Enhancing Reading Comprehension Feedback with Formative

Enhancing Reading Comprehension Feedback with Formative

Published on 22 December 2025
by Feiran Xu, English Language Centre, Global Cultures and Languages Hub, Xi’an Jiaotong-Liverpool University

Introduction:

Formative (formerly GoFormative) is a web-based assessment tool tailored for teachers seeking real-time insight into student learning. Educators can design lessons, quizzes, and assignments with varied media — images, videos, audio, interactive responses — and receive immediate feedback on student progress.

Key Features:
• AI-powered assistance: Luna, Formative’s AI assistant, helps create, edit, and generate activities, from bell ringers to quiz questions, saving time and effort.
• Multi-modal question types: Supports over 20 question formats, including multiple choice, drawing, graphing, audio/video responses, “show your work,” hotspots, and more.
• Flexible assignment modes: Choose from teacher-paced (live), student-paced (individual), or gamified modes, all suitable for pacing, engagement, or mastery checks.
• Real-time feedback & tracking: Teachers view responses as they happen, offering audio, visual, or written feedback instantly and adjusting instruction on the spot. 
Ease of Access:

It is designed for user-friendly access across multiple platforms. It offers a fully web-based version requiring no installation and has three adaptable display versions on laptop, tablet, and mobile phone, making it accessible on virtually any device. Its intuitive interface allows teachers to create, assign, and monitor activities with ease, while students can join quickly using simple codes or links.

AI tool used

Activity purpose

The activity is designed to enhance the efficiency and effectiveness of in-class reading comprehension feedback through the use of Formative, a learning management system. By displaying all students’ responses to reading tasks in real time, including completion status and accuracy, Formative enables teachers to deliver more targeted, timely, and individualized feedback. Students can also return and reflect on their previous reading comprehension tasks.

Focus area

Reading comprehension feedback and reflection

Set-ups

It offers a web-based version requiring no installation. The tool is accessible in Mainland China.

Procedure

Step 1: 

Go to formative.com and click “Sign Up”. (Image 1)

Step 2: 

After signing up for an account, type in your email and password in the designated fields. Then click the blue “Log In” button. (Image 2)

Step 3: 

Click “Create” on the top right of the main page and choose “Formative”. (Image 3)

Step 4: 

Click “Add a question or content” to start creating reading comprehension tasks. (Image 4)

 

Step 5: 

Select “text” and “multiple choices”. (Image 5) Copy and paste reading content to the text space (Image 6) and add multiple choices. (Image 7)

AI creation tab can also be used to generate multiple choice questions. (Image 8) Luna can quickly produce question sets tailored to different difficulty levels or topics. Additionally, it can create answer explanations, helping learners understand why each option is correct or incorrect. (Image 9)

Step 6: 

Click “assign” and distribute the task. (Image 10)

Teachers can create a class for this and students need to log in with their real names in order for teachers to track progress. Alternatively, teachers can copy the link and send it to students. (Image 11)

Step 7: 

Click “Response” to view students’ responses in real time. (Image 12)

Step 8 (Optional) : 

Click on a specific question number and it will show the question and answer. Teachers can type in feedback for that specific question to students if necessary. (Image 13)

 

Caveats and Alternatives

Formative also allows students to track their reading comprehension progress over time, which is a powerful tool for long-term skill development. Each completed assignment is recorded, enabling students to review past responses and see patterns in their strengths and weaknesses. By analyzing trends, such as recurring mistakes in identifying main ideas, interpreting context, or understanding vocabulary, students gain insight into specific areas that need improvement. This continuous record promotes metacognition, encouraging learners to reflect on their strategies and adjust their approach to reading tasks. Over weeks and months, students can measure tangible growth, set personal learning goals, and develop more effective reading habits, turning assessment data into actionable steps for improving comprehension and critical thinking skills.

Here is one example of how students can use it.

Step 1: 

After logging in, click “Submitted” to review previous reading tasks. (Image 14)

Step 2: 

Click in to review previous questions with wrong answers and reflect on the question types and error reasons. (Image 15)

Step 3: 

Click “Practice Sets” on the main page (Image 16) to do AI generated tasks related to the reading article. Choose a practice mode (Image 17) and start to practice (Images 18 & 19 are examples).

