Quizlet Guides

Quizlet logo

Quizlet is a website that lets you create, share and complete activities online. Anyone can share knowledge in any subject, at any level and gain confidence as a learner. All tWorld map suggesting the range Quizlet reacheshe content in Quizlet is created by users and 87% share what they create or study. This means that you need to be discerning about the pre-prepared content that is on the website, but you can take a copy of the activities and adapt it to suit your needs.

Originally Quizlet was created as a tool to help with French vocabulary, over the 10 years since then, it has grown to be a useful, interactive tool for any subject area, although it is still very well suited to language learning.

 

quizlet menu of activities

On the website they suggest that the study tools should work for any curriculum, any level user, any teacher or student, anywhere in the world, all you need is an internet connection. They listen to feedback and suggestions, so don’t be afraid to send your ideas on to them. They also say that their engineers visit classrooms regularly and that the Quizlet team talks to students and teachers to see Quizlet in action, which makes it a real education tool and worth spending a few minutes exploring its possibilities. If you would like SALT to give you an overview of Quizlet or any other online activity creator get in touch with us at salt-team@swansea.ac.uk

 

There is also an addition to the range called Quizlet Live where your can create group activities and teams can play against each other as they learn new concepts, topics, vocabulary or problem solving.

quizlet live icon

Help Guides and information adapted from Quizlet.com

Using flashcards

Using learn mode

Using seller

Using Test Mode

Playing Gravity

Playing Scatter

References for Games Based Learning

HEA. [Online] Available at: https://www.heacademy.ac.uk/enhancement/starter-tools/gamification-and-games-based-learning [Accessed: 9 Nov 2016]

Lee, J, J. Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15 (2).

McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press. New York, NY.

Niman, N B. (2014) The Gamification of Higher Education: Developing a Game-Based Business Strategy in a Disrupted Marketplace. Palgrave Macmillan

Sandford, R. Williamson, B. (2005) Games and Learning. A Handbook from FutureLab. [Online] Available at: http://www.educationscotland.gov.uk/Images/futurelabgames_and_learning_tcm4-452087.pdf [Accessed: 3 July 2015]

Sinha, S. (2012). Motivating Students and the Gamification of Learning. The Huffington Post. [Online] Available at: http://www.huffingtonpost.com/shantanu-sinha/motivating-students-and-t_b_1275441.html [Accessed: 1 July 2015]

Tulloch, R. (2014). Reconceptualising Gamification: Play and Pedagogy. Journal of Digital Culture and Education [Online] Available at: http://www.digitalcultureandeducation.com/uncategorized/tulloch_html/ [Accessed: 3 July 2015]

Walsh, K. (2012). Introducing a Game-Based Curriculum in Higher Ed. EmergingEdTech. [Online] Available at http://www.emergingedtech.com/2012/06/introducing-a-game-based-curriculum-in-higher-ed/ [Accessed: 3 July 2015]

 

 

 

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