Science Review Games for the Classroom: 7 Formats

By the Kwizzy team · · 5 min read

Science review has a problem that other subjects have less of. A unit is full of vocabulary, but the real test is whether students can use it: predict what happens when a force is doubled, explain why a plant needs light, or decide which of two diagrams shows a chemical change. A review game made only of definitions feels busy and teaches little.

This post collects seven formats that work for science, each with a note on what it checks and where it falls short. All of them run on a free Kwizzy teacher account with students joining from their own devices, and none of them needs more than ten minutes of setup once you have a quiz in hand.

1. The misconception round

Science is the subject where students arrive with strong wrong ideas: heavier things fall faster, plants eat soil, summer happens because Earth is closer to the sun. A round of true/false statements aimed at those ideas is more useful than a round of facts, because the wrong answers tell you what to reteach.

Write each statement so that the wrong idea sounds reasonable. Add a one-sentence explanation to every question (a question's explanation can be up to 500 characters and shows on students' phones at the reveal). After each reveal, ask for a show of hands: "Who changed their mind?" That question is the lesson.

What it does not do: a true/false question can be guessed half the time, so treat a high score on this round with caution. It is best as an opener, not as proof of mastery.

2. The vocabulary sprint

Give a single-choice question a short timer and ask for the term that fits a description. Ten to fifteen seconds is enough for recall. Mix in a few typed-answer questions where students enter the word themselves. Typed answers match without regard to capitals, accents or punctuation, and you list every spelling you will accept, so "photosynthesis" and a common misspelling can both count if you decide they should.

Vocabulary is also where flashcards beat a game, so consider sending the same terms home as a shared set. The post on flashcards versus quizzes explains how to split the two.

3. The prediction round

Describe a setup in one or two sentences and ask what will happen. "A cart is pushed with twice the force and the same mass. What happens to its acceleration?" Students commit to an answer before you reveal anything, which makes the explanation land. If you can, run the real demonstration right after the reveal.

The library quiz Forces and Motion is a good base. Play it first and pick the three questions that work as predictions; the rest can be skipped or used as recall.

This round works best at a slower pace: 30 to 40 seconds per question, and a pause for discussion after each. If the room is flat, you are going too fast or the questions are too easy.

4. The team lab race

Split the class into teams when you create the game (two to six). Each team's score is the average of its members' scores, so teams of different sizes compete fairly. Tell teams that they may talk quietly, but only one answer per person counts.

Use this for topics with a lot of steps, like Photosynthesis and Cellular Respiration. Students who understand the process end up explaining it to their teammates, and that is worth more than the points. Keep the game short, around ten questions, since a team race is tiring.

One thing to avoid: do not put a team that has missed the previous unit against a strong one without saying anything. If the gap is obvious, shuffle the groups or turn teams off for that game.

5. The exit-ticket check

Three to five questions at the end of a lesson, run as a quick live game or assigned as homework. For science, aim the questions at the one idea you wanted students to leave with, and make at least one of them need reasoning, not recall. The data tells you who needs a second look tomorrow.

If you want the longer version of this idea, see exit ticket ideas with quizzes.

6. Homework review with a deadline

A live game needs everyone in the room at the same time. Homework mode does not. You set a quiz as homework with a deadline, students open the link or type the code, pick a nickname, and answer in order. They see whether each answer was right straight away, and you see each nickname's score. The step-by-step is in how to assign a quiz as homework.

It suits topics with a lot of content, such as Atoms, Elements and Compounds, because students can work at their own speed. It is weaker for building excitement, and a student can look things up while answering, so use it for practice, not for a grade you plan to rely on.

7. The station rotation

If you run stations, one of them can be a quiz on a few devices: students play the same quiz solo and compare results at the end of the rotation. Library quizzes can be played solo with no account. The rest of the stations can be hands-on, like sorting rock samples before taking Rocks, Volcanoes and Earthquakes.

The quiz station works because it needs no help from you. Its weakness is that students who finish early have nothing to do, so give them a follow-up question on paper.

Choosing the format

A short guide, based on what you want to find out:

  • To find misconceptions: format 1 or 3.
  • To check vocabulary: format 2, with a shared flashcard set for home study.
  • To get a quiet class talking: format 4.
  • To check one idea quickly: format 5.
  • To review when you cannot meet together: format 6.
  • To free yourself during stations: format 7.

Do not run more than two formats in one lesson. Students tire of switching rules faster than they tire of the content.

When the library runs out

The library covers common middle and high school topics, but your unit probably has its own order, its own vocabulary and its own demonstrations. When you want a quiz built around exactly what you taught, with your own explanations and timers, and a report that shows which questions the class missed, that is where a paid plan comes in. Compare the options on the pricing page when you get there.

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