 

Additional Information

The basic plan is free to use, while premium subscriptions provide advanced features such as additional question types, enhanced feedback options, and collaboration tools for schools and districts.

Editor: Kun Li ;   Sub-editors: Shuhan Li, Liu Cao (AI Collection);   Copy editors: Helen Beech, Kathryn Paterson, Garth Elzerman;   Graphic designer: Chenyan Zhang

Published by Xi’an-Jiaotong Liverpool University. Ready to TELL online magazine Copyright © 2022 XJTLU

Combat AI Overuse with Wordwall: Quick and Engaging Warm-Up Activities

Combat AI Overuse with Wordwall: Quick and Engaging Warm-Up Activities

Published on 22 December 2025
by Bin Xiang, English Language Centre, Global Cultures and Languages Hub, Xi’an Jiaotong-Liverpool University

Although AI has been widely used in class, the drawbacks are hard to ignore. For example, when given a question to discuss in warm-up activities, students tend to rely on AI to generate instant answers and recite them to teachers when nominated, which led students to transfer knowledge from one place to another instead of actively retain it. To counter this trend, designing effective and engaging warm-up activities plays an important part in kicking off the class.

Wordwall is a dynamic, user-friendly platform that helps educators quickly design interactive learning games and exercises. With its customizable templates, teachers can create activities like quizzes, sorting challenges, and word puzzles to make lessons more engaging and effective.

The platform’s free plan allows teachers to build and save up to four activities, which is ideal for smaller classes or those exploring digital tools. Popular formats include drag-and-drop matching, jeopardy-style quizzes, spin the wheel, and crossword, giving educators flexible ways to begin the class. The Pro plan even allows teachers to create and edit unlimited activities, as well as generate content using AI and download printables.
Wordwall simplifies classroom tech integration by allowing teachers to share activities through direct links, QR codes, or embedded assignments in virtual classrooms. Real-time feedback and progress tracking also help teachers gauge student understanding on the spot.

This activity aims to:

  • Engage students at the start of class.
  • Lead into a new topic.
  • Reduce students’ overuse of AI in class.

Activity length
5-10 mins/activity

Technology  used

Course area

EAP

Level

Advanced

Target skill(s)

Teamwork, fluency

Set-ups

Step 1: 

Go to the website: Wordwall.net. Click on “Sign up to start creating” to create an account. (Image 1)

Step 2: 

Step 2: Once logged in, click “Create Activity” in the top navigation bar. (Image 2)

Step 3: 

Pick a template for your activity from the list, or you may type in the search box above to search for the template you want. (Image 3)

 

Procedure

As I have created a variety of warm-up activities using Wordwall, I’m going to share two activities that worked well in class below, most of which are group work or require the attention of the whole class, so students do not have time to use AI to look for answers.

 Activity 1: Warm-up activity for biodiversity: Guess the animal (Image 4)
  1. Create the activity using “image quiz” template.
  2. Search for the images of animals you want students to guess. The website will provide you with different images for you to choose from, so you don’t need to search and download from other websites. Make sure the animals in the quiz are related to the upcoming listening or reading materials to help review or pre-teach the vocabulary.
  3. Separate students into different groups. Give each group a bell for answering the questions.
  4. Display the game on the projector and start the game with the whole class. (Image 4)
  5. The image will be revealed slowly. Each group needs to ring the bell when they have the answer. (Image 5)
  6. When one group rings the bell, teacher should stop the flashing red light on the screen and require students to shout out the answer immediately within 5 seconds (for advanced students). If the answer is correct, the group will get 1 point. If the answer is wrong, 0 points. However, the template provides two pre-set options after the red light is stopped. So for lower-level students, teachers can simply wait for the options to show up and ask students to choose a correct answer from the pair. (Image 6)

Reflection on Activity 1

Students were really excited about this image quiz. Everyone was fully engaged and eager to guess the animal. Because I taught advanced students, I did not give them time to think after ringing the bell, leaving them no time to check their phone and look for answers. All they could rely on was their memory and vocabulary range.

