A new quiz every Thursday

Make your own quiz for the classroom

Check what your class knows with your own questions on the whiteboard. No pupil accounts, and no race against the clock.

The host screen on the TV: a multiple-choice question from the Starter Quiz, with the timer and who has answered
A player's phone with the same question and four answer buttons
The host screen on the TV: a multiple-choice question from the Starter Quiz, with the timer and who has answered
A player's phone with the same question and four answer buttons

01In three steps

How to make a quiz for your class

A revision quiz on one chapter takes about fifteen minutes to set up. You need a laptop on the whiteboard or screen, and your class needs a browser.

  1. Make a round per chapter. Type in your questions and pick the question type and thinking time for each one. Add a short explanation: it appears on the board after the answer. Bundle rounds into a quiz, for instance one round per section.
  2. Put the quiz on the whiteboard. Choose On the TV: the question shows large on the board, with the code and a QR code to join. Switch speed points off if you want pupils to think rather than race.
  3. Pupils join in the browser. On a phone, laptop or Chromebook they go to kwishetwel.com/join, enter the code and pick a name. No app and no account. Afterwards the results show, per pupil and per question, who scored.

The Kwishetwel editor with a multiple choice question about the Danube, the thinking time and an explanation for the answer

In the editor you set the thinking time per question and write the explanation that appears after the answer.

Making your own questions is part of the Ultimate plan. You can try it free once: 10 rounds within 7 days, no payment details needed. A draft you only test on your own does not count.

02Think, don't race

Testing without a race against the clock

In many classroom quizzes the fastest tapper wins. For a check of understanding, you want to know who actually gets it.

By default, Kwishetwel gives extra points for speed. Switch speed points off and every right answer scores the same, whether it comes after two seconds or thirty. You can do that when you start, or during the game from the menu; then it applies from the next round.

The start screen with On the TV selected and speed points switched off

When you start: On the TV, with speed points off.

More room to think

  • You set the thinking time per question, from 5 seconds to 5 minutes. A maths question gets more time than a map question.
  • Once everyone has answered, the question closes by itself. Nobody sits waiting for the clock.
  • Pause stops the game for a moment so you can explain something.
  • The penalty wheel is off by default. In class, just leave it off.
  • Word association is a speed game: whoever types a word first gets the points. For a test, pick the other question types.

Every mistake becomes a learning moment

After each question the right answer appears on the board, with the explanation you wrote. For a multiple choice question you also see how many pupils chose each answer. So you discuss a common mistake straight away, not when the marked test comes back.

The whiteboard after a multiple choice question: the right answer Danube, how many pupils chose each answer and the explanation

After the question: the right answer, what the class chose and your explanation.

A quiz is more than a game: retrieving an answer yourself helps you remember better than reading the material again. This is known as the testing effect. Utrecht University explains how to use it in lessons (in Dutch): activate your pupils' memory by testing.

03By subject

Which question type suits your subject?

Not everything is multiple choice. Every subject has a few question types that work well.

Question typeWorks well forExample
Open questionKey terms and definitions: pupils type the answer themselvesWhat is the process called in which a plant uses light to make glucose?
Multiple choiceA quick check that the core idea landed, also with more than one right answerWhich river flows through Budapest?
On the mapGeography; with your own image also a cell, the skeleton or a machineWhere is Prague?
EstimationMaths, physics and history: a number, year or dateIn which year did the Berlin Wall fall?
RankingTimelines, processes and sizes in orderPut these countries in order of area, largest first.
Top listNaming as many as possible from a setName the countries that border Germany.
Which ones / notSorting: which ones belong and which do notWhich of these animals are mammals?

For an open question, Kwishetwel accepts capitals, accents and one typo automatically, and you can add variants that also count as right. A cutscene puts a heading or short instruction between questions, such as 'Section 4.2: climate'.

04Example

Revising chapter 4 in fifteen minutes

This is what a geography revision quiz looks like in the lesson before the test on Europe.

  • Round 1, Places on the map: three map questions (Prague, Budapest, Lisbon), 45 seconds each.
  • Round 2, Key terms: a multiple choice question about the Danube, an open question about the European Union, an estimate of the EU's population and four countries to rank by area.
  • Settings: speed points off, penalty wheel off. The explanation on the board after every question, the standings after every round.

A map of Europe on the whiteboard with the class's answers around Prague

Where is Prague? After the question, every answer from the class is on the map.

When to use it in a lesson

At the start of a lesson to activate prior knowledge, halfway through to check the explanation landed, at the end as an exit ticket, or in the lesson before a test as revision. A short quiz every week works better than one big one before the test.

05Afterwards

See who gets it

During the game you see what everyone answered after each question, and the standings after each round. Both are also on the board. If you would rather keep it anonymous, let pupils pick a nickname that only you know.

After the game you open the results: the final standings, the points per pupil per question and the questions with the right answers. With speed points off you can read off at a glance who got which question right; for map, estimation and ranking questions you see how close someone was. Print the results or save them as a PDF: we clear the game after about 30 days.

