Matching Knowledge Check

Increase learner engagement with this interactive matching quiz

Michael Hughes avatar
Written by Michael Hughes
Updated over a week ago

In This Article

About Matching Knowledge Checks

The matching knowledge check is a learning activity not unlike a jigsaw puzzle. When learners encounter a matching game in a lesson, they see cards in two columns from which to make logical pairs.

A thumbnail image of the matching element as a learner would encounter it within a Lessonly lesson.

For example, one column could list several terms while the other supplies definitions of those terms. Pairing each term with its correct definition will solve the quiz. This is just an example, of course. You can customize the matching element however you like.

Learners can rearrange cards and check their answers until each card has been correctly paired with its mate. The matching element is not graded, so learners can practice without penalty. Moreover, the matching element is interactive. Its drag-and-drop motion cues learner attention, increasing engagement and promoting knowledge retention.

Sample use cases

  • Vocabulary drilling: Match terms to their definitions

  • Objection handling: Match frequently encountered prospect objections to effective solutions

  • Product training: Match a given feature to its purpose or function

Locate the Matching Element

From the Content page, select an existing lesson, or select New Content β†’ New Lesson. Next, select Add Element β†’ Knowledge Check β†’ Matching.

Create a Matching Element

Give your matching quiz a prompt. This prompt should clearly identify the concepts on which learners are being tested and give them instructions for completing the activity. Next, add between 2 and 10 pairs for learners to match. Click Add Pair at the bottom of the element to add a new row.

πŸ“ Note: Cards are limited to 90 characters.

πŸ’‘ Tip: Limit your pairs to a maximum of five items to ensure your matching games render correctly on all devices.

What Learners See

When learners encounter a matching knowledge check, they'll be instructed to create matches by joining cards that correspond with one another. These pairs will be randomized each time the element is refreshed.

Matches can be made two different ways: by using a mouse to drag and drop the cards into place, or by clicking an answer, then clicking its match in sequence. To remove a match, click the X on a card.

Once learners are satisfied with their answers, they can validate their responses by clicking Check Answer at the bottom of the element. Learners will receive immediate, automatically graded feedback. Incorrect answers will be marked with a red X, correct answers with a green check mark.

This screenshot shows the matching element from the learner's point of view.

When incorrect answers are present, Check Answer will instead read Try Again. Clicking this button will restore the answers to the match bank in their original order. The correct and incorrect indicators will disappear, and the learner will be permitted a fresh attempt at the quiz.

Once learners answer the quiz correctly, the Check Answer/Try Again button will be disabled, and learners will not be able to retry the question unless the lesson is restarted or reassigned.

πŸ’‘ Note: Knowledge checks are required and cannot be made optional at this time. Moreover, it's not sufficient that learners merely answer the knowledge check. They must solve it by clicking 'Check Answer' to verify their choices. Should a learner attempt to complete a lesson without checking their knowledge, they'll be met with a notice like the one pictured below.

Accessibility Features

You can complete matching knowledge checks using only your keyboard.

  1. Press the Tab key until a focus indicator appears on the first Add Match space in the quiz. Press Shift + Tab to move focus in reverse.


  2. Move focus to the Add Match space you want to fill, and then press Enter. Doing so marks the space as a destination for your answer.

  3. Move focus to the match option you want to select. Press Enter to move your selection to the space you previously designated. To remove a match, move focus to the X on a given card, and then press Enter.

  4. After adding all matches, move focus to Check Answer at the bottom of the quiz, and then press Enter.

You can also enable a screen reader to have these steps spoken aloud while you work. The reader announces button text, your position on the page, and how to make selections.

Frequently Asked Questions

Q. Can images be used in matching tiles?

A. Not at this time, but we see the potential. Let your account manager know if this is a feature you'd like to see in Seismic Learning.

Q. Is the matching element graded?

A. No, learners can retry it without penalty.

Q. Do learners need to complete the matching element to finish a lesson?

A. Yes, this knowledge check must be answered correctly before learners can finish the lesson.

Q. Is a prompt required?

A. Yes, a prompt is required to complete the matching element.

Q. Is there a reset button for this knowledge check? I got the answer right, but I want to see why my choice was the best option.

A. This is not possible. You can only click 'Try Again' if you answered incorrectly.

Q. Can a matching element be added to the element library?

A: Yes, matching elements can be added to the element library for reuse in future lessons.

Q. Why is there a character count for cards in the matching element?

A: Matching cards are limited to 90 characters. This ensures that tiles can be read on mobile devices.

Q. Are matching attempts included in any reporting?

A. No, matching attempts aren't included in reporting at this time.

Questions? Contact the Support team at

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