Activity 2: Warm-up activity for Entrepreneurs: Guess who? (Image 7)
  1. Create the activity using “open the box” template.
  2. Search for the images of entrepreneurs both at home and abroad.
  3. Ask students to work in pairs. Assign different roles in a pair, explainer and guesser. The explainer can see the slide, while the guesser needs to cover his/her eyes or face the wall. After 5 boxes, swap their roles.
  4. Display the game on the projector and start the game with the whole class.
  5. Tap one box to reveal the first entrepreneur. The explainers need to try their best to introduce this person without mentioning their name. You may upgrade the difficulty level with advanced students by requiring them to give 3-5 clues from general to specific. For example, for Jun Lei, the explanation could be: “1. He is a Chinese businessman. 2. His company produces a wide range of products. 3. His video went viral online.”
  6. Give students around 2 minutes for each guessing. Monitor for early finishers and nominate them for giving the clues to the whole class. It can be a great opportunity to lighten the atmosphere as students are really creative.

 

Reflection on Activity 2

Making sure most students know all the entrepreneurs is important. You might want to do a little survey by asking your former students. During the game, they probably will use AI to read the profile, however, as the time is limited, reading AI’s answer often leads to failure for the length of text and complexity of vocabulary. Students may have to rely on their own knowledge and expressions eventually to play the game.

Summary

To combat students’ overuse of AI in class, the warm-up activities may have the following features:

  • Time pressure
  • Collaboration (peer pressure)
  • Open-ended creativity

Caveats and Alternatives

1. Slow internet connection: It could take several minutes to load the pages.
Solution: Open the activity page before class begins.

2. Difficulty in monitoring: Students may work at a different pace. Some students may finish the task earlier (like the “guess who” activity)
Solution: Teachers should monitor closely and give extra tasks to early finishers or offer help to struggling students.

Additional Information

Links to the two activities above:

Guess the animal: https://wordwall.net/resource/89416108

Guess who: https://wordwall.net/resource/89782848 

Editor: Kun Li ;   Sub-editors: Shuhan Li, Liu Cao (AI Collection);   Copy editors: Helen Beech, Kathryn Paterson, Garth Elzerman;   Graphic designer: Chenyan Zhang

Published by Xi’an-Jiaotong Liverpool University. Ready to TELL online magazine Copyright © 2022 XJTLU

Review vocabulary with Gimkit

Review vocabulary with Gimkit

Published on 25 June 2025
by Xiao Cao, English Language Centre, School of Languages, Xi’an Jiaotong-Liverpool University

Gimkit is an engaging, game-based learning platform that enables teachers to create custom quizzes and interactive activities to enhance the learning experience. By integrating gamification elements, Gimkit encourages students to participate actively in their studies through interactive questions and challenges. Students can earn points or different forms of virtual currency through answering questions correctly. For example, in the jumping game mode, students can earn “energy” through answering questions correctly, which enables them to keep jumping in the game.

Through its fun and competitive format, students are encouraged to revisit vocabulary repeatedly, enhancing their retention and recall. This approach allows for a dynamic and immersive review process, motivating students to engage in the material for extended periods, which is often challenging in traditional vocabulary lessons. By incorporating Gimkit, teachers can create a vibrant learning environment where vocabulary review is integrated with excitement and friendly competition.

The primary aim of using Gimkit in the classroom is to boost students’ motivation to review and learn English vocabulary.

Activity length
5-10 minutes (adaptable)

Technology  used

Course area

EAP

Level

Year 1
pre-intermediate

Target skill(s)

Vocabulary

Set-ups

Step 1: Step 1 Create the account

Go to Gimkit and register an account with your email address. Log in with your account.

Step 2 Create the quiz

2.1 Click “New Kit” to create a quiz. (Image 1)

2.2 Click “Add Question” to edit questions. (Image 2)

2.3 Edit the questions and answers (Image 3). MCQ questions are recommended for this game, such as gap-filling questions with four options.

For example:
“To solve the environmental crisis, it is important to raise public ______ about the consequences of climate change.
a) awareness
b) initiative
c) sustainability
d) flexibility”

2.4 Repeat 2.2 and 2.3 to add as many questions as you can. Click “All Done” when all the questions are created. (Image 4)

 

Image1

Image 2

Image 3

Image 4

Procedure

Step 1. Create the game

1.1:  Click “play live” to set the game. (Image 5) 

1.2: Choose the game “SNOWBRAWL” (Image 6) and click continue (Image 7). This game enables students to throw snow balls at each other, making the learning process more interesting. Teachers can also choose other game modes.  

