Kahoot
Kahoot is an interactive software platform that allows professors to create quizzes or surveys in the form of a game. This helps keep students engaged during lectures or review sessions by turning learning into a fun and competitive activity.
Create a Kahoot
- To create a Kahoot, go to kahoot.com to log in with an existing account or create a new one.
- Once signed in, select Create.
- Select Kahoot from the list of choices and start with a blank canvas (the premium version has more options).
- Add a title to the game, a theme, and start adding questions. There are several options of questions to choose from to collect opinions and test knowledge.
- After selecting the type of question you want (T/F, multiple choice are available with the free version), enter the question, the answer choices, and place a check to the right of the correct answer.
- After adding all your questions, click “Done” to save your Kahoot.
- You can test your Kahoot by playing it yourself to make sure everything works as intended.
Host a Kahoot
- To play the Kahoot with others, go to your dashboard, select the Kahoot you want to use, and click “Start.”
- Choose whether you want to host the game in a live setting (e.g., in a classroom) or assign it as a challenge for students to complete at their own pace.
- For live games, select "Classic" (individual play) or "Team" mode. The game will generate a PIN that participants will use to join.
Join a Kahoot Game
- Participants go to kahoot.it or open the Kahoot app.
- Enter the game PIN provided by the host and your nickname.
- Answer the questions on your device as they appear on the screen. Points are awarded based on correctness and speed.
Review Results
- After the game, you can view and download the results. This includes how each student performed, which questions were most challenging, and overall scores.
Share or Assign
- You can share your Kahoot with others via a link or assign it as a homework challenge, where students complete it at their own pace.
- Kahoot encourages participation from all students, even those who may be hesitant to speak up in a traditional classroom setting.
- Kahoot is a fun example of gamification that promotes friendly competition and student motivation to engage with the material.
- Both students and professors receive instant feedback on performance, which can be used to reinforce learning or correct misunderstandings immediately.
- Incorporating gamification can break the monotony of traditional lectures, making the class more dynamic and varied in teaching methods.