Socrative Digital Assessment Tool: Quiz_groundwater.pdf

 
 
 
Quiz_groundwater.pdf
Student Handout
 
 
This is a quiz I created on Socrative. This quiz was done self-paced by the students using the Student Socrative app. As the students completed the quiz, I could see their results on the Teacher Socrative app. I used Apple TV to display their results on my SmartBoard and to address their misconceptions. Another awesome thing is that if you don't have 1:1 devices, you can create quizzes on Socrative, download them, and print them like the link to the quiz I provided.
  • Quiz_groundwater.pdf
Student Handout
 
 
This is a quiz I created on Socrative. This quiz was done self-paced by the students using the Student Socrative app. As the students completed the quiz, I could see their results on the Teacher Socrative app. I used Apple TV to display their results on my SmartBoard and to address their misconceptions. Another awesome thing is that if you don't have 1:1 devices, you can create quizzes on Socrative, download them, and print them like the link to the quiz I provided.
 
Assessment & Data

Socrative Digital Assessment Tool

Socrative is a Digital Assessment tool I use to conduct formative assessments. For example, during a recent activity I used socrative to assess students' misconceptions or misunderstandings about porosity and permeability when discussing groundwater. The students took the four question quiz and the results were displayed on the board for students and myself to view. From the data I was able to make decisions about my teaching in the next 40 minutes based on the results of the quiz. As a blended learning teacher, I particularly like Socrative as a formative assessment tool because it lets me choose how I my students will be assessed. I can choose to have them do it self-paced, to give instant feedback, or to guide the entire quiz myself. I love the flexibility in this tool and the instant data I receive from it. 

Strategy Resources (3)
Student Handout
 
 
This is a quiz I created on Socrative. This quiz was done self-paced by the students using the Student Socrative app. As the students completed the quiz, I could see their results on the Teacher Socrative app. I used Apple TV to display their results on my SmartBoard and to address their misconceptions. Another awesome thing is that if you don't have 1:1 devices, you can create quizzes on Socrative, download them, and print them like the link to the quiz I provided.
Student Data
 
 
This is a screenshot I took of the data from the groundwater quiz my students took on Socrative. While students were taking the quiz, I was able to see their results pop-up in the Socrative Teacher app. I displayed these results on the board once all students had completed the quiz. When creating the quiz, I purposively removed the option for students to put their name on the quiz. I wanted to make sure to keep their answers anominous in order to address only the patterns and trends in the data. When the data was displayed, I asked my students to determine what they still needed to work on. From the data, I was able to see that questions 3 and 4 were areas my students were still having difficulty with. I was able to use this data to inform my teaching as we went into the lab to complete our Who Polluted the Clark Fork activity and building of water filters.
Student Handout
 
 
This is a quiz I created on Socrative. This quiz was done self-paced by the students using the Student Socrative app. As the students completed the quiz, I could see their results on the Teacher Socrative app. I used Apple TV to display their results on my SmartBoard and to address their misconceptions. Another awesome thing is that if you don't have 1:1 devices, you can create quizzes on Socrative, download them, and print them like the link to the quiz I provided.
Student Data
 
 
This is a screenshot I took of the data from the groundwater quiz my students took on Socrative. While students were taking the quiz, I was able to see their results pop-up in the Socrative Teacher app. I displayed these results on the board once all students had completed the quiz. When creating the quiz, I purposively removed the option for students to put their name on the quiz. I wanted to make sure to keep their answers anominous in order to address only the patterns and trends in the data. When the data was displayed, I asked my students to determine what they still needed to work on. From the data, I was able to see that questions 3 and 4 were areas my students were still having difficulty with. I was able to use this data to inform my teaching as we went into the lab to complete our Who Polluted the Clark Fork activity and building of water filters.
Jessica Anderson
Powell County High School
Deer Lodge, MT


 

About this strategy

Prep Time:
Moderate
Subject:
Science
Grade:
Ninth grade
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Jessi's Classroom Culture

A positive classroom culture promotes student engagement, efficiency, and academic growth. Culture influences how and why students learn and ties the students to the teacher on a personal level. Check out the the video below to see how Jessi’s culture impacts student achievement!

 
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Classcraft

Classcraft is team-based, role-play gamification tool that I use for classroom management. It focuses students to self-manage their learning, stay on task, and positively collaborate with their peers. When students are seen positively collaborating, working hard, or helping another student, they earn "experience points" (XP), which allow them to "level-up" and gain "powers" (ability to buy privileges in class). However, if they are distracting other students, not following classroom rules, or negatively impacting the learning of themselves or peers they are deducted health points (HP). If they lose all of their HP, they "fail in battle," which means that a random student-generated consequence is then assigned to the student. The fall in battle causes each student on that individual's team to lose HP and face greater risk of also falling in battle. The sequence continues until either all teammates fall to battle or someone on the team has enough HP to survive. Besides HP, students earn 4 action points (AP) every day. Action points allow students to purchase privileges if they have "learned" a power. The AP allow students to ask the Game Master if a question is correct on a quiz, to automatically advance within a level, or to "teleport" to their locker or the bathroom. AP, HP, and XP can all be impacted by the "Daily Event." The Daily Event is a random event that impacts the game in a positive or negative manner. For instance, the event may give the person with the least experience points 200 XP in the game or it may deduct 15 HP from a random player. We never know what will happen, which is what makes the game so interesting to most students. After using the game for nearly two school years, I have seen my students interacting more positively with one another and accomplishing more in class. It has been an awesome addition to our classroom culture and very easy to implement!

 
 
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