1.3 Set the game duration and snow ball numbers per question, then click “continue”. (Image 8)

Image 5

Image 6

Image 7

Image 8

Step 2. Join the game

Students participate in the game by scanning the QR code or typing the entry code. (Image 9)

Step 3. Play the game

3.1 Students throw snow balls at each other. (Image 10)

3.2 Click “answer questions” to gain more snow balls. (Image 11)

3.3 Choose the correct answer for the question to gain more snow balls. (Image 12)

Image 9

Image 10

Image 11

Image 12

Step 4. Reflect

When the game is over, the teacher clicks “Report” to view students’ performance. (Image 13)

  • “Question breakdown” shows students’ accuracy for each question (Image 14). The teacher can use this data to analyze students’ performance. For example, I will highlight the words with low accuracy rate as this indicates that students may have problems with these words.
  • “Student overview” shows individual performance (Image 15). This data can be used to understand individual student’s participation. For example, those who had a low accuracy rate may need some help from the teacher. Students with low attempt number have not participated much in this activity.

However, only the teacher can access these data. Therefore, it would be better if the teacher can show the data after each practice so that students can know their overall performance.  The “student overview” can also serve as a strong motivation as it can be displayed as a leaderboard. Students who rank top can be rewarded. This can motivate students’ participation. 

 

Image 13

Image 14

Image 15

Caveats and Alternatives

  1. This tool can also be utilized for various other activities, such as creating quizzes to assess students’ understanding of specific materials.
  2. Various games can be selected for each question set.
  3. This tool can also be used to assign homework. (Image 16). However, the assignment function is limited to Gimkit Pro.
  4. The free account has limited access to the game modes.

Image 16

Additional Information

An example of a Gimkit set can be found here

Editor: Kun Li ;   Sub-editors: Shuhan Li, Liu Cao (AI Collection);   Copy editors: Helen Beech, Kathryn Paterson;   Graphic designer: Chenyan Zhang

Published by Xi’an-Jiaotong Liverpool University. Ready to TELL online magazine Copyright © 2022 XJTLU

Listening Beyond Words: How Dictation Enhances Speaking Skills Using H5P Interactive Book

Listening Beyond Words: How Dictation Enhances Speaking Skills Using H5P Interactive Book

Published on 30 April 2025
by Yi Dai, English Language Centre, School of Languages, Xi’an Jiaotong-Liverpool University

As language teaching seeks to champion communicative competence, and now we attach a higher value to interactive and authentic learning experiences, traditional dictation may seem outdated and rigid. Usually, dictation is used more frequently for vocabulary acquisition, which only requires memorization and retention. However, with some technology-enabled adaptations, dictation can be transformed into a dynamic tool for practicing speaking and listening skills.

This article refers to ‘dictation’ to describe a speaking activity powered by Interactive Book, a type of H5P activity that integrates multiple modes of activities, such as audio, video, and interactions. This speaking activity utilizes two modes: Audio and Mark the Words. It aims to enhance students’ understanding of sentence stress, a crucial prosodic feature in pronunciation that aids in conveying meaning. Unlike traditional dictation, where students transcribe every word, the Mark the Words activity provides visual aids to ease spelling challenges, allowing students to concentrate on the target pronunciation feature.

Students will be able to:

  • Develop sensitivity to sentence stress patterns;
  • Interpret the meaning conveyed through sentence stress;
  • Enhance listening skills by identifying keywords.

Activity length
10 – 15 minutes

Technology  used

H5P – Interactive Book

Course area

EAP

Level

All level

Target skill(s)

Speaking – Pronunciation (Sentence stress), Listening

Set-ups

Teachers need to prepare:

    1. Audio files: This H5P activity only accepts existing audio files; users cannot record their voices when editing in H5P. Thus, preparing the audio files before setting up H5P, downloading textbook audio, or creating your own recording is recommended.
    2. Texts: Prepare the texts for this activity, i.e., audio transcription.

These can be adapted from weekly teaching materials based on your teaching curriculum.

