Bring the game layer to your classroom or training floor — without losing the learning science underneath.
Gamification works when it supports learning, not when it distracts from it. Quizotic adds speed bonus, streak multipliers, leaderboards, and power-ups on top of a learning-science foundation — Bloom's Taxonomy for depth, Confidence Grid for metacognition, and spaced-retrieval for long-term recall. Your sessions feel like a game; your reports show the cognitive work that actually happened.
Correct-and-fast earns bonus points. Three in a row triggers a streak multiplier.
Real-time ranking keeps the room engaged. Hide the leaderboard for reflection sessions.
After each answer, participants rate their confidence. Reports surface Hubris and Imposter cohorts.
Missed questions queue for review at 1, 3, 7, 14-day intervals — evidence-based spacing.
Every question is tagged to a Bloom level; reports show depth coverage per session.
Split the room into teams for collaborative gameplay. Points aggregate in real time.
Pick competitive mode, set timers, enable streaks and power-ups.
Start the game; participants join on phones. Hosts control pacing and reveal answers.
See the Bloom distribution, Confidence Grid, and who needs spaced-review follow-up.
Evidence-based gamification — speed, feedback, and spaced retrieval — consistently improves retention over passive review. Quizotic implements the mechanisms that research backs, not just surface-level game elements.
After each answer, participants report confidence (High / Low). The report plots Correct-vs-Confident on a 2×2 grid, flagging "Hubris" (confident but wrong) and "Imposter" (correct but unsure) cohorts for targeted follow-up.
Yes. Assessment mode hides the leaderboard, removes timer pressure, and produces a formal PDF report. Switch modes without recreating the quiz.
Yes. Corporate trainers use Quizotic for onboarding quizzes, compliance refreshers, and sales enablement — gamified when engagement is the goal, formal when assessment is.
Missed questions automatically queue for a short review session at expanding intervals — 1 day, 3 days, 7 days, 14 days. This leverages the spacing effect to move knowledge into long-term memory.