The results after the game with the points each pupil scored per question

The results: points per pupil per question. A dash means no answer.

What it is not: a gradebook. There is no export to Excel and no link with your school's learning platform or gradebook. Use it to check what sticks, not to give grades.

06In the classroom

Phones, laptops and privacy

Can pupils use their phones?

Many schools now restrict phones in class, often with an exception for use in the lesson itself. In the Netherlands, for instance, phones, tablets and smartwatches have been off-limits in class since 2024 unless the lesson needs them (Rijksoverheid, in Dutch). Check what your school allows. Rather not use phones? Kwishetwel runs in any browser, so pupils can also join on a laptop or Chromebook, or in pairs on one device.

A large class

Up to 25 devices can join a game; a pair on one device counts as one. With a paid Ultimate plan you add 5 at a time, up to 50 per game (€2.50 per 5 a month). That is not available during the trial.

What we store about pupils

Pupils do not create an account. They only pick a name, which can be a nickname, and optionally a photo, which they can skip. The game itself shows no cookie banner and runs no analytics. Within about 30 days of the game we delete it, along with the answers and photos. Does your school work with a data processing agreement? Get in touch and we will arrange one. More is in the privacy policy.

07Training and courses

For trainers and course leaders too

A knowledge check at the end of a module, a refresher after lunch or a quiz to open a training day: it works the same way. Adult participants play on their own phones, and in teams of two or three the discussion becomes part of the learning. For a bigger group, Ultimate lets you add devices, up to 50 per game.

Running the same training again? Your quiz is saved and works for every group. You can also mix your own rounds with ready-made rounds from the catalogue, for example as a light-hearted finish; how that works is in mixing your own rounds with the catalogue.

08Why it works

Why a quiz works in the classroom

  • 01

    Everyone takes part: the whole class answers at once, including those who never put a hand up.

  • 02

    Every mistake becomes a learning moment: the explanation is on the board right after the answer.

  • 03

    No marking: points add up by themselves and the results show per question who gets it.

A paper test or a quiz?

KwishetwelPaper test
MarkingDone for youBy you, after the lesson
Explaining mistakesRight after each questionWhen you hand it back, days later
Who gets itYou see it in the same lessonAfter marking

09How it works

Three steps. Zero prep.

    • The Starter Quiz9 questions
    • The General Knowledge Quiz
    • Sun, Booze, Hospital Quiz!

    1. Pick a quiz

    Ready-made from the catalogue, or your own rounds.

  1. Join withK7Q2PXkwishetwel.com/en/join

    2. Put it on the TV

    Laptop, Chromecast or HDMI. A code and a QR code appear.

  2. The join screen on a phone: the name of the game and a name field with Grandma Jo

    3. Everyone joins

    Scan, type a name, play. No app, no account.

10Pricing

Start free. More when you want.

A new account plays 10 rounds with everything in Plus, within 7 days and without payment details. Cancel any time: you keep playing until the end of the paid period.

Frequently asked questions about a classroom quiz

How do you make a quiz for your class?

With Ultimate, make your own round with your questions, for instance one per chapter, and bundle rounds into a quiz if you like. Start it with On the TV so the questions show on the whiteboard. Pupils join with the code or the QR code.

Can I try it for free?

Yes. Create a free account and start the Ultimate trial on your plan page: 10 rounds within 7 days, no payment details needed. A draft you only test on your own does not count. Nothing renews automatically afterwards.

Do pupils need an account or an app?

No. Pupils go to kwishetwel.com/join in the browser, enter the 6-character code and pick a name. That works on a phone, laptop or Chromebook.

Can I switch off speed points?

Yes, when you start the game and during it from the menu; during the game it applies from the next round. A right answer then always scores the same, however fast it comes.

How many pupils can take part?

Up to 25 devices per game. If pupils play in pairs, a class of thirty fits easily. With a paid Ultimate plan you add 5 at a time, up to 50 per game.

Can I see who got which question wrong?

Yes. The results after the game show the points per pupil per question, with the right answers. With speed points off, that tells you who got which question right. Print them or save them as a PDF, because we clear the game after about 30 days.

Does it count as a grade or link with our school system?

No. There is no export and no link with a learning platform or gradebook. Kwishetwel is meant for checking, in a playful way, what sticks.

What does it cost?

Ultimate costs €11.99 a month or €119.90 a year, VAT included. You can also take a single month that ends by itself. At checkout you enter your school's name, and its VAT number if you have one; both appear on the invoice. Pupils pay nothing.

Does it work for training sessions and courses?

Yes. Participants play on their own phones, alone or in teams, and you put the questions for each module on the screen. Your quiz is saved, so you can use it again with every new group.

Ready for your first classroom quiz?

Create a free account, start the Ultimate trial and put your first chapter on the board.

The Kwishetwel players: the professor, the athlete, quizmaster Wim, grandma, the cool one and the nerd