Kahoot!: Day 2

Kahoot Logo

Kahoot:  Day 2 

Task 1:  Read "Go Kahoot!" Enriching Classroom Engagement, Motivation and Learning Experience with Games.

Task 2:  In the comments section below respond to the following prompt:
  • There were four research questions asked in the above article.  Choose one of the four and summarize the findings.  Your response should include which research question you chose and a paragraph that summarizes the findings.

Task 3:  Watch the General Video Tutorials.  This should take you no more than ten minutes.

Task 4:  Investigate Success Stories.  

Go Back:


Days 4 - 7

7 comments:

  1. Does the use of Kahoot! influence students’ engagement, and how?
    Research found that it was successful in capturing students attention because students need to be highly focused in order to be successful in the game. The study found that it can be used wisely as a study or lecture break that allows for the students to have better refocus when starting the lesson back up. Using Kahoot for a knowledge check during a lesson was more successful than simply asking students questions and expecting them to respond. Kahoot allows for high engagement and competition which makes it a game as well as checks the knowledge of students.

    ReplyDelete
  2. To what extent does the use of Kahoot influence students’ motivation towards learning? Research showed that Kahoot motivated students to be engaged, and encourage in interactions in the classroom. Students wanted to be more attentive so this increases students attention, focus, interaction and engagement which strongly supported learning in the course. When students did not perform well in Kahoot, those results were used to drive revision efforts, in view of overcoming learning deficiencies. Kahoot offered students the opportunity to focus on specific relevant content, especially when a large amount of materials were delivered in lectures. SW

    ReplyDelete
  3. Does the use of Kahoot! influence students’ engagement, and how?
    Students are more inclined to remember content if it is displayed in a game. Kahoot! captures the students interest and is done in a timely manner where the students are able to take small breaks. Students also showed a strong willingness to participate in the game-like structure of Kahoot! This students contradicts the research that stated students learned best through trial and error.

    ReplyDelete
    Replies
    1. LaToya I agree that students are inclined to remember content if it's displayed in a game or even in a fun way because I know I do. I would also agree that students honestly like Kahoot because they think it's a game but they are really learning. Kahoot is very beneficial. SW

      Delete
  4. RQ 2: Does the use of Kahoot influence students engagement, and how?
    Yes, Kahoot does influence students engagement in the classroom. This happens because the students know that a Kahoot quiz is coming up, so the students are sure to pay attention to the material that is being taught. This is so they will get the questions right and attempt to be on the leaderboard.

    ReplyDelete
  5. Does the use of Kahoot! influence students’ engagement, and how?
    Kahoot has a big impact on student engagement in-class. Compared to traditional paper quizzes, Kahoot is a low-pressure alternative that allows students to answer questions without the added stress of whether they are going to do well or not. In some cases, students may feel rushed due to time constraints, but Kahoots can be modified to avoid this issue. Overall, students would much rather engage in a class Kahoot than sit down and fill in answers to a sit-down test. CC

    ReplyDelete
  6. Does the use of Kahoot! influence students' engagement and how? This influences student learning because they have to be engaged and actively learning in order to perform well with kahoot. The time constraint forces them to pay attention because by human nature kids want to compete well against each other.

    ReplyDelete