CLASSROOM WORKFLOW9 min read

9 flashcard games for the classroom, and the rule that makes them work

LS
Laxman Shah
building TeachRoster ·
Two phones showing one flashcard: the front asks what the denominator of a fraction tells you; the back answers how many equal parts the whole is split into, with Not yet and I knew it buttons

Most flashcard games are really speed contests. The student who knows the answer shouts it, everyone else waits, and by the end the three quickest people in the room have had a great revision session. The games below are chosen the other way round: every student answers every card, out loud or on paper, before anyone sees the back.

There are nine, from no preparation to a little. After them comes the part that matters more than which game you pick — how far apart to play them, and why students are so sure cramming works when it does not.

Two rules that make any game work

Answer before you turn it over.A flashcard read front then back is just a very small worksheet. The memory work happens in the second or two of trying to recall the answer, even when the attempt fails. Say it, write it, or point at it — but commit before the card flips.

Do not drop a card the first time it is right.When Wissman, Rawson and Pyc surveyed 374 students about how they used flashcards, the most common answer to “when has a card been studied enough?” was “when I get it right.” In an earlier experiment, Kornell and Bjork found that letting students drop the cards they felt they knew had small but consistently negative effects on learning. A card got right once is a card the student has just started to learn.

The nine games

1. Quiz-Quiz-Trade

Time
8–10 minutes
Prep
One card per student
Best for
Whole class, movement, any age

A cooperative learning structure from Kagan, and the best one here for a restless class. Everyone gets one card. Students pair up; one quizzes the other with their card, coaches them if they are wrong, then they swap roles. Then they trade cards and find a new partner. In ten minutes each student answers a dozen different cards and teaches one of them several times over.

Tip: stop the room after five minutes and ask “which card has nobody been able to answer?” That is your reteach for tomorrow.

2. Three piles

Time
5–10 minutes
Prep
A deck per pair
Best for
Pairs, before a test

In pairs, one student reads the front, the other answers. Each card goes into one of three piles: knew it straight away, got there slowly, and not yet. When the deck runs out, go again with the last two piles only, then the not-yet pile only, until it is empty. Then shuffle all three piles back together tomorrow — because a pile of cards known today is not a pile known on Friday.

3. The Leitner box

Time
5 minutes, most lessons
Prep
A shoebox with dividers, or five envelopes
Best for
Individuals, long topics, language vocabulary

Described by Sebastian Leitner in the 1970s and still the simplest way to build spacing into flashcards without a timetable. Cards live in a row of boxes. Every card starts in box 1. Get it right and it moves one box along, to be reviewed less often. Miss it and it goes all the way back to box 1. The cards a student finds hardest are the ones they see most; the easy ones drift to the end and come back just before the test.

1Every lesson2Every other lesson3Once a week4Every two weeks5Before the testright → one box onmissed → back to box 1
One way to set up a Leitner box for a class that meets most days. The intervals are a starting point, not a rule.

4. Around the World, fixed

Time
10 minutes
Prep
A class deck
Best for
Younger classes, quick facts

The classic: one student stands behind a classmate, you show a card, whoever answers first moves on to the next desk. Students love it, and the problem is obvious once you watch it — most of the class spends the game watching two people. The fix is cheap: everyone writes every answer on a mini whiteboard and holds it up, and the two players at the front are a sideshow rather than the whole game.

5. Swat it

Time
5–8 minutes
Prep
Answers written on the board, two fly swatters
Best for
Vocabulary, symbols, definitions

Write eight to twelve answers across the board. Read a card; two students race to swat the right answer. Same problem as Around the World, same fix: the rest of the class writes the answer down before the swat, and you check a few boards after each round. It is at its best with things that are easy to confuse — numerator and denominator, mitosis and meiosis, ser and estar.

6. Reverse cards

Time
5 minutes
Prep
Any existing deck
Best for
Older students, after a deck is familiar

Read the back; students give the front. “How many equal parts the whole is split into” — what is the question? It sounds like a gimmick, but it is a genuinely different recall, and it catches the student who has memorised “card three is ‘denominator’” without knowing what a denominator is.

7. Beat your own score

Time
2 minutes
Prep
A deck per student or pair
Best for
Starters, any age

Sixty seconds, the same deck, count how many you get right. Write the number in the back of your book. Do it again next week and the week after. The competition is with yourself, so nobody spends the game watching someone else, and repeating it over weeks is spacing by stealth.

8. Sort the cards

Time
10 minutes
Prep
A deck that splits into groups
Best for
Concepts, not just facts

Give pairs a deck and a rule to sort by: fractions equal to a half and fractions that are not; causes and effects; living and non-living. Then each pair explains one decision to another pair. Wissman and her colleagues found students mostly use flashcards to learn vocabulary and not to understand concepts. Sorting is one of the few card games that pushes past recall into reasoning.

9. Make the cards

Time
15–20 minutes
Prep
Blank cards and the notes
Best for
End of a topic

Students write the deck themselves from their notes, then swap decks and play any game above with someone else’s. Making a card is its own retrieval practice, and swapping decks exposes the bad ones fast — a card nobody can answer is usually a card with two questions on it.

All nine at a glance

GameTimeWho answers each cardBest for
Quiz-Quiz-Trade8–10 minBoth partnersMovement, any age
Three piles5–10 minOne of each pairBefore a test
Leitner box5 min, most lessonsEvery student, aloneLong topics, vocabulary
Around the World10 minEveryone, on whiteboardsQuick facts
Swat it5–8 minEveryone, in writingEasily confused terms
Reverse cards5 minEveryoneFamiliar decks
Beat your score2 minEvery student, aloneStarters
Sort the cards10 minPairs, then explainedConcepts
Make the cards15–20 minEveryone, twiceEnd of a topic

Why cramming feels better than it is

Every game above works better played three times over two weeks than once for half an hour. That is the spacing effect, and it is one of the most reliable findings in the research on learning; Dunlosky and colleagues rated distributed practice, along with practice testing, among the most useful study techniques they reviewed.

