Written by: Tony Nguyen, Emerging Technologies/Communications Coordinator, National Network of Libraries of Medicine, Southeastern/Atlantic Region
Contact Tony at: firstname.lastname@example.org
Looking for a new gamification tool for your class? Check out Kahoot!
Kahoot! is a learning game which consists of multiple choice questions – as a quiz, discussion, or survey – in any topic, language or ability. It’s projected at the front of the classroom and played by the whole class together in real-time (answered on their own personal device.) Kahoot! offers the opportunity to interest and engage students during class or review content previously taught.
Using this tool gives you the opportunity for the following:
• Use a simple “drag n drop” function to create and manage “Kahoots” in the form of quizzes, surveys, or polls related to specific topics.
• Locate other public “Kahoots” and duplicate and edit them to suit your class needs.
• Use images, videos, photos, screenshots for your questions.
• Recall and repeat use of your “Kahoots” when needed.
• Access from any location with proper technology.
Usage and Observations
Currently Kahoot! is available for use for free. Participants do not need an account to join. Students visit kahoot.it and enter in a game pin and personal nickname to enter. Participants can use any smart phone device, tablet, or laptop with internet access to play. A video demonstrating how Kahoot! works is available for you to view as well.
Once all students have joined, you can then start the “Kahoot.” Each quiz session can have up to 10 questions with 4 answer choices each. As participants see a question projected onto a screen, they’ll have a time limit to answer the question.
After participants answer each question, instructors get an instant snapshot of overall understanding. As participants see their results, instructors could use this to help instigate classroom discussions or assist in topic reviews.
Additionally, the top 5 players in the game are displayed at the front to help motivate competitive students in the class.
Students have the ability to rate each quiz upon completion. Teachers have the ability to download participant results to get a complete overview of how they did. Results can also be directly downloaded into a Google Drive account as well. More information regarding Kahoot! can be found in their FAQs.
Overall, I found this tool straight forward and easy to use. The time consuming part would be to consider what questions to ask, whether or not to use images or YouTube videos, and multiple answer options. I encourage you to check out Kahoot! and share your thoughts as well.