Live Games in Class: A Quiz the Whole Class Answers
What it is
A live game is a quiz you host in real time. The projector shows the question and a timer. Students join on their phones with a PIN or QR code, without an account, using a nickname. Each phone shows the answer buttons, each with its own colour, shape and letter. When everyone has answered or time runs out, the screen shows a chart of how many students chose each option, along with the correct answer. Then comes the top five, the next question, and a podium at the end.
The main difference from an ordinary quiz on the projector is that every student answers, not just the one you call on.
What you can host live
Any quiz, your own or one from the library. Pairs and groups work too: the game turns them into multiple-choice questions. The game page has a "Host live" button, and your account has a separate Live games section with your live quizzes and the history of games you've hosted.
How to run it
- Open the game and click "Host live". Choose the settings (see below).
- Put the screen on the projector. It shows the PIN and QR code. Students join and type a name, and their nicknames appear on the screen.
- When everyone is in, click "Close joining" and then Start.
- Pause after every question. Don't move straight on: the chart of answers is the best thing in this game.
- At the end, show the podium and open the report.
Useful keys on a computer: Space for next, F for full screen.
Settings to choose on purpose
Points. With "Classic", a fast correct answer earns more points. It's exciting, but it pushes students to answer fast rather than accurately. With "No rush", every correct answer earns the same and time doesn't matter. For hard questions and for anxious students, "No rush" is fairer.
Time per question. 15–20 seconds is enough for recall questions. Problems and "why" questions need 45–60 seconds or more.
Player names. With "Own names", students type their own names, and rude words are blocked. With "Name generator", the game hands out a playful nickname. The generator solves the problem of inappropriate nicknames and is handy when anonymity matters.
Text on phones. You can show the question and answers on every device, or only the coloured buttons, so students look at the projector.
The answer chart is the key moment
When the split of answers appears on the screen, stop. If most of the class chose the right answer, move on. If the votes are split, it's time for a conversation:
- "Those who chose B, why? Don't say who you are, just give the argument."
- "Talk to your partner for a minute: who's right?"
- "What do you need to know to be sure the answer is A?"
Five minutes of that kind of conversation does more than ten extra questions.
The report afterwards
After the game you have a report. For each question it shows how many students answered correctly, the average time and how the answers split. For each student it shows their place and points. You can download it as a CSV file. Look at the two or three questions with the fewest correct answers and start your next lesson with them.
Common mistakes
- Too many questions. 25 questions in a row takes 20 minutes, and the excitement is gone by the end. 8–12 questions is a good length.
- Only speed. If the fastest students win every time, the rest stop trying. Alternate between "Classic" and "No rush".
- No pauses to discuss. Then it's entertainment, not a check of understanding.
Where to start
Take a ready-made quiz from the game library, open it and click "Host live". For tips on writing good questions, see Quizzes in class.