Knowledge Quiz

The Knowledge Quiz is a structure in which the class answers questions from the screen in teams: each team confers for half a minute, writes one answer big on a whiteboard sheet and, on the signal, holds it up at the same time as every other team. Then the answer appears and every team that had it gets a point — the scoreboard on the screen keeps count, and after the last question the score first stands large on the screen and then the questions at most half the teams got right come back once more, with their answer. Because every team answers every question, the whole class is working the whole time; and because the conferring comes before the writing, whoever did not know hears it from a teammate rather than from you. Suited to checking what has stuck, revising before a test, and opening a lesson with a dose of competition.

Check one thing before the first run: does every team have something to write on big and hold up? A whiteboard sheet with a marker is the handiest — the class sees every answer at a glance — but an A4 sheet and a thick marker work too. What does not work is hands up or calling out: then the fastest team answers and the rest watch, and that simultaneous answering is exactly what the structure lives on.

Group size

whole class, 2–8 teams of four

Duration

10–15 min for eight questions

Level

from age 7 to adults

Materials

a whiteboard sheet and a marker per team

Form

teams, all boards up at once

Goal

retrieve knowledge, answer together

Proposed by Світлана Бандура

Step-by-step instructions

5 steps

Form teams — 60 seconds

Form teams of four. Every team gets a whiteboard sheet and a marker and writes its team number big in the corner of the board — so with eight boards in the air you see at a glance which team you are tapping. Agree who writes; that may change per question.

Confer and write — 30 seconds

The question is on the screen. Everyone in the team first says what they think, then the team picks one answer and writes it big on the board. Board not up yet.

Boards up — 45 seconds

All boards up at once on the signal. Look at the other boards. Then the answer appears and the teacher taps the teams that had it: one point per team, the scoreboard on the screen keeps count.

The result — 60 seconds

The score large on the screen. Applause for the team with the most points — and the question almost everyone got wrong comes back in the lesson.

Look back at the hard questions — 90 seconds

The questions at most half the teams had right come back on the screen once more — hardest first, with the answer. Read them out; a team that did know says in one sentence how. No explaining now: that is tomorrow's lesson.

Every question is a round: after step 3 comes the next question and it starts again at step 2. Step 1 happens once beforehand and steps 4 and 5 once after the last question — set either to 0 seconds and the player skips it. Type the questions one per line as “question = answer”, or with options A–D in the editor.

Why does this work?

A quiz is not a structure — a quiz with hands up is a conversation between you and the three fastest students. The Knowledge Quiz does three things differently, and those three carry it: everyone answers at the same time, the conferring comes before the answer, and the score is light.

Everyone answers, at the same time

With hands up, a third of the class does not take part and nobody sees it. Here not taking part does not exist: every team answers every question, and all the boards go up on one signal. That is the principle of simultaneous participation the cooperative structures are built on — in the time one student calls out an answer, seven teams have written theirs down. And because the boards go up together, no team can wait for another to say it first: the answer has to come out of the team itself, including the team that would rather have sat it out.

The learning is in the conferring, not the answer

Thirty seconds is too short to look it up and just enough to pull it out of memory — and that retrieval fixes the material more firmly than hearing it once more. But it happens in a team here, and that changes what happens: whoever knows has to explain it in one sentence to whoever does not, and whoever did not know hears it from a classmate before the answer is on the screen. Let the boards hang a moment before you show the answer, and the class also sees where the teams differ — that is the teachable moment, more than the right answer itself.

The score is light — on purpose

One point per team per correct answer, no bonus for speed, no deductions. That keeps the conferring alive: a team that can win points by writing first stops conferring. Competition between teams, cooperation inside them — in exactly that order. And the quiz gives you something a whole-class oral quiz does not: it knows per question how many teams had the answer, and it puts the questions at most half of them had back on the screen at the end. Tomorrow's explanation is on the wall, then, instead of in your head. If you would rather not have the score or that look-back in view, set that step to zero seconds.

When to use it, when not

When to use it

  • To check what has stuck. At the end of a chapter or a week: eight questions, and you see per question how many teams had it. The boards say more than a round of hands: you also see which wrong answer keeps coming back.
  • As revision before a test. Twelve questions cover the material broadly, and the conferring does the work: whoever did not know hears a teammate's explanation and then sees the question on the screen once more, with the answer next to it.
  • As an opener with a dose of competition. Five questions about last lesson and the class is awake within ten minutes, in teams, and back in the material. Leave the score up — or not, that is a setting.
  • Right after the explanation, as a check. Three or four questions about what you just told them. A team that has it wrong corrects itself the moment the boards go up and the rest of the class turns out to have something else.
  • In a class where the same voices always speak. Nobody answers alone here and nobody has to say anything in front of the whole class — the board answers. For a student who never speaks in a class discussion, joining in with a team of four is a very different conversation.

