Engaging Students with Kahoot
Technology has changed the way we look at information. Students are growing up on technology. According to the census bureau, in 2013, 74.4 percent of all households reported Internet use. Household computer ownership and Internet use were most common in homes with relatively young householders (File & Ryan, 2013). Students in record numbers are getting online to play games. They have Xbox 360, Playstations 3 and 4, Wii systems, Nintendo, and games that they play on their phones, computers, iPads, etc. When students go to school, they can see the difference between their world and in school. Most schools have out of date information and can’t keep up with the ever changing technology. Engagement is important in a classroom. Any teacher wants to see a student engaged and participating in class. Kahoot is an educational game that can help with that.
The company Kahoot was born in 2012 (Collins, 2015). Its classroom tool can be played on any device with Internet. It uses a game response system where students participate and answer questions that are on the board. They are trying to earn points as they answer questions. Kahoot uses a game-like interface, so it is easy for students to relate to the platform (Bharti, 2015).
According to TechFaster, Kahoot is leading the charge to “gamify” quizzes and classroom participation. But these kinds of game response systems are nothing new. They have been around since the 1980s. Kahoot is different, though, in that a student can participate with any device. As explained in TechFaster,
“First and foremost it creates 100% engagement in the classroom, focusing students on the content being taught, motivated through the game…. a rare, or unheard of feat!” How does it do this? It changes the classroom into a game show where everyone can participate and try to get the highest score on the board. Multiple studies have been conducted and show an increase in students’ attendance, attentiveness, enthusiasm and in-class participation using tools like Kahoot (Bullock et al., 2003; Roschelle, et al., 2004; and Wits, 2003).
Gamification in the classroom can be used to increase participation, engage learners, and bring a positive attitude to students’behavior. It can also increase their enjoyment of learning. The main problem in today’s classrooms is the lack of engagement and motivations for students to participate (Kiryakova et al., 2014). Because they are used to being stimulated by technology in everyday life, they easily get bored with the old teaching methods. Kahoot can change that in the classroom. Students will be excited to learn and participate, and you will see engagement and motivation increase.
Bharti, P. (2015). How Kahoot Can Help Teachers to Engage Students. Retrieved September 26, 2015.
Collins, K. (2015). Kahoot! is gamifying the classroom (Wired UK). Retrieved September 26, 2015.
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EdTech: Kahoot Is Gamifying Quizzes & Classroom Participation | TechFaster. (2014). Retrieved September 26, 2015.
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Siegle, D. (2015). Technology Learning Can Be Fun and Games. Gifted Child Today, 38(3), 192-197.