mini-lessons, classroom response systems, the gamification of formative assessment, and game based learning.
Research, References and Recommended Reading:
• Game Based Learning in the Classroom. The use of “Game Based Learning” in schools and the classroom by teachers can have a measurable effect on teaching methods and student success in subjects like math, science, reading and languages. - Dr. Bryan Roche, RaiseYourIQ, Nov. 4, 2014
• How Does Gamification affect the Learning Process? Gamification in education can improve motivation and engagement. The social component of gamified learning, whereby students gamify in groups, leads to loads of benefits on the brain function. - Matthew Lynch, The Edvocate, January 22, 2017
• The Role of Instant Feedback in Education. Without the opportunity for kids to receive immediate feedback and be encouraged, the result is boredom at best, and total abandonment at worst. - Robert Sun, The Huffington Post, 07/11/22
• Formative assessment that ‘clicks’ with students. Extensive research suggests that these systems promote learning gains when coupled with appropriate pedagogical methodologies. -eSchool News, Eileen Shihadeh-Shald, Aug. 25, 2010
• Instant Feedback: Principles of, and Techniques for, Formative Assessment. True formative assessment engages students and puts them in charge of their own learning, much as a bowler is in charge of how she bowls. - Ben Johnson, edutopia, April 2, 2008
• How clicker technology is changing higher education. Student response systems are not only helping students learn, they're helping teachers teach. - ZDNet, Melanie D.G. Kaplan, June 13, 2011
• What is Gamification and Why Use It in Teaching? Gamification is defined as the application of typical elements of game playing (rules of play, point scoring, competition with others) to other areas of activity. - Macie Hall, Center for Educational Resources, Johns Hopkins University
• How To Apply Gamification In The Classroom To Enhance Motivation. The idea is to take the engaging elements of gaming and implement them into the teaching process. - Rambo Levin, eLearning Industry, Aug. 8, 2015
• The Eight-Minute Lecture Keeps Students Engaged. Numerous studies have demonstrated that students retain little of our lectures, and research on determining the “average attention span,” while varying, seems to congregate around eight to ten minutes. - Faculty Focus, Higher Ed Teaching Strategies, Illysa Izenberg, August 31, 2015
• Video As A Tool for Learning. Videos should be short, between 4 to 9 minutes long, to maintain our attention, and combined with polls or questions to increase student engagement and participation. - Echo 360 Active Learning, Feb 1, 2017, by Alison Maloney
• Interactive Techniques Are Efficient for Improvement of Students’ Attention Span. Educational games are great attention span boosters. Find games that are appropriate for your students’ age, and make their days at school more fun. - Stanford, The College Puzzle - A college success blog, Melissa Burns, May 19, 2015
• Students only have '10-minute attention span'. The average length of time a student could concentrate for in lectures was 10 minutes - BBC News, Hannah Richardson, January 12, 2010
• Mini-Lesson Plans. A mini-lesson plan focuses on a specific concept. In general, a mini-lesson would last approximately 5-20 minutes. - Janelle Cox, About Education, Dec. 2, 2016
• YouTube as a Teaching Tool. Experts assert that technology tools like YouTube will play a pivotal role in the future of public education. - Association of American Educators, Alix, March 12, 2012
• Harnessing the Power of YouTube in the Classroom. One of the reasons why people of all ages are using YouTube is because it's a powerful tool for teaching and learning. - Monica Burns, edutopia, May 3, 2016
• Classroom Response System (“Clickers”) Bibliography. Articles on classroom response systems (CRSs). Most of the articles present some form of research on the effectiveness or impact of CRSs on student learning. - Vanderbilt University, Center for Teaching
Research, References and Recommended Reading:
• Game Based Learning in the Classroom. The use of “Game Based Learning” in schools and the classroom by teachers can have a measurable effect on teaching methods and student success in subjects like math, science, reading and languages. - Dr. Bryan Roche, RaiseYourIQ, Nov. 4, 2014
• How Does Gamification affect the Learning Process? Gamification in education can improve motivation and engagement. The social component of gamified learning, whereby students gamify in groups, leads to loads of benefits on the brain function. - Matthew Lynch, The Edvocate, January 22, 2017
• The Role of Instant Feedback in Education. Without the opportunity for kids to receive immediate feedback and be encouraged, the result is boredom at best, and total abandonment at worst. - Robert Sun, The Huffington Post, 07/11/22
• Formative assessment that ‘clicks’ with students. Extensive research suggests that these systems promote learning gains when coupled with appropriate pedagogical methodologies. -eSchool News, Eileen Shihadeh-Shald, Aug. 25, 2010
• Instant Feedback: Principles of, and Techniques for, Formative Assessment. True formative assessment engages students and puts them in charge of their own learning, much as a bowler is in charge of how she bowls. - Ben Johnson, edutopia, April 2, 2008
• How clicker technology is changing higher education. Student response systems are not only helping students learn, they're helping teachers teach. - ZDNet, Melanie D.G. Kaplan, June 13, 2011
• What is Gamification and Why Use It in Teaching? Gamification is defined as the application of typical elements of game playing (rules of play, point scoring, competition with others) to other areas of activity. - Macie Hall, Center for Educational Resources, Johns Hopkins University
• How To Apply Gamification In The Classroom To Enhance Motivation. The idea is to take the engaging elements of gaming and implement them into the teaching process. - Rambo Levin, eLearning Industry, Aug. 8, 2015
• The Eight-Minute Lecture Keeps Students Engaged. Numerous studies have demonstrated that students retain little of our lectures, and research on determining the “average attention span,” while varying, seems to congregate around eight to ten minutes. - Faculty Focus, Higher Ed Teaching Strategies, Illysa Izenberg, August 31, 2015
• Video As A Tool for Learning. Videos should be short, between 4 to 9 minutes long, to maintain our attention, and combined with polls or questions to increase student engagement and participation. - Echo 360 Active Learning, Feb 1, 2017, by Alison Maloney
• Interactive Techniques Are Efficient for Improvement of Students’ Attention Span. Educational games are great attention span boosters. Find games that are appropriate for your students’ age, and make their days at school more fun. - Stanford, The College Puzzle - A college success blog, Melissa Burns, May 19, 2015
• Students only have '10-minute attention span'. The average length of time a student could concentrate for in lectures was 10 minutes - BBC News, Hannah Richardson, January 12, 2010
• Mini-Lesson Plans. A mini-lesson plan focuses on a specific concept. In general, a mini-lesson would last approximately 5-20 minutes. - Janelle Cox, About Education, Dec. 2, 2016
• YouTube as a Teaching Tool. Experts assert that technology tools like YouTube will play a pivotal role in the future of public education. - Association of American Educators, Alix, March 12, 2012
• Harnessing the Power of YouTube in the Classroom. One of the reasons why people of all ages are using YouTube is because it's a powerful tool for teaching and learning. - Monica Burns, edutopia, May 3, 2016
• Classroom Response System (“Clickers”) Bibliography. Articles on classroom response systems (CRSs). Most of the articles present some form of research on the effectiveness or impact of CRSs on student learning. - Vanderbilt University, Center for Teaching