The awkward part is that students do not believe it. In Nate Kornell’s 2009 study, people learned word pairs from flashcards either spaced out or crammed together. Spacing was more effective than cramming for 90 percent of them. Yet after the first session, 72 percent believed cramming had worked better.

KORNELL (2009), SHARE OF PARTICIPANTSLearned more when the cards were spaced90%Believed cramming had worked better72%the same people, in the same study
Kornell (2009): what worked, against what felt like it had worked.

The reason is that cramming feels fluent. Seeing the same card three times in five minutes makes it feel known, because it is still in memory from two minutes ago. Spaced practice feels harder, because some of it has been forgotten — and that effortful recall is the part that does the work. It is worth telling a class this directly, once, with those two numbers. It changes how they hear “we’re doing these cards again.”

Cramming feels like learning because the card is still in memory from two minutes ago. That is exactly why it does so little.

What makes a good card

  • One question, one answer.“Name the parts of a cell and what they do” is a quiz, not a card. Split it.
  • Short enough to check at a glance. If the back takes a paragraph, nobody can tell whether the answer was right.
  • A reason on the back, sometimes.“3/4 — it is 6/8, and 6/8 is more than 5/8” teaches more than “3/4”.
  • Mix in last month’s cards. A deck that only covers this week is practice for this week.

A quick test for a card: could two students disagree about whether an answer is right? If so, the question is too broad.

Between lessons

Games are the in-class half. The spacing happens between lessons, which is where most decks die: a stack of index cards in a bag does not remind anybody to use it. A digital deck can do the remembering for the student, if it follows the same two rules as the games — answer before you turn it over, and do not drop a card the first time it is right.

I build TeachRoster, so read this as a description. Its decks work like a Leitner box with the boxes hidden. A student sees the front, answers in their head, turns it over, and taps “Not yet” or “I knew it”. A card that is not known yet comes back in the same sitting. A card that is known comes back after 1 day, then 3, 7, 16 and 35, so the easy cards drift away and the hard ones keep coming back.

Two phones showing the same flashcard. On the left the front asks what the denominator of a fraction tells you, with a Turn it over button. On the right the back reads: how many equal parts the whole is split into, with buttons for Not yet and I knew it.
Front, then back. The student commits to an answer before the card turns, then says honestly whether they knew it.

The teacher’s side is the part a paper deck cannot give you: which cards the class keeps getting wrong. In the example below, eight students have been through a fractions deck, and the hardest card is not the arithmetic — it is what a denominator means. That is a five-minute reteach for tomorrow’s starter, and a good card to open the next game of Quiz-Quiz-Trade with.

A flashcard deck called Fractions, key ideas, with a table of six cards sorted hardest first. What does the denominator of a fraction tell you has been seen 13 times and answered not yet 7 times, 53.8 percent trouble.
Hardest first. After 72 cards turned over, the card most students missed is the one about what a denominator means.

Decks can be made from the notes or PDF you taught from, from a topic, or from a quiz you have already written, and you read and edit every card before students see it.

The Make a flashcard deck page, with a file upload box on the left and, on the right, a panel showing what a student sees: an example card and the review gaps of 1, 3, 7, 16 and 35 days.
Making a deck from a file. The panel on the right shows what the student will see.

None of the games need any of that. A pack of index cards and the two rules will take a class a long way; the app is for the days between.

Questions teachers ask

What are good flashcard games for high school?

Games where every student answers every card, not just the fastest one: Quiz-Quiz-Trade, three piles in pairs, a Leitner box, reverse cards and beat-your-own-score rounds all work with older students. Classic games like Around the World are fun but let a few students do all the remembering, so give everyone a mini whiteboard to answer on.

How do you use flashcards effectively?

Say or write the answer before turning the card over, keep going back to a card after you get it right instead of dropping it, and spread the practice over days rather than doing it all at once. Kornell (2009) found spaced flashcard study beat cramming for 90 percent of participants.

What is the Leitner system?

A way of spacing flashcards with a row of boxes, described by Sebastian Leitner in the 1970s. Every card starts in the first box. A card answered correctly moves one box along, where it is reviewed less often; a card that is missed goes back to the first box. The cards a student knows least are the ones they see most.

Are flashcards only good for memorising facts?

They are best for facts, terms and steps, which is where most students use them. They can push towards understanding when the card asks why or how, or when students sort cards into groups and explain the sort — but a flashcard is not a substitute for a worked example.

Sources

  1. Kornell, N. (2009). Optimising learning using flashcards: Spacing is more effective than cramming. Applied Cognitive Psychology, 23(9), 1297–1317.
  2. Kornell, N., & Bjork, R. A. (2008). Optimising self-regulated study: The benefits — and costs — of dropping flashcards. Memory, 16(2), 125–136.
  3. Wissman, K. T., Rawson, K. A., & Pyc, M. A. (2012). How and when do students use flashcards? Memory, 20(6), 568–579.
  4. Dunlosky, J., Rawson, K. A., Marsh, E. J., Nathan, M. J., & Willingham, D. T. (2013). Improving students’ learning with effective learning techniques. Psychological Science in the Public Interest, 14(1), 4–58.
  5. Kagan Publishing. Cooperative learning structures, including Quiz-Quiz-Trade.

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