When not

  • Not for open questions. "Why did the uprising break out?" fits neither on a board nor in thirty seconds. The Knowledge Quiz needs questions with one short, checkable answer. If you want the teams to actually work a question out, take the placemat — there the team builds one shared answer on paper.
  • Not for grades. A team answer does not say who knew, and the score belongs to the team, not the student. As soon as a grade hangs on it, the explaining in the team stops and the hiding begins. If you really need to know where each student stands, take a written answer from everyone.
  • Not when the questions can be looked up. Thirty seconds is short on purpose: enough to confer, too little to leaf through a book. If the books are open or the phones on the desk, conferring turns into searching. Books closed, phones away — or write the questions so that looking up does not help.
  • Not with one student who knows everything in one team. Then that student writes and the other three watch. Make the teams yourself, with the knowledge spread out, and rotate the writer per question — the board belongs to the team, not the fastest. Walk round in the first rounds and ask: "do all four of you agree?"
  • Not without something to hold up. Hands up or calling out removes the simultaneous answer, and with it the structure. No whiteboard sheets at hand? An A4 sheet and a thick marker per team do the same job; the basic kit has the sheets you make once and use for a year.

One structure, different functions

As an opener, with five questions about last lesson. Ten minutes, and the class has retrieved for itself what was covered last time, instead of you summarising it. The question most teams got wrong is your starting point straight away.
After the explanation, as a check that it landed. Three questions about what you just told them, right after. You see from the boards which concept does not sit yet, and the class sees it from each other — the correction comes from the other boards, not from you.
At the start of a topic, with questions about material still to come. Guessing in a team before the explanation is not a mistake but a hook: a team that has already written an answer down wants to know whether it is right — and gets, in the lesson, an answer to its own question.
As a revision round before a test. The strongest use and the longest: twelve questions that cover the material, rising from easy to hard. The look-back at the end puts the hardest questions on the screen for you; have every team copy them down — that list is the study plan for the evening before.
In tutor time, as a team quiz. With questions about the class, the school or the week it is not about knowledge but about the group: four students who have to agree on one answer together, and a score that is nobody's personally.

Examples per context

MathsWhat is 7 × 8 = 56 — the question may carry its own equals sign, the answer comes after the last one.
Languages / vocabularyWhat is the French for "despite" = malgré — or the other way round, from the foreign language into English.
HistoryIn which year did the Berlin Wall fall = 1989 — dates, names, concepts.
BiologyWhich organ makes insulin = the pancreas — definitions and functions.
GeographyCapital of Spain = Madrid — the classic, rising in difficulty.
Team trainingWhich step of our process follows the intake = the introductory meeting — revision without PowerPoint.

Variations

With options A–D in the preparation you pick the editor instead of the lines: per question four options on the screen and one ticked as correct. The team then writes a letter on the board. Handy when the options are the material — a grammar rule, a formula — or when writing is still hard for the class.
Students write the questions have every team come up with two questions with answers about the material and merge them in the preparation. Writing a question is harder work than answering one, and team 3's question is guaranteed to be answered correctly by team 3 — the class knows that too, and it is part of the fun.
Without a scoreboard set the result to zero seconds and the player skips the score. The point per question stays on the screen, so the class sees which teams had it — the competition stays light and the reflection stays.
The look-back only, without a score the two closing steps are independent: set the result to zero and keep the look-back, and the quiz ends not with a winner but with the questions the class does not have yet. In a class where the competition lands hard, that is the version you want.
Rising in difficulty every team gets the first two questions, almost nobody the last two. That keeps the score exciting until the end and lets the teams behind catch up again — and the question nobody had is the conversation of the next lesson.
Without whiteboard sheets an A4 sheet and a thick marker per team, a fresh sheet after every question — or a plastic sleeve with a sheet inside and a dry-wipe marker, which is the same thing as a whiteboard sheet. The basic kit describes how to make them in an evening.
With the live link with the quiz on the projector, every team also follows the same question and the same score on a screen of its own via the live link. Handy in a large room, or when the question is long and unreadable from the back.

By age

Ages 4–7. Too early. Reading the question, conferring in your team and writing one shared answer are three things at once, and the writing is the one too many. From age 8 stand up, sit down does this instead: the class answers with the body, there is nothing to read or write, and you still see per question where the class stands.
Ages 8–11. Here it works as intended, and this is the age at which the boards are the most fun. Rotate the writer per question — say it once out loud, after that the class does it by itself. Eight to ten questions.
Ages 12–14. The content is no problem, the competition is: it gets loud fast and the argument about "half right" starts at question two. Say beforehand that you decide and that half right does not exist, and keep the points light — one per question, no bonus. Then the conferring stays the work.
Ages 15+ and vocational. Raise the level of the question, not the number: ask for a concept, a formula or a one-sentence answer instead of a date. Eight questions with real conferring yield more here than fifteen facts.
Adults: training, team day. Works well as the opening of a training session, provided you say why: "we're seeing what stuck from last time, and the score belongs to the table, not to you". Blank boards and questions from their own practice work better with adults than trivia.

