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Quizlet Live

Details

Main Website:
Activity Website:
Tech Product/Equipment:
Computer and projector, Mobile devices for students

Activity Description

Quizlet Live
Source: Quizlet Live by Quizlet Live (License: Protected by Copyright (c) [i.e. screenshot])

Quizlet Live is a collaborative, high-energy review game. It's based on Quizlet, the online flashcards platform that's been around for years. Students are sorted into groups and work together to answer all 12 questions correctly in a row to win.

Preparation

1) Create a Quizlet set with relevant vocabulary.

Watch this video on how to play Quizlet Live.

How to play Quizlet Live video
Source: How to play Quizlet Live video (License: Protected by Copyright (c) [i.e. screenshot])
 

How-To

  1. Give students time to review a card set. You must have at least six students and 12 cards to have a valid game.
  2. As soon as the game starts, a game code is given to the class. Students must be in the classroom playing this game “Live” as the name suggests.
  3. Students sign in and their names appear on the right navigation bar.
  4. Once all your students are on the list, the fun begins. Quizlet automatically generates random teams. Students receive their team name on their phone and must find other team members.
  5. Once the teams are assembled, students play the game. Each team member receives possible answers. Only one member has the correct answer. The team must figure out who has the correct answer and push the answer.
  6. If students make a mistake, their score goes back to zero. The team that can answer all ten questions correctly wins. When a team wins everyone’s phone displays the name of the winning team.

Teacher Tips

Play the game more than once. You can keep the same teams. Make sure the Quizlet card set is related to the instructional goal or outcome of the day.

 

More Ways

For remote classes play Quizlet live in individual mode. For face-to-face classes play team mode.

Program Areas

  • ESL: English as a Second Language
  • ABE: Adult Basic Education
  • ASE: High School Equivalency Preparation
  • ASE: High School Diploma
  • CTE: Career Technical Education
  • AwD: Adults with Disabilities

Levels

  • Beginning Literacy
  • Beginning Low
  • Beginning High
  • Intermediate Low
  • Intermediate High
  • Advanced
  • All Levels

Lesson Plan

Warm-up
Engagement

Review previously studied vocabulary using the Quizlet set. 

Introduction

Tell students that today you will be playing a game to increase vocabulary.

Presentation
Engagement Enhancement

Have  Students join the game

When the page loads to have students join the game, display that page to students on a projector or large screen.

  1. Students use their devices to navigate to www.quizlet.live (yes, that’s a real web address) and enter the code.
  2. If they’re using smartphones or mobile devices and have the Quizlet app, they can scan a QR code to join.
  3. You need at least four students (two groups of two) to play Quizlet Live.
  4. Student names appear below the code as they join the game. (And yes, you can click a student’s name to remove him/her from the game.)

TIP: You’ll notice there’s music playing. If you need to turn it off, use the “Options” button in the bottom left to turn it off.

Presentation

Once you click the button to create teams, students need to find their partners.

  • Students are assigned groups of two, three, or four players.
  • Each group is given a mascot (an animal like a sea turtle, giraffe, etc.). Students can use their mascots to find others in their groups.
  • Unless you’re playing an alternate variety of Quizlet Live (we’ll get to those shortly), have team members sit together.

Note: Before students find their partners, you can click the “Shuffle Teams” button to create new teams. This is helpful if a combination of certain players will cause a distraction or be an unfair advantage to other teams.

If any of the students’ devices go offline, Quizlet will notify you of that when it’s time to start the game. You have two options:

  • Re-assign teams with the offline players removed
  • Proceed without the players who have gone offline (or get them back online)

If a team proceeds without one of its players, it’ll be impossible for that team to win. (This is no fun for that team, but sometimes that’s a better option than taking the time to re-assign a large class.)

Practice
Engagement Enhancement Extension

Play the game

  • When the game starts, each student will have a few of the team’s terms on his/her device. The team works together to answer questions correctly.
  • The team strings together consecutive correct answers. If a team answers all 12 questions correctly (eight if groups of two) in a row — and does it before any other team — that team wins.
  • If a team gets a question wrong, its consecutive answer streak is broken and they have to start over.
Evaluation
Engagement Enhancement Extension
  • Review terms and definitions with students by flipping through them
  • Discuss common mistakes (as displayed on the screen)
  • Exit the game (if you’re done playing)
  • Play again (if you want to generate a new game)

If you click “Play again”, you can always click “Shuffle Teams” to create new teams and start with a new set of flashcards.