This H5P activity is called ‘Interactive Book.’ H5P interactive activities can be created on various online Learning Management Systems (LMS), i.e., LMO at XJTLU, which is powered by Moodle. Instructions for adding H5P to Moodle have been extensively covered in previous collections, such as Drag the Words and Interactive Video in the 2023 collection. Therefore, the following sharing will focus on integrating audio into other H5P activities using Interactive Book, like Mark the Words.

Step 1: Create an Interactive Book activity

To set-up an Interactive Book, teachers can go to H5P Content Bank; click on the ‘Add’ and select ‘Interactive Book (Image 1). Alternatively, teachers can use Lumi to create and set up this Interactive Book activity, and upload to Moodle.

Step 2: Create audio materials content.
  1. In the ‘Content’ area, select ‘Audio’ (Image 2).
  2. Name and upload the audio file(s). The crucial decision here is how you want to display the audio player.
  • Refer to Image 3 – Choose ‘Minimalistic’ mode: Users see a simple player shape to click to pause or continue.
  • Refer to Image 4 – Choose ‘Full’ mode: Users can access a progress bar for playback and skipping.

Note:  If multiple audio files are needed, create a new content section for each audio by clicking the ‘Add content’ button (Image 5).

Image 1. Create an Interactive Book activity

Image 2. Upload audio file(s)

Image 3. Name and upload audio file(s)

Image 4. ‘Full’ mode to allow the function of pause and volume control.

Image 5. Add more audio files or other activities

Step 3: Create Marked the Words content

Once the audio setup is complete, locate the ‘Add content’ button and click it to create scripts/texts for students to read and mark while simultaneously viewing the progress bar (Image 5).

  1. In the ‘Content’ area, choose the ‘Mark the Words’ activity this time (Image 6).
  2. Edit the title and activity instructions to suit your design.
  3. Scripts/texts for students to read and click on should be put in the ‘Textfield’ (Image 7). Place asterisks (*) before and after each correct word (asterisks should be placed around individual words, not phrases).

Note:  As circled in Image 7, there is a highlighted button ‘i Show instructions’. Click on it, and detailed instructions of how to put asterisks (*) will be shown on the screen (Image 8).

Image 9 provides a preview of the final appearance of this activity. Here, the ‘Full’ mode displays the player with one audio containing all five sentences, allowing students to pause and playback as needed. On the left-hand side, a column serves as a bookmark. If additional pages or other activities are integrated, they will be accessible there.

Image 6.  Add ‘Mark the Words’ below the audio player

Image 7. Edit texts.

Image 8. ‘i Show instructions’ 

Image 9. Preview.

Procedure

1. Students receive pre-teaching regarding sentence stress, including which types of words should be stressed.

2. Students can work in pairs or groups to complete this activity in a physical class. Alternatively, students can independently complete this activity online as a review exercise. They have the option to replay the audio and make additional attempts.

3. Speaking always needs an output. Ask students to practice sentence stress by following the audio and reading from the Mark the Words texts.

4. Next, teachers can provide a topic related to the lesson and instruct students to practice sentence stress in pairs. One student speaks while another student notes down the words being stressed.

Caveats and alternatives

While this activity aims to enhance speaking skills, specifically sentence stress, and offers several advantages, there are some potential caveats to consider:

  • Technical requirement: As outlined in the setup, teachers must create audio files in advance, for example, when they aim for authenticity or lack textbook audio material to facilitate the activity. This prerequisite may pose challenges in settings with limited technological resources. To address this, educators can utilize AI tools for text-to-audio conversion, such as ElevenLabs, to streamline the process and enhance accessibility.
  • Dependency on visual aids: While visual aids can assist students in understanding the context and focusing on their speaking skills, there is a risk of over-reliance. They may sometimes just read sentences and guess answers, potentially hindering their abilities to develop listening and speaking skills without text cues provided.

Therefore, an alternative way to design this activity is using Dictation, another H5P interaction that enables creators to use the in-browser recording function. However, this restricts users to typing responses. As clarified earlier, this could introduce spelling challenges that interfere with the target skill practice.

Additionally, this Interactive Book can be used as a tool for post-listening practice, specifically for practicing note-taking strategies: listen, and mark or drag and drop the words that should be noted down.

