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CASE STUDY
CONDUCTED AT JASUDBEN M. L. SCHOOL, MUMBAI,
ABOUT THE EFFICACY OF USING YO QUESTIONS AS A
CLASSROOM TEACHING TOOL
OBJECTIVES AND OUTCOMES
To encourage the use of the YO QUESTIONS at the school:

As an auxiliary teaching-learning aid in the classroom environment.

As an integral part of organized curriculum development.

In the form of revision exercises to prepare for tests and exams
THE METHODS/STRATEGIES
Different strategies were used so as to involve group learning
and individual learning making optimum use of the various
features of the software.
THIS WAS DONE THROUGH:
 Collaborative learning with the help of the Snap Card game.
 Practice sessions.
 Test sessions.
THE ACTIVITY
Multiple Choice Questions on the chapter ‘Antarctica’, which
is part of the Geography syllabus for Std. VI at J.M.L. School
in Mumbai, were used to demonstrate the software.
OBSERVATIONS AND GROUP REPORTS
Std. VI-B: Was used as a controlled group.
Total no. of students: 39
• The students were first administered an assignment in the form
of Worksheets (MCQ) without any revision work done through
the software.
• This was followed by actual revision done through the practice
session.
• The same assignment was administered again after the
practice and test sessions.
Performance of Std. VI-B
Before the practice and test sessions:
After the practice and test sessions:
No. of Students
No. of Students
20
40
18
35
16
14
30
12
25
10
20
8
15
6
10
4
2
5
0
0
0 to 5
6 to 10
11 to 15
16 to 19
Range of Marks
20
0 to 5
6 to 10
11 to 15 16 to 19
Range of Marks
20
Std. VI-C: Total no. of students: 39
•The practice session was carried out first, followed by the test session.
•An assignment was administered at the end.
No. of Students
35
Performance of Std. VI-C after the Practice and Test
Sessions
30
25
20
15
10
5
0
0 to 5
6 to 10
11 to 15
Range of Marks
16 to 19
20
Std. VI-A: Total no. of students: 41
• The Snap Card game was played with the entire class as one large group.
• The Snap Card game was followed by the practice and test sessions.
• Finally, an assignment was administered to the students.
GENERAL CONCLUSIONS AND IMPLICATIONS
• The Snap Card game brought a lot of stress free learning to the classrooms.
•The practice and test modules lead to complete content retention.
• Being able to create her own set of Questions easily, and obtain outputs like
Snap Cards, Worksheets, interactive Practice and Test sessions gave the
teacher just the outcomes that she wanted, namely; her own independence
in terms of being able to create her own Questions, as well as a tremendous
improvement in scores. And both these outcomes were achieved without any
major burden.
•YO QUESTIONS proved to be a very effective and easy-to-use software ever
used by this school in classroom teaching for collaborative learning, and as a
tool for easy self-practice and self-testing.
SOME STUDENT COMMENTS
• This session was just awesome! The boring, tiring way of studying was forgotten.
Please have these sessions for all subjects and chapters! The card-game was mindboggling!...Kshirija Shah
• I liked this studying in a group. Studying alone bores me a lot. I am ready to give
100 more such tests!...Smeet Chheda
• This is the best way to study. This is the best and only way to score 100/100. I am
sure that I will get the best results in my final evaluation……….Priyal Dedhia
• The programme was fantastic. It should be conducted for every chapter in every
subject…..Hraday Merchant