Many players have already taken advantage of Kahoot’s features and it has quickly become one of the most popular features of the platform. It was developed by the community and it is one of the few features that the community uses themselves.
In today’s technological society, we are used to having electronic gadgets on our person nearly constantly.
Until recently, it was difficult for businesses and organizations to accept these technological advancements; nevertheless, we have come to think that they simplify work significantly. As well as our school’s organizational structure.
Students have long struggled with ensuring preparedness and generating interest. One of the most effective methods of teaching is to create games for the students. However, admit it: It’s tough to come up with new ideas for the class, but it’s much more difficult to get them fully engaged. As a teacher, one of the worst things you can do is insist on the children communicating on your terms, which contradicts the purpose of communication.
Why does gamification-based learning work?
Gamification is the process of transferring gaming ideas to non-gaming contexts. Quite simply, by incorporating gaming mechanics into an existing website.
Numerous businesses, like Nike and Starbucks, are well-known for their gamification efforts, and the US Army has confessed to using the strategy. Gamification is, in reality, a revolution in what we refer to as EdTech. Computer Weekly has published many articles on the subject, most notably on how the Nordic Edtech industry’s growth has benefited students significantly.
There are just a handful gamification references available at the moment. However, considering how simple it is to integrate gaming principles into many facets of the industry, I’m surprised that more companies aren’t doing so.
In this brief Kahoot research, we’ll focus on gamifying e-learning. More specifically, how Kahoot maximizes the value of its platform for its users. Consider it more carefully.
Kahoot’s Best Features
Kahoot’s market approach gamifies learning in four different ways via quizzes, polls, jumbles, and discussions. Let’s take a look at each one to see if you can use it.
Kahoot Quizzes Smasher Bot are a simple and enjoyable method to assess your knowledge.
Quizzes are by far Kahoot’s most successful feature, and with reason.
The quiz is comprised of a series of questions created by the coach, each having multiple-choice responses associated with a certain form and color. Teachers will also be able to share, utilize, and remove Kahoots created by other users on the platform, which has a monthly user base of over 70 million.
After creating a Kahoot quiz, teachers will begin playing the game, and a unique game PIN will be shown on the board. The game may be accessed by players (or students) by visiting www.kahoot.it and entering the game PIN. The game master will begin the game and continue until the whole class is connected.
The method is simple and effective. Additionally, the scores are shown immediately after the conclusion of the game.
Teachers will accompany the question on the board with text or pictures. Multiple-choice answers, which usually range from two to four, are depicted using colors and shapes to make them more visible to children. And you just touch the proper answer to respond. Finally, the game master may opt to randomize the content of each quiz, ensuring that students cannot simply remember the sequence of the answers on subsequent attempts.
As previously stated, the Kahoot quiz score system rewards participants that answer questions the fastest (and correctly). The leaderboard displays the top five players in the overall rating. Once the quiz is complete, you may download all of the data – from the rating to the pace, score, and individual outcomes – as an excel file.
Kahoot Survey Mode
This is only for the purpose of data gathering.
While the on-screen appearance is similar to quiz mode, survey mode is fundamentally different due to the fact that it is searching for ideas rather than right or wrong answers.
There are no points given; rather, a distribution of the answers to each question is shown. Teachers will compile data from these comments and use it to develop classroom discussions and presentations. When it comes to gathering information and recommendations, Kahoot’s survey mode is very useful.
Jumble, the platform’s newest feature, is basically a game of sequencing. It’s as simple and enjoyable as the Kahoot Quiz, but requires greater concentration on the part of the players.
Rather of choosing a single response, players must arrange the answers correctly. Consider the following example of a pre-existing Jumble game: Word Jumble. In this game, players must rearrange letters or words to create the correct phrase or statement. Assume the answer is “Math.” On the computer, the letters M-A-T-H represent the options, each with its own shape and color. After then, the letters are jumbled, and players must arrange them correctly to form the title.
After all players have replied, the number of players who provided the correct response will be shown on the screen.
The last function works similarly to the survey: you start by posing a question and then suggest answers. The difference is that you’re presenting a question rather than searching for specific data. There are no correct or incorrect answers; your goal as the game master is to start a conversation amongst the participants after the conclusion of the game.
After the results are in, you may push the students to explain why they chose one answer over another. Due to the fact that the results will be shown on the computer, students will be encouraged to contribute their answers and opinions.