Common mistakes

The fastest one writes. Then it is an individual quiz with an audience. The conferring is the structure: everyone first says what they think, then the team chooses. Walk round in the first rounds and ask whether all four agree.
Showing the answer before the boards are up. Then there is nothing left to compare, and a team that hesitated has said nothing. First all boards up, let them hang a moment, then the answer.
Points for speed. One bonus for the first board and the conferring stops: from then on whoever thinks they know writes and the rest watch. One point per correct answer, for every team that had it.
Arguing about "half right". You decide, and half right does not exist — say that once beforehand. On a mistake several teams made: one sentence of explanation, no more; the next question is waiting.
Too many questions. After a dozen or so the energy drops and the conferring becomes routine. Better eight good questions than twenty facts — and the questions you have left are the opener of the next lesson.
The score as a ranking of people. The score belongs to the team and to today. Keep the applause short, the losing light, and do not leave the score on the board until the next lesson. The scoreboard is not saved with a preparation either — every quiz starts at zero.

Frequently asked questions

What exactly is the Knowledge Quiz structure?

A whole-class structure in teams of four, with a whiteboard sheet and a marker per team. Every question is a round of two steps: the question is on the screen, the team confers for half a minute and writes one answer big on the board; then all boards go up at once on one signal, the answer appears on the screen and you tap the teams that had it — one point per team. Beforehand you form the teams; after the last question two closing steps follow: the score large on the screen, and then a look back at the questions at most half the teams got right. The difference from an ordinary quiz lies in two things: every team answers every question, and the conferring comes before the answer.

How long does a Knowledge Quiz take?

One question takes 75 seconds with the default times: 30 seconds to confer and write, 45 seconds for boards up, the answer and the points. Eight questions are therefore ten minutes, plus a minute for the teams beforehand, a minute for the result and a minute and a half for the look-back: fourteen minutes. Whoever prepares the structure sets the time per step — and the player does not advance automatically by default, so the boards go up on your signal, not on the clock.

How many questions and how many teams?

Eight to twelve questions is the measure: enough to cover the material, few enough to keep the energy up. Teams of four work best — enough to confer, small enough that everyone thinks along — and the player counts from two to eight teams, so a class of 28 is seven teams. With six per team, three confer and three watch.

Do I need whiteboard sheets?

No, but they are the handiest: one sheet and one marker per team, and after every question the board is clean again with one wipe. Have every team write its team number big in the corner of the board — with eight boards in the air you then see at a glance which team you are tapping. Without sheets, an A4 sheet with a thick marker works just as well (a fresh sheet after every question), or a plastic sleeve with a sheet inside and a dry-wipe marker — that is a whiteboard sheet. The basic kit describes how to make them in an evening; after that they last a year. What does not work is calling out or hands up: then the fastest team answers and the rest watch.

How do you write good quiz questions?

One short question with exactly one short, checkable answer that fits on a board: a concept, a number, a name, a date, a word in the other language. No open questions (they do not fit in thirty seconds) and no questions you can look up in thirty seconds. Order them from easy to hard, so every team scores in the first rounds. Type them in the preparation one per line as "question = answer"; the player splits on the last equals sign, so "What is 7 × 8 = 56" just works. Stuck? Ask Microsoft Copilot: "Write 8 quiz questions about [topic] for students aged [age], increasing in difficulty, each with a short unambiguous answer that fits on a whiteboard. One question per line, in the form: question = answer. No numbering." Paste the answer into the Questions field — every line becomes a question. If you work with the editor, its own prompt sits next to that field: it returns four options per question and the letter of the right one, in the shape the editor asks for.

Can it be done with options A, B, C, D?

Yes. In the preparation, next to the questions field, you pick the editor: per question you type options A to D and tick the right one. The options appear as tiles under the question on the screen, and the team writes the letter on the board. The rest runs the same — confer, boards up, answer, points. Open questions can go in the editor too; the lines are just faster to type and paste. The AI tip next to the field follows your choice: for the editor the prompt asks for four options per question and the letter of the right answer, so the answer fits the box it lands in.

How does the scoreboard work?

