How to Read the Post-Game Report for a Live Quiz

By the Kwizzy team · · 6 min read

A live quiz game is loud, fast and fun, and when it ends you are left with a feeling about how it went. The feeling is not very reliable. The students who shouted the loudest were not necessarily the ones who understood, and the question that felt easy may have tripped half the room. What you want by the end of the day is a short list: which questions to reteach, and which ones can be left alone.

That list is what the post-game report is for. This post explains what is in it, how to read it quickly, and what to do with the spreadsheet download. It also covers what you see without the report, because a free account still gets a useful first look.

What you see on every account

When a game ends, the host screen shows the final scores, so you can name a winner or a winning team. Nothing about that needs a paid plan.

Open the report page for the same game and a free account gets a short preview instead of the full report: the class's average accuracy, how many of the questions anyone answered, and the one question the class found hardest, with the share of players who got it right. Those are real numbers from your own game, not a sample. Below them, the page explains what the full report adds and which plan includes it.

Even that preview answers the question many teachers care about most. If one question stands out because only a handful of players got it right, you already know what to open tomorrow's lesson with.

What the full report adds

The full report comes with the paid plans, and it is built around the question, not the student. You will not find a list of who got what. That is deliberate: the report shows how the room answered, and the scores on the host screen show who scored what.

At the top are three summary cards.

  • Questions is how many the quiz had.
  • Class score counts the questions where at least half of the players who answered got it right. So a score of 7/10 means seven questions went well for most of the room, not that the average student got seven right. It is a quick read on the quiz, and it is easy to misread, so treat the next card as the more honest number.
  • Average accuracy is the mean of each question's accuracy. Only players who answered a question count toward that question, so a student who missed it because they were looking at the wrong screen does not drag it down.

Under the cards is the Answer Breakdown, which is where the useful part lives. For every question you get the text of the question and one bar per option, with the share of players who picked it (as a percentage) and the head count in brackets. The right answer or answers are marked in green. For a pick-several question, a player who chose two options counts toward both bars, so the bars can add up to more than the number of players. That is correct, not a bug.

A short-answer question looks different. Instead of bars you see the answers players actually typed, most common first, with your accepted answers highlighted and the share of players beside each one. Matching ignores capital letters, accents and punctuation, and treats "3" and "3.0" as the same number, so those do not show up as separate mistakes. What does show up is the spelling variant you did not think of, which is the point of reading the list. If twelve students typed "photosyntheis" and you want to accept it, add it to the question's accepted answers before the next game.

If any questions came in under three correct answers in five, a Topics to Review panel lists up to the three weakest. And if the class averaged four in five or better, you get a short congratulations. Take that with a grain of salt: a quiz that everyone aces may simply have been too easy.

A five-minute way to read it

You do not need to study every bar. Here is an order that works.

  1. Look at average accuracy first. A low average usually means the quiz was ahead of the class, and a very high one usually means it was behind them.
  2. Scan the Topics to Review panel and write down the question numbers.
  3. For each of those questions, find the tallest wrong bar. A single wrong option that takes most of the wrong answers is a misconception. A spread across all the wrong options is guessing, which means nobody has the idea yet.
  4. Check the questions at the very end of the quiz. If accuracy drops sharply on the last two or three, the cause may be stamina or the timer, not the content.
  5. Decide what to do for each flagged question: reteach, add an explanation, or rewrite the question.

The third step is the one that makes the report worth opening. Take a ratio question where the class split between two wrong options. If one wrong option is the answer you get by adding instead of multiplying, you know the exact slip to address on the board tomorrow. The Ratios, Rates and Percentages quiz is a good example of the kind of content where wrong answers tend to cluster that way.

What the report is not

It is worth being clear about the limits, so you do not lean on it too hard.

It does not tell you who answered what, so it is not a gradebook. The per-student scores are on the host screen at the end of the game, and you can write those down if you need them. It does not measure understanding over time, only one game. And it treats a missed question and a wrong question differently only in the sense that unanswered questions are left out of that question's percentage.

Also, a game's results are not kept forever. Finished games, including their nicknames and answers, are deleted 60 days after the game ends, or sooner if you delete them yourself. If you want to keep the numbers, download them before then. The student privacy page explains how data is handled.

Using the CSV download

The report has a Download CSV button. The file has one row per question, and the columns are the question number, the question text, the correct answer, how many answered, how many were right, accuracy, and then one column per option showing how many players chose it. If your quiz includes true/false, pick-several or short-answer questions, two extra columns appear at the end: the question type, and the typed answers with their counts.

The file opens in a spreadsheet with accented letters intact, which matters if you teach a language class. Text that begins with an equals sign or a plus sign is protected so a spreadsheet will not run it as a formula.

Some ways teachers use a file like this:

  • Keep one sheet per unit and paste each game's rows into it. Over a few weeks you can see which question topics keep coming up weak.
  • Sort by accuracy and use the bottom five as your warm-up questions next week.
  • Share the rows for one question with a colleague who teaches the same course, and compare how your classes answered.

If you run the same quiz as homework, the picture is similar. A teacher on any plan can see each nickname's score, and the per-question breakdown, like the live report, comes with the paid plans. See how to assign a quiz as homework.

When the report starts to matter

If you host a game now and then, the preview and the host screen may be all you need. The report starts to pay off when you run games every week, because the pattern across games is more useful than any single one. Seeing the same kind of question land near the bottom three weeks running is a good reason to change how you teach it. If that sounds like your routine, take a look at the pricing page to see which plan includes the full report and the CSV download.

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