QUIZLET in the Classroom and at Home.

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quizlet

 

From Wikipedia, the free encyclopedia

 

 
t logo
Type of site
Education
Available in EnglishGermanSpanishChinese (Traditional and Simpified), JapaneseKoreanPortuguese (BR),[1] PolishRussianFrenchQuebec FrenchIndonesianDutchItalianTurkishVietnamese
Headquarters
San Francisco, California
Area served Select locations in the world
Owner QuizletInc.
Founder(s) Andrew Sutherland
Key people
  • Matthew Glotzbach (CEO)
Revenue Freemium (ads/subscriptions)
Website quizlet.com
Alexa rank  238 worldwide, 49 in the U.S. (February 2019)[2]
Registration Optional
Launched January 17, 2007; 12 years ago
IP address 104.16.14.221

Quizlet is a mobile and web-based study application that allows students to study information via learning tools and games. It is currently used by two-thirds of high school students and half of university students in the United States.[3] It was created by Andrew Sutherland in October 2005 and released to the public in January 2007.[4] Quizlet trains students via flashcards and various games and tests. As of February 6, 2019, Quizlet has over 300 million user-generated flashcard sets and more than 50 million active users.[5] It now ranks among the top 50 websites in the U.S.[6] In 2016, Quizlet was recognized by SimilarWeb as the fastest growing US Education site in 2015.[7]

Until 2011, Quizlet shared staff and financial resources with the Collectors Weekly web site.[12] In 2015, they announced raising $12 million from Union Square Ventures, Costanoa Venture Capital, Altos Ventures and Owl Ventures to expand its digital study tools and grow internationally.[6]Quizlet was conceptualized by Sutherland while he was memorizing animal names for his French class.[8][9] To aid in memorizing words, he began writing a program to help him study.[10] These first lines of code were deleted and then rewritten over a course of 420 days.

In 2011,  added the ability to listen to content using text-to-speech.[13]

In August 2012,  released an app for the iPhone and iPad and shortly afterward released an app for Android devices.[12]

On April 29, 2015,  enabled HTTPS on their site.[14].

On August 10, 2016, a revamp to their website with a new design interface, along with a new logo and homepage. Their mobile apps for iOS and Android also received a design interface update.[15]

On August 23, 2017,a new diagramming feature[16] to help learners with subjects heavy on visuals like geography, vocabulary, anatomy, and architecture.

On February 6, 2018,  it had raised an additional $20 million in Series B funding,[17] led by Icon Ventures.

On October 31, 2018, the opening of their second office, which was located in Denver[18].

Study modes and games

As a memorization tool, it lets registered users create sets of terms and definition customized for their own needs.[19] These sets of terms can then be studied under several study modes.[20][21]

Flash Cards
This mode is similar to paper flash cards. Users are shown a “card” for each term, which they can flip over by clicking or using the arrow keys or space bar.[22] The user has the option for the face of the card to be an image, a word, or both.
Gravity
In this study mode, definitions scroll vertically down the screen in the shape of asteroids. The user must type the term that goes with the definition before it reaches the bottom of the screen. It is one of the ‘Play’ study modes.[23] Gravity was adapted from a previous game, Space Race. The user can pick the level of difficulty and game type.
Write
In this study mode, users are shown a term or definition and must type the term or definition that goes with what is shown. After entering their answer, users see if their answer was correct or not, and can choose to override the automatic grading and count their answer as right if needed. This mode was previously called “Learn.”
Long-Term Learning
In this study mode, users are given a recommended study set based on whether or not they answer study set questions correctly. Repetition of terms answered incorrectly increases in frequency and a dashboard shows learning progress over time. The mode uses spaced repetition concepts to focus on longer-term retention and subject mastery versus shorter-term memorization.[24]
Speller
In this mode, the term is read out loud and users must type in the term with the correct spelling. If the user gets every answer correct, they are rewarded with a video of a monster truck doing a jump, wheelie, and a flip. [22]
Match
In this study mode, users are presented with a grid of scattered terms. Users drag terms on top of their associated definitions to remove them from the grid and try to clear the grid in the fastest time possible. Micro-match is a related matching game geared towards mobile devices and devices with small screens. Users may access the Micromatch mode on non-mobile devices by manually editing the URL in Match mode to use “micromatch” instead of “match”.[22] Match was previously attributed as “Scatter”. Though the name of the study mode changed, the game itself did not.
Live
In this study mode, a user with a Teacher upgrade (usually a teacher) breaks their class up into teams of however number of teams they want. The teacher chooses whether to start with a definition or term. Each team will have to choose the correct term/definition to win, with the team that has the most points winning. If the teacher decides to shuffle the teams, the groups are randomly put into new teams. This game works by choosing a set of flashcards and putting these flashcards into a format which works for the game.

10 Benefits to Playing Games in the Classroom

https://www.teachstarter.com/

More Motivation

Playing games in the classroom increases overall motivation. By playing games, students become more motivated to learn, pay attention and participate in set tasks. Games help students to become a part of a team as well as take responsibility for their own learning. They can also be a great classroom management tool, helping to motivate a class.

By playing games, students become more motivated to learn, pay attention and participate in set tasks. Games help students to become a part of a team as well as take responsibility for their own learning. They can also be a great classroom management tool, helping to motivate a class.

They can also be a great classroom management tool, helping to motivate a class.

