“Out of seven billion people [on Earth], six billion have a mobile phone… [only] 4.5 billion have a modern toilet” (Stanley, 2013). On the surface, this statement seems somewhat absurd and disturbing, but it can be viewed as remarkable proof and support for the absolute need to utilize mobile technologies, even technology in general, in today’s classrooms. People are using technology in their everyday lives, it has become the norm to bring these types of tools into the classroom, and, “using mobile devices for educational purposes is becoming a common expectation of learners… [has] a strong social impact outside the classroom… [and] is widely accepted by the learner community” (Lan & Huang, 2012, p179). Kahoot is an educational tool that demonstrates the advantages of inviting such technologies into pedagogical environments.
In addition to the use of mobile devices such as school tablets or laptops, students can use their own mobile devices in the classroom to play Kahoot. Ciampa (2013) connects mobile technologies and Malone and Lepper’s (1987) taxonomy for intrinsic learning through findings that they can optimistically motivate students through: challenge, curiosity, control, recognition, competition and cooperation (p. 82). Moreover, all these attributes can be found while participating in Kahoot. For example, each student feels in control as they are using their own device or have a specific device assigned to them, there is an element of competition as it is a game where points are giving for the fastest correct answer, and if students are playing as a team there is most certainly cooperation.
It’s been presented by Harlen & Crick (2003) that regular formal testing, where an objective mark is given, can have a negative impact on a student’s motivation to learn. By removing the formalness, yet still garnering the same data, Kahoot makes for a valuable assessment tool. After a Kahoot is played, the administrator (the teacher) can export the results as an excel file and view individual student answers.
In addition to the use of mobile devices such as school tablets or laptops, students can use their own mobile devices in the classroom to play Kahoot. Ciampa (2013) connects mobile technologies and Malone and Lepper’s (1987) taxonomy for intrinsic learning through findings that they can optimistically motivate students through: challenge, curiosity, control, recognition, competition and cooperation (p. 82). Moreover, all these attributes can be found while participating in Kahoot. For example, each student feels in control as they are using their own device or have a specific device assigned to them, there is an element of competition as it is a game where points are giving for the fastest correct answer, and if students are playing as a team there is most certainly cooperation.
It’s been presented by Harlen & Crick (2003) that regular formal testing, where an objective mark is given, can have a negative impact on a student’s motivation to learn. By removing the formalness, yet still garnering the same data, Kahoot makes for a valuable assessment tool. After a Kahoot is played, the administrator (the teacher) can export the results as an excel file and view individual student answers.
As you can see from the screen shot of a game played by my ninth grade English class, knowing where students are with regards to comprehension and literary elements of Shakespeare’s Romeo and Juliet is a valuable piece of assessment when moving forward with new material. It’s a sort of running record to guide your focus as you continue. Having this information displayed in a quick and easy to read format is evidence of Kahoot being quite a beneficial piece of formative assessment.
As you can see from the screen shot of a game played by my ninth grade English class, knowing where students are with regards to comprehension and literary elements of Shakespeare’s Romeo and Juliet is a valuable piece of assessment when moving forward with new material. It’s a sort of running record to guide your focus as you continue. Having this information displayed in a quick and easy to read format is evidence of Kahoot being quite a beneficial piece of formative assessment.