Saturday, November 3, 2018

Kahoot vs. Quizizz vs. Quizlet Live vs.GimKit

Allow me an excursus here to put on my ITEC hat and to address four popular digital review/assessment tools which teachers are using in class: Kahoot, Quizizz, Quizlet Live, and GimKit.



  • Delivery: Synchronous. The entire class participates in answering a set of questions simultaneously against a countdown clock. The timer and teacher determine when the next question is asked. Students receive points for correct answers. The more quickly students answer correctly, the more points which they will receive. After each round, a leaderboard is updated.
  • Student feedback: After each individual question, the teacher can review as a class communally what the correct answer is and why students may have missed that question.
  • Teacher feedback: After each question, teachers can see how students "performed" and also receive a report at the end.
  • Price: Free.
  • Pros
    • Very engaging for students.
    • You can use the Name Generator setting so that students cannot create "naughty nicknames." As a teacher, this saves so much time - no more having to remove student names from the game!
    • Ghost round - students can play a 2nd game against "themselves" from a previous round.
    • Jumble - this activity asks students to put answers in an order (such as chronology, spelling, etc.)
    • You can randomize questions and answers.
    • You got to love the Kahoot soundtrack! 
  • Cons
    • Because this is a game of speed, Kahoot tends to appeal to the fast processors. Slower processors can get very frustrated, because although they may answer questions correctly, their point value will never be as high as the faster processors.
    • Very competitive students tend to stop playing after they get a questions wrong, because they feel like they cannot win the game on account of missing a question.
  • Delivery: Asynchronous. Students answer questions at their own pace but are still competing against a countdown clock for points. Students receive points for correct answers. The more quickly students answer correctly, the more points which they will receive. Students can view their point totals on a leaderboard.
  • Student feedback: Students receive immediate feedback if they answer incorrectly, but the feedback is limited to "correct" and "incorrect" and the correct answer.
  • Teacher feedback: Because students are answering asynchronously, you can view live which questions students are answering correctly and incorrectly. You can also receive a data report at the end.
  • Price: Free.
  • Pros
    • Because the game is asynchronous and students can proceed at their own pace, slower processors do not feel frustrated like they do in Kahoot.
    • You can add memes which students see after answering a question telling them if they answered correctly.
  • Cons
    • Because students receive more points for quicker correct answers, there still is a a slight edge for faster processors.
    • There is no communal review of correct/incorrect answers except at the very end of the game, so students do not receive immediate feedback as to why they answered incorrectly.
    • You have to deal with the possibility of "naughty nicknames" unless you pre-enter student names.

  • Delivery: Asynchronous. Students are in groups and answer questions at their own pace. In teams, every device will have a different list of possible answers, but only one device has the correct answer. Teams move forward in a race course with each correct answer. The more quickly students answer correctly, the more quickly they will move forward. Students can view their progress on a leaderboard.
  • Student feedback: Students receive immediate feedback if they answer incorrectly, but the feedback is limited to "correct" and "incorrect," with the correct answer given afterwards. 
  • Teacher feedback: Teacher can receive a data report at the end.
  • Price: Free.
  • Pros
    • This game is collaborative in nature as students need to discuss with each other whose device has the correct answer.
    • Because the game is asynchronous and students can proceed at their own pace, slower processors do not feel frustrated like they do in Kahoot.
    • At the end of the game, the teacher can review all of the questions and answers with the class. Although this is a communal review, it only happens once the game is over.
  • Cons
    • When teams answer incorrectly, their score goes back to zero. This can frustrate the more competitive students.
    • You have to deal with the possibility of "naughty nicknames." 

  • Delivery: Asynchronous. Students answer questions at their own pace. Students earn "money" for correctly answering questions. Amount of money is not based on amount of time needed to answer question. Teacher determines amount of time/money earned as the countdown, so students will answer questions more than once.
  • Student feedback: Students receive immediate feedback if they answer incorrectly, but the feedback is limited to "correct" and "incorrect," with the correct answer given afterwards.
  • Teacher feedback: Teachers can also receive a data report at the end.
  • Price: It is a pay site, but a free version does exist with limited access.
  • Pros:
    • The game is SO engaging for students once they understand how upgrades and powerups work. This is what makes students want to continue playing the game.
    • Because questions are on a continuous loop, this allows for lots of repetitions.
    • You can easily import questions from an already existing Quizlet Live set or from a CSV form. 
  • Cons
    • You can enter in student names ahead of time to prevent "naught nicknames"
    • Because the game length is based on time or the class combined-totals,and because the questions are on a continuous loop, if you do not have enough questions, it can get boring for students. I have found that 75-100 questions for 10 minutes is a good amount.
Overview
Each of these four digital tools have their benefits and drawbacks. I love the collaborative nature of Quizlet Live, while I like the immediate feedback benefits in Kahoot of reviewing questions and answers communally as a class after each question, instead of delayed at the end of the game. Quizizz and GimKit allow for the slower processor to answer at their own pace and not be penalized for it. Both Kahoot and GimKit are very engaging for students, although Kahoot appeals to the more competitive students. GimKit allows for questions to repeat on a random loop, allowing for more repetitions. Kahoot, Quizizz, and Quizlet Live are free, while GimKit is a pay service (with a very limited free version).

My recommendation: GimKit

8 comments:

  1. This is a great post! The only thing I would add is that with GimKit, the paid version allows your students to add questions to create their own kit called KitCollab. The teacher approves all of the questions to make sure they are correct.

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  2. This is my favourite comparison. Thank you very much.

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  3. I've recently started using Quizizz rather than Kahoot because my students stated they like the layout better and it was easier to use. I love the fact that I can give an assignment and post it directly to Google Classroom or send it out through Remind.

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  4. tbh i hate kahoot lol

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  5. honestly, i think gimkit is better because i can sabotage people

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  6. I think that adding the students names ahead of time is a great feature. Did you really mean to add that as a con? It's nice to see a side by side comparison of the games. thanks

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  7. Kahoot better so you can learn better instead of sabotaging people

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