Teachers in any subject area and grade level can use Raptivity to easily create simple quizzes or slideshows. In general, the content is visually attractive, so using a digital slideshow or on-screen quizzes could potentially enliven lessons. Some games will appeal only to younger learners, such as one when students answer multiple-choice questions correctly, an on-screen mouse collects some cheese. Teachers can make three main types of presentations, and while all three are appealing, they're essentially slideshows. Educators can add audio files (in MP3 format), which is a nice touch for supporting students who may have difficulty reading what's on each slide.
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When teachers login to Raptivity, they see several different activity templates that they can preview and use. Each type of activity has an easy-to-follow video tutorial. Teachers who have used digital tools like Google Slides or Kahoot! will easily be able to navigate the intuitive interface. Once teachers are done creating their questions or making their slides, they can save, preview, and publish their activities. Once published, teachers can share on social media or share a link with their students. Most students should easily be able to navigate the activities, with nothing more complex than tapping an answer, hitting submit, and tapping on-slide features like a bowling ball.
The most notable feature absent from Raptivity is any kind of report on student data. There are no student accounts. Students click a link, complete an activity, see their results, and that's it. Teachers can customize the message that students get when they answer correctly or incorrectly, but they can't see who answered in what way, or even overall class results.
Currently, Raptivity doesn't give students an active role, nor does it help teachers create a student-centered experience. Although there's some indication that an upcoming new game type (called "Parking Lot," which Raptivity says will give students a place to write questions) may have more of a community based, student-centered experience, it's not available at the time of review. Students are passively answering questions and viewing slideshows, and teachers don't get any data. And though teachers can customize the messages students get after taking a quiz, the default for not doing well on a quiz is, "You have failed the assessment. Try harder next time," which is a sentiment most teachers would never want to convey to students. Teachers would be better off exploring new ways of using products they are already familiar with or investing the time in alternatives that offer a more robust learning experience.
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