Although most schools urge instructors to utilise technology in the classroom, it may be challenging to effortlessly incorporate it into lesson planning. Kahoot! is the newest addition to many schools, joining Google Drive and online learning management systems, and it’s here to make learning enjoyable.
What exactly is “Kahoot”?
A game-based learning and trivia platform called Kahoot! The fact that Kahoot! can be used outside of the classroom and in social situations makes it popular with people of all ages and contributes to its greatness.
Kahoot! is accessible from any device (through the website or the app), making learning enjoyable and accessible for all ages in all situations. When inputting the game code on their app or device, students may play multiple-choice games created by teachers that are connected to the course material.
The Best Features of Kahoot!
Through quizzes, surveys, jumbles, and discussions, Kahoot’s business model gamifies learning in four distinct ways. Let’s take a closer look at each one to see how you may benefit from it.
The Kahoot Quizzes
With good reason, quizzes are undoubtedly Kahoot’s most well-liked feature.
The test is made up of a number of questions that the instructor wrote, each having a set of multiple-choice responses that correspond to a certain shape and colour. Teachers may access, share, and modify Kahoots made by other platform users, who have over 70 million monthly users.
Once a Kahoot quiz has been generated, the instructors may start playing, and a unique game PIN is shown on the screen. By entering the game PIN on www.Kahoot.it, participants (or students) may access this activity. The game master may begin the game once every student in the class has access to the Internet.
It is an easy and fast procedure. Additionally, when the game is done, the results are shown right away.
The question might be shown on the screen by the teacher using text or pictures. Children can easily recognise the two to four multiple-choice responses since they are represented by colours and shapes. And to respond, just touch the response of your choosing.
Last but not least, the quiz topic may be randomly generated by the game master, preventing students from memorising the correct answers if they take the test again.
As previously stated, the Kahoot quiz score system honours participants who respond to questions the quickest (and correctly). The top five players overall are shown on the leaderboard. After the quiz, you may download the whole data set as an excel file, including ranking, speed, score, and individual performance.
The Kahoot Survey mode
Data collection is the main purpose of this. The survey mode is fundamentally different from the quiz mode, even if the screen presentation is identical, since it seeks views rather than correct or incorrect answers.
There are no points awarded; instead, you get a breakdown of the responses to each question. In order to create conversations and reports that can be utilised in class, instructors are able to gather data from these comments. When your objective is to collect data and feedback, Kahoot’s survey mode is useful.
The Kahoot Jumble
The newest component of the platform, Jumble, is essentially a puzzle game. Similar to the Kahoot Quiz, it is enjoyable and straightforward, but the participants must pay more attention.
Instead of selecting only one response, the players must arrange the answers in the proper sequence. Let’s use Word Jumble, an existing Jumble game, as an example. In order to create the right phrase or statement in this game, players must rearrange letters or words.
Let’s assume that “Math” is the response. The letters M-A-T-H are the options shown on the screen, and each has been given a unique form and colour. Then, the letters are mixed up, and the players must arrange each letter to create the word.
When everyone has responded, the percentage of participants who correctly identified the question will be shown on the screen.
Discussion on Kahoot
The last component works very much like the survey; you start by asking a question and offering potential responses. The fact that you are posing a query rather than looking for a particular piece of information makes a difference. No response is correct or incorrect.
As the game master, it is your responsibility to lead the participants in a conversation once the game is over.
When the results are in, you may ask your students to justify why they selected a certain response over another. Students may argue their answers and ideas with one another when the results are shown on a screen and different responses are given.
Conclusion
Overall, Kahoot is a straightforward and enjoyable website that allows instructors access to a free and innovative gamification-based learning technique. The findings are undeniable: students are more interested in a topic when they are having fun while studying. This implies that rates of knowledge retention will also increase.
What was once a game-based educational platform has now developed into a full-fledged pop-culture phenomenon. They even introduced their own premium version, Kahoot Pro, last year. The monthly subscription fee for the premium Kahoot software is $14.95; the yearly membership fee is $119.40. However, the platform’s fundamental version is still free and accessible to all schools around the globe.