After showing the answer you tap on the screen the numbers of the teams that had it; each gets one point. No bonus for speed, no deduction for a mistake — that keeps the conferring alive. During the questions the score sits small next to the clock, after the last question large as the closing step; via the live link the teams see the same score on their own screen. The score belongs to today: it is not saved with a preparation, every quiz starts at zero. If you want no score on the screen, set the result to zero seconds — the look-back after it is a step of its own and stays.

What happens in the look-back?

After the score the player puts the questions at most half the teams got right back on the screen — the hardest at the top, with the answer and with "n of m teams right" beside it. At most four, because more than that you cannot read out in a minute and a half. Only questions whose answer you actually revealed count: a question you skipped says nothing about the class. If more than half the teams had every question, the step says so — then the quiz was too easy for this class, and that is information too. Explain nothing here yet: one sentence from a team that did know is enough, the rest is tomorrow's lesson. If you would rather keep track of the hard questions yourself, set the step to zero seconds.

What is the difference from Numbered Minds?

Both let a team confer first, but the answer comes out differently. In Numbered Minds one number is drawn after the conferring, and that student answers for the team — so everyone has to be able to explain it, including whoever just heard it. In the Knowledge Quiz the team answers as a whole on a board, at the same time as all the other teams, and a score counts. Rule of thumb: Numbered Minds when you want every member to understand; the Knowledge Quiz when you want to see in ten minutes where the class stands, with pace and a score.

What is the difference from the Movement Quiz?

In the Movement Quiz the class walks around and students quiz each other in changing pairs with cards: many conversations, no score, nobody sees the whole. The Knowledge Quiz is seated, works in fixed teams, and has the whole class answer every question at the same time on one screen — you see per question how many teams had it. Choose the Movement Quiz for practice and energy, the Knowledge Quiz to check and revise with an outcome you can see.

How do you run a Knowledge Quiz?

Three things carry the structure. One: the conferring. Walk round in the first rounds and ask "do all four of you agree?" — a team where one student writes straight away is an individual quiz with an audience. Two: the signal. All boards up at once, then let them hang a moment so the class sees where the teams differ, and only then the answer. Three: the points. You decide when in doubt, half right does not exist, and on a mistake several teams made one sentence of explanation is enough — the rest is tomorrow's explanation. Keep the applause short and the losing light at the end: a minute, not an award ceremony.

Does the Knowledge Quiz work online?

Yes, with one change to the board: share your screen, put the teams in breakout rooms or let them confer in their team's chat, and have every team post its answer in the shared chat at the same time on your signal — that is the online version of boards up. Then show the answer and tap the teams. The live link lets every team see the question and the score on its own screen as well.

Where does the structure come from?

The Knowledge Quiz belongs to the family of cooperative structures in which teams answer simultaneously and visibly; the team answer on a mini whiteboard was described in the literature by Spencer Kagan, and the idea behind it — that on every question you want to see an answer from every student, not from three raised hands — was worked out by Dylan Wiliam as the core of formative assessment in the classroom. Why the conferring, the simultaneous answer and the light score work exactly as they do, we checked against Uncommon Sense Teaching by Barbara Oakley, Beth Rogowsky and Terrence Sejnowski.

Checking knowledge in teams — which structure fits?

StructureGoalGroupDurationWhen it fits
Knowledge Quizteams answer at once on a board, with a scorewhole class, 2–8 teams10–15 mincheck and revise, with pace and a score
Numbered Mindsmake sure everyone understands2–610–15 minone right answer, everyone accountable
Movement Quizpractise knowledge in changing pairswhole class10–15 minpractice with movement, no score
Stand Up & Sit Downshow a position: agree or disagreewhole class5–15 minopinions, no right answers
Placematone shared answer, with a trace on paper4 per sheet10–30 minan open question a team works out
Taking Turnseveryone contributes in turnsmall group5–15 mincollect many short answers, no materials

Sources

  • Spencer Kagan, Cooperative Learning — the family of team structures with simultaneous, visible participation this structure belongs to; the team answer on a mini whiteboard is one of them.
  • Dylan Wiliam, Embedded Formative Assessment (2011) — why you want to see an answer from every student on every question, and mini whiteboards as the simplest way to do it.
  • Henry Roediger & Jeffrey Karpicke, Test-enhanced learning: taking memory tests improves long-term retention (2006) — retrieval from memory during the conferring fixes the material more firmly than rereading.
  • Barbara Oakley, Beth Rogowsky & Terrence Sejnowski, Uncommon Sense Teaching (2021) — retrieval, explaining to someone else and the role of feedback in the moment; also the source of the caution about what a team answer does not measure.
  • Sebo Ebbens & Simon Ettekoven, Effectief leren — quiz and team structures in Dutch didactics.

Compiled by Oksana Oliinyk · Last updated 12 September 2026

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