Additional information

This article presents one application of the Interactive Book to create activities aimed at enhancing speaking and listening skills. For further exploration of interactions facilitated by Interactive Book, you can visit the official H5P website for more details: https://h5p.org/content-types/interactive-book

Click the button below to download the demo of this Interactive Book activity:

Editor: Kun Li ;   Sub-editors: Shuhan Li, Liu Cao (AI Collection);   Copy editors: Helen Beech, Kathryn Paterson;   Graphic designer: Chenyan Zhang

Published by Xi’an-Jiaotong Liverpool University. Ready to TELL online magazine Copyright © 2022 XJTLU

Baamboozle – Gamifying Grammar and Vocabulary Review

Baamboozle – Gamifying Grammar and Vocabulary Review

Published on 30 April 2025
by Ke Long, Modern Language Centre, School of Languages, Xi’an Jiaotong-Liverpool University

Baamboozle is a platform where teachers can easily prepare gamified activities. This activity aims to review the grammar and vocabulary of “Daily Routine” for Spanish beginner students by playing the classic mode game on Baamboozle.

This activity aims to help students to review the grammar and vocabulary in an easy and gamified way.

Activity length
15 minutes

Technology  used

Course area

Grammar and Vocabulary Review

Level

Beginner level

Target skill(s)

Grammar and vocabulary skills

Set-ups

Step 1:

Teachers can register for an account at Baamboozle here with an email address. A free account is sufficient for this activity.

Step 2:
Click “+game” button (Image 1) and create questions. The language setting will usually be auto-filled based on the language in the game title and description. This platform supports all languages.

Note: With a free account, you can only add single-answer question types, as demonstrated in the screenshot.

Step 3:

Teachers can set different points for each question (Image 2).

Step 4:

Once the questions are created, teachers can find the activity under “my games” under the section “my library”.

Note: An example of a baamboozle activity can be found here.

Image1

Image1


 Procedure

Step 1: 

The teacher divides the class into three groups and introduces the rule: each group takes turns to pick a number on the screen and answer the questions accordingly (Image 3).

Step 2:

Only the classic mode is available for free accounts, but it’s sufficient for basic use.

The teacher can set the “Power-ups” and “themes”. In the “Power-ups” section, you can find bonuses such as “move to first place” or “double points,” as well as surprising ones like “no points” or “lose 50 points.” The options selected by the teacher here will be partially assigned to the squares of the grid during the following competition. 

The “themes” section (Image 3) determines the displayed images within the squares. If you don’t touch anything here, the default setting will display numbers. For example, if you select “sports,” the screen will show sports in the squares, as shown in the screenshot (Image 4). This feature can also be a vocabulary review tool, as teachers can choose specific themes if needed.

Click “Classic” at the bottom (Image 5) to start the game.

Note: The three modes are all available, but I would recommend the “Classic” mode. This mode offers more “Power-up” options, which can make the game more engaging and interesting.

Step 3:

Each group takes turns to pick a number and answer the questions.

The most exciting part is that students never know what they will find behind each square. They might receive “swap points” or “win more points” (Image 6). The game is full of uncertainties, and no one knows the winner until the end.

Students are always thrilled when the surprising “Power-up” image appears.

Step 4: 

The teacher announces the winning team (Image 7).

Image 3

Image 4

Image 5

Image 6

Image 7

Caveats and Alternatives

Baamboozle activity can also be used during speaking practice. Students will be given a certain question/image by Baamboozle and are required to answer the question/describe the picture within a set time limit. The key feature is facilitating competition among groups, so teachers can adapt it to their own needs.

Additional Information

Just like other interesting and interactive gamified tools, Baamboozle requires a stable internet connection as well. However, it is more controllable since it doesn’t require students to use their own devices.

Additionally, it is suitable for warmer or cooler activities at the beginning or end of class. From personal experience, it doesn’t take up too much time and easily engages students.

ReadytoTELL has published another activity about using Baamboozle in the 2022 Collection. The activity can be found here.

Editor: Kun Li ;   Sub-editors: Shuhan Li, Liu Cao (AI Collection);   Copy editors: Helen Beech, Kathryn Paterson;   Graphic designer: Chenyan Zhang

Published by Xi’an-Jiaotong Liverpool University. Ready to TELL online magazine Copyright © 2022 XJTLU