Controlled Competitiveness

Students can become very competitive in the classroom, especially boys. Games are a great way to control the competitiveness between peers. By using games in the classroom, students can compete against each other whilst

Games are a great way to control the competitiveness between peers. By using games in the classroom, students can compete against each other whilst

By using games in the classroom, students can compete against each other whilst playing a game, then support each other during other learning activities.

Strategy Simulator

Most games require problem-solving strategies and planning. By applying a range of strategies in a game, students are able to use their working memory to solve problems, increasing their mental cognition. Stimulating the brain with strategies in a game can be a great brain workout!

By applying a range of strategies in a game, students are able to use their working memory to solve problems, increasing their mental cognition. Stimulating the brain with strategies in a game can be a great brain workout!

Stimulating the brain with strategies in a game can be a great brain workout!

Peer Positivity

Using games in a lesson, as part of teaching and learning, helps to create positivity around the lesson, motivating students with their participation and creating a positive attitude towards learning.

Games can also create a positive memory and experience of learning for students in the classroom.

Smaller Stress

Having to answer questions on a worksheet, or produce a page of text can be quite daunting and stressful for some students. It can also create a negative perception of a students’ learning environment.

As an alternative to worksheets, games can be used as a less stressful way for students to demonstrate their knowledge, skill and understanding of a topic. Being less stressed will help students to have a more positive perception of their learning environment and give a true indication of their own learning.

Mighty Memory

Playing a range of content specific games can increase memory. As they play a game, students need to remember important details about a topic but also use their working memory to think and act quickly.

Games that were made by the students can be some of the most effective. As students construct a game they are required to use their memory of specific content to create questions and answers suitable for the game, then use their memory of the topic to play the game.

Class Cooperation

Playing games in the classroom increases class cooperation.

Students need to work together as a team when playing as a whole class against the teacher, or in small team groups when playing games with each other.

Through games students learn how to take turns, build respect, listen to others and play fairly. Classroom games can also be used as a team building exercise.

Alert Attention

Playing games requires students to pay great attention to detail. As games can move quickly, when playing a game, a student needs to be alert and attentive.

This attentiveness when playing a game can help students to stay focused on other tasks in the classroom throughout the day.

Friendly Fun

Playing games in the classroom is always great fun!

When playing a game, endorphin’s are produced that stimulate the brain and gives students a feeling of euphoria. This feeling of euphoria creates a great sense of happiness and excitement for students in the classroom, developing a positive learning environment.

New Knowledge

Games are a great tool to use in the classroom to consolidate new knowledge.

After teaching new content to the class, provide students with a game that will consolidate their understanding and make connections with what they already know. Asking students to create their own content specific games can also be a great way to assess students at the end of a unit of work.

See also

References

  1. ^ ” languages”. .
  2. ^  Demographics and Competitors – Alexa”. www.alexa.com. Retrieved February 21, 2019.
  3. ^ “A new milestone : 50 million monthly learners”. Inside blog. Retrieved February 8, 2019.
  4. ^  The Innovation Economy, presented by Intel, in partnership with the Aspen InstitutePBS Newshour. Retrieved January 29, 2013.
  5. ^ Mission Page.
  6. Jump up to:a b Kolodny, Lora (November 23, 2015).  Raises $12 Million to Take Its Popular Study Tools International”. Retrieved November 23,2015.
  7. ^ “SimilarWeb Digital Visionary Awards: 2015”. SimilarWeb. January 21, 2016. Retrieved February 18, 2016.
  8. ^ Tynan, Dan. PC World. (March 9, 2008) “Meet the Whiz Kids: 10 Overachievers Under 21”.
  9. ^ The Morning Show with Mike and Juliet.
  10. ^ “Join millions and Build Your Own Flashcards, Game Yourself to Smart”. SF New Tech. November 2010. Retrieved January 29, 2013.
  11. ^ MIT / “Quiz Yourself”].
  12. Jump up to:a b “Growth Puts It on the Top of the Edtech Stack”. EdSurge. November 2012. Retrieved February 8, 2015.
  13. ^  “Speller” Mode in 18 Languages”. Free Technology for Teachers. July 2011. Retrieved February 1, 2015.
  14. ^ [1].
  15. ^ “Meet”. Retrieved August 10, 2016.
  16. ^ “IntroducingDiagrams”. August 2017. Retrieved August 28, 2017.
  17. ^ Roof, Katie. “raises $20 million for virtual flash cards”. TechCrunch. Retrieved February 26, 2018.
  18. ^ ” coming to Denver”. . Retrieved November 1,2018.
  19. ^ Wendy Boswell. Life Hacker. (January 28, 2007) “Practice your vocabulary”.
  20. ^ Barbara Feldman. The Boston Globe (November 26, 2010) [2].
  21. ^ “What are the different ways I can study my flash cards?”.Archived November 3, 2009, at the Wayback Machine FAQ.
  22. Jump up to:a b c “Engagement for Memory: Try Quizlet”. Jeanne Farrington. October 2014. Retrieved February 1, 2015.
  23. ^ ” Raises $12M Series A”. VentureTracker. Retrieved November 23, 2015.
  24. ^ “Announcing Q’s first funding round and what’s next for us”. Retrieved November 23, 2015.
  25. ^ ” Quizlet Flashcards API”. Retrieved May 2, 2017.