Application
Engagement Enhancement Extension

Students can create their own Quizlet account to make vocabulary cards to study.

Subjects

  • Basic Communication
    • Communicate in interpersonal interactions
    • Communicate regarding personal information
  • Electives
    • Career Exploration
    • Intro to Computers
  • English Language Arts
    • American Literature
    • English 1-4
    • English Electives
    • Journalism
    • Literature
    • Speech
    • World Literature
  • Fine Arts
    • Art History
    • Fine Arts Electives
    • Music Appreciation
  • Language Arts - Reading
    • Analysis
    • Comprehension
    • Inference and Interpretation
    • Synthesis and Generalization
  • Language Arts - Writing
    • Language Facility
    • Organization of Ideas
    • Writing Conventions
  • Math
    • Algebra
    • Calculus
  • Math
    • Compute using decimal fractions
    • Compute using fractions
    • Compute using whole numbers
    • Compute with percents, rate, ratio, and proportion
  • Math
    • Consumer Math
    • Conversions
    • Decimals
  • Math
    • Demonstrate measurement skills
    • Demonstrate pre-computation skills
  • Math
    • Fractions
    • Geometry
    • Integrated Math
  • Math
    • Interpret data from graphs and compute averages
  • Math
    • Math Electives
    • Percentages
    • Pre-Algebra
    • Proportions
    • Trigonometry
  • Math
    • Use estimation and mental arithmetic
    • Use expressions, equations, and formulas
    • Use statistics and probability
  • Math
    • Whole Number Skills
  • Mathematics
    • Algebraic Concepts
    • Data Analysis/Probability/Statistics
    • Measurement/Geometry
    • Numbers and Operations on Numbers
  • Science
    • Biology
    • Chemistry
    • Earth Science
    • General Science
    • Health and Life Science
    • Physical Science
    • Physics
    • Science Electives
  • Social Studies
    • American Government
    • Economics
    • Psychology
    • Social Studies Electives
    • U.S. History
    • World History

CTE Sectors

  • Agriculture and Natural Resources
  • Arts, Media, and Entertainment
  • Building and Construction Trades
  • Business and Finance
  • Education, Child Development, and Family Services
  • Energy, Environment, and Utilities
  • Engineering and Architecture
  • Fashion and Interior Design
  • Health Science and Medical Technology
  • Hospitality, Tourism, and Recreation
  • Information and Communication Technologies
  • Manufacturing and Product Development
  • Marketing Sales and Service
  • Public Services
  • Transportation

CTE Anchor Standards

  • Anchor Standard 2: Communications - Language Standard: Acquire and accurately use general academic and domain-specific words and phrases sufficient for reading, writing, speaking, and listening at the (career and college) readiness level; demonstrate independence in gathering vocabulary knowledge when considering a word or phrase important to comprehension or expression.

Standards

  • Reading
    • CCR Anchor 4 - Interpret words and phrases as they are used in a text, including determining technical, connotative, and figurative meanings, and analyze how specific word choices shape meaning or tone.
  • Language
    • CCR Anchor 3 - Apply knowledge of language to understand how language functions in different contexts, to make effective choices for meaning or style, and to comprehend more fully when reading or listening.
    • CCR Anchor 4 - Determine or clarify the meaning of unknown and multiple-meaning words and phrases by using context clues, analyzing meaningful word parts, and consulting general and specialized reference materials, as appropriate.
    • CCR Anchor 5 - Demonstrate understanding of figurative language, word relationships, and nuances in word meanings.
    • CCR Anchor 6 - Acquire and use accurately a range of general academic and domain-specific words and phrases sufficient for reading, writing, speaking, and listening at the college and career readiness level; demonstrate independence in gathering vocabulary knowledge when encountering a word or phrase important to comprehension or expression.

Related Resources

Tags

listening, reading, flashcards, game, game, games, live, pronunciation, quiz, quizlet, Quizlet: Flash Card and Vocabulary Quiz Web Site, quizzes, scatter, spelling, spelling game, timed game, timed quiz, vocabulary, vocabulary, ABE, ASE, audio, ESL, flash cards

Tools

Quizlet

Creative Commons License

CC BY-SA
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OTAN activities are funded by contract CN220124 from the Adult Education Office, in the Career & College Transition Division, California Department of Education, with funds provided through Federal P.L., 105-220, Section 223. However, OTAN content does not necessarily reflect the position of that department or the U.S. Department of Education.