Tuesday, May 17, 2016

Kahoot

Kahoot

A free game-based learning platform

Kahoot is a program that allows teachers to create fun learning games for any subject and all ages. There are three easy steps for teachers to follow in order to create a beneficial Kahoot based lesson. To begin, teachers will use any device (laptop, smartphone, tablet etc.) to create a fun learning game from a number of multiple choice questions. These games are also known as kahoots. Kahoot also allows teachers to add videos, images and diagrams to their kahoots to enhance the lesson. Once the learning game is created, it is then time to play! Each student will type in the PIN that was given by the teacher, this PIN directs each student to the learning game. Each student will use their devices to submit their answer, while the question is displayed on a shared screen, such as a projector. Once all of students have submitted their answers, Kahoot gives immediate feedback and allows the teacher and students to view the ratings. Kahoot is a fun and interactive way for students of all ages to learn!

Below, I have attached a video posted by Kahoot on their YouTube channel that shows how to play a game of Kahoot. The learning game chosen in the video is an example of a math Kahoot!



To learn more about kahoot visit: https://getkahoot.com/



4 comments:

  1. This is a great resource for students with a wide range of abilities. I know a teacher with two small, locally developed math classes (grades 9 and 10) and she uses Kahoot somewhat regularly to engage her students. They almost always respond well, even on days when they seem less focused than usual!

    Have you found many limitations to using the Kahoot? For example would using it with a large class be as helpful to each individual student's learning?

    If you have noticed some, have you found any strategies to avoid or minimize these limitations?

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  2. This is truly a fantastic resource that I have used with my students this year on a number of occasions! The nice thing is that you can use it in a variety of contexts. As you said, one of the clear benefits is the fact that it gives teachers and students immediate feedback.

    Like you said, it can be used for all given age ranges, though I have found it works best with students from grades 6 and up. I suppose the only issue might be ensuring that the students are all staying engaged and that there are enough laptops/ tablets to go around.

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  3. Kahoot is great! I use it more in my French classes than my math classes, just because I find it takes more time to input formulae and/or images than it does to just type the words.

    I always seem to have a problem with the Internet when I do use this, though. Kids will finally be able to log in, but then are signed out. More time is spent just making sure everyone is in and able to play, especially when using their own devices. So I'll have kids partner up and share a device or give mini-whiteboards to kids, too, so they can just draw the shape (I need to make multiple choice cards that correspond to Kahoot, just to bypass any tech difficulties on their end).

    Another teacher had the problem of a student using an inappropriate username. They tried to figure out who it was and had to threaten giving a quiz every day until they found out who created the name. Those students had a quiz every day for the rest of the semester.

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  4. Getting Kahoot game pins that always work requires being in a location where a Kahoot is being hosted or led. To see the live Kahoot codes, you must be able to see the screen on which the Kahoot was launched.

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