Solo Quiz Practice: Instant Feedback and Retry-Missed

By the Kwizzy team · · 4 min read

A student who missed three questions on Tuesday's quiz usually gets one chance to find out why: the paper comes back on Friday, and by then the question is cold. Practice works better when the answer arrives while the question is still in the student's head, and when the student can go straight back to the parts they got wrong.

Solo play in Kwizzy is built around that idea. A student opens a quiz on a phone or laptop, answers at their own pace, sees what was right and why straight away, and can replay only the questions they missed. This post explains what it does, what a teacher can and cannot see, and how to use it without creating more work for yourself.

What a student sees

Each question appears on its own, with a counter ("Question 4 of 12") and a running count of correct answers. When the student picks an answer, the quiz says whether it was right, shows the correct answer, and, if the question has one, an explanation of why. Questions that have a time limit show a timer bar, and running out of time counts as a miss, with the right answer revealed.

Three small features are worth knowing about:

  • A streak counter. After two right answers in a row, a flame and a number appear. In solo play the streak is only a visual and a sound cue. It does not add points, unlike the bonus in live games. Students who enjoy it get a bit of momentum, and students who don't can ignore it. The results screen reports their best streak.
  • Sound and music toggles. Music plays during questions and effects play on answers, and both can be switched off from the header. That matters in a library or a shared room.
  • Screen reader and keyboard support. After an answer, focus moves to the Next button, and the result and explanation are announced to screen readers.

Pictures and math visuals (number lines, base-ten blocks, fraction bars) appear in solo play just as in live games, as covered in pictures and math visuals in quiz questions.

Retry only the missed questions

This is the feature that makes solo play more than a worksheet. At the end, the results screen shows the score and a list of every question with the student's answer and the correct one. If they missed any, a button offers to retry just the missed questions, and it starts a new round containing only those questions.

Why it helps: replaying a whole 15-question quiz to fix three errors wastes the student's time and rewards what they already know. A short second round on only the shaky items is closer to how people actually study. Students can also press "Play again" for the full quiz.

A note on scoring: the "challenge a friend" score always comes from a full run, not a retry round. A retry round is shorter and not comparable, so the results screen keeps the last complete score for that.

Challenge a friend

After a full run, a student can tap a button to share a link. On a phone this opens the share sheet; on a computer it copies the link. The link carries the sender's score, and the friend who opens it sees a line on their results such as "You beat your friend's 8 out of 10" or "Try again to beat it". Only a number travels in the link. There are no names and no accounts.

For a classroom, this works best as an optional extra. If you would rather students not compare scores, tell them to skip the button; nothing forces anyone to share.

What you can see as a teacher

Not much, and that is deliberate. Solo play runs entirely in the browser: no game is created, no answers are sent to a server for your report, and no one signs in. It is a good fit when you want practice without gradebook pressure.

That has a practical consequence. If you need to know who did the practice, solo is the wrong tool. Use homework, where students type a nickname and you see each one's score before the deadline passes. If you want the whole class thinking together, host a live game.

Solo play is free for every quiz in the library. It is also available for quizzes you write yourself, but that is part of a paid plan, so check the pricing page for what your plan covers.

Ways to use it that tend to work

  1. Bell-to-bell filler. When students finish early, point them at a library quiz on the topic, such as Multiplication and Division. The retry button gives them a next move without asking you.
  2. A study link in your class page. Paste the link to a library quiz that matches your unit. Students on phones need no sign-up, which removes the usual forgotten-password problem.
  3. Pre-test warm-up. Ask students to play once, write down the questions they missed, then play the retry round. They bring a short list of weak spots to review day.
  4. Differentiated practice. The library has four levels, so a student who needs a step down or up can open the same topic at a different level without you building anything.

What does not work well: telling a whole class to "do the quiz" at home and expecting to know who did. You won't.

From practice to your own questions

Solo play with library quizzes is a free way to give students feedback-rich practice. When you want practice on your own unit's questions, with your explanations, you can write your own quiz; the library is a good place to see how a finished one reads first. Our pricing page shows how solo play of your own quizzes and the other paid features are arranged.

Try these quizzes