We have included a number of features in the Qedoc Quiz Maker which are particularly suited towards making learning games for young children:
- Mystery word quizzes
- Memory games
- Anagram games
- Letter prompts
- Multiple attempts with visual attempt tracking
- Hints
- Child icons in the log-on section
- Interface driven by large icons
Mystery word quizzes
Mystery word quizzes are based on the traditional game sometimes known as hangman.
Letters of a hidden word are guessed until either no lives are left or the word is complete.
Educationally, this game is ideal for learners who have not yet fully learnt material, or
who are not yet proficient at spelling. It promotes a number of distinct learning goals,
including long-term memory retention and accuracy in spelling.
In the above example, dozens of things are configurable. Most importantly, the stimulus
text on the left-hand side can be rewritten or mixed with media such as images. The keyboard
content too is entirely configurable, allowing game variations to be thought up by you. A
choice of icons to mark "lives" is also available - but red hearts are intuitively understood by
younger children
Multiple attempts
The above screenshot also shows how multiple attempts are visualised. The same attempts-display
can be chosen for any kind of question. The number of attempts allowed and the icon to be shown
is under your control as author of the materials.
Letter prompts and hints
Letter prompts are a simple and yet important variation on plain text entry answer types.
The number of letters required is shown using underscores. As each letter is typed, the underscore
disappears for extra reading clarity. Particularly children will find it easier to type in answers
when the number of letters is made clear.
The above screen shot also shows a hint button. Whether or not hints are allowed is entirely up
to you as the author. If you implement hints, you can specify up to three hints. The programme will
cycle through the hints in sequence. The first time the hint button is clicked, the first hint shows.
At the next click the second hint shows. Then the third. And then back to the first. The cycling
and changing hints generated in this fashion give the child a deeper sense of being helped.
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