Academic journal article Delta Kappa Gamma Bulletin

Engaging and Assessing Students with Technology: A Review of Kahoot!

Academic journal article Delta Kappa Gamma Bulletin

Engaging and Assessing Students with Technology: A Review of Kahoot!

Article excerpt

Rationale

Motivating all students to learn poses many challenges for teachers-but motivation is critical to learning. Good and Brophy (2000) found that students who were motivated had higher achievement rates than those who were not. They asserted that the role of teachers in motivating students includes providing (a) a supportive environment; (b) an appropriate challenge or level of difficulty; (c) meaningful learning objectives; and (d) varied motivational strategies. Good and Brophy also indicated that students respond positively to learning activities that allow them to interact with their teacher and others and receive immediate feedback. Using technology can help teachers incorporate such components into their lessons.

Various studies have found that using technology, including computers, personal tablets, and smartphones, is effective in improving students' engagement and active participation in classrooms (Bransford, Brown 8i Cocking, 2000; Kim &C Reeves, 2007; Koile & Singer, 2006; Rogers & Cox, 2008). Many school systems implement the Bring Your Own Device (BYOD) policy in order to provide active learning opportunities for students. The use of individual devices and computers can enhance a teacher's ability to solicit active participation from all students during lessons, incorporate Internet resources, and evaluate students' progress (Kim 8i Reeves, 2007; Koile & Singer, 2006; Rogers & Cox, 2008). Such activities provide kinesthetic learners an opportunity to participate actively through movement of their muscles in response to stimulation from the seeing and hearing objects (Grant, 1985; Valiente, 2008).

Using technology can be a great way to engage students in today's classrooms, and using appropriate Web sites to help assess learning is rapidly becoming a reality. For example, my college students bring their smartphones, tablets, and laptops to class on a daily basis, so I often have them use their own devices to assess their prior knowledge at the beginning of the class or acquisition of lesson content at the end of the class. Such use of the technology helps guide my instruction and helps my students monitor their own learning. Classroom computers and computer lab can be used in a similar manner if students do not have access to individual devices.

Kahoot!

Kahoot! (https://getkahoot.com) is a free Web site that allows teachers to create game-based quizzes and surveys in which participants compete against each other. Scores are kept according to accuracy and response time, and top responders are revealed after each answer. The class scoreboard at the end of the game displays the top five responders with the number correct and can be exported as a document for teachers to save as a record.

Creating a quiz and survey is simple on the Kahoot! Web site. After creating his or her own account for the site, a teacher can create a new Kahoot! quiz or survey or use an existing Kahoot! quiz or survey created by others and shared as a "public" resource to use on the site.

Students use a game pin number at kahoot.it to join a specific game as directed by the teacher. They do not have to have their own accounts to join a game but can log in using their real names or nicknames. Quiz and survey prompts are displayed on a computer, projector, or interactive board's screen one at a time for students to read when the game starts. …

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