Content area
Full Text
Implementing Kahoot! in Traditional Face-to-Face Environments
It is important for educators to leverage lowcost, easy-to-use technologies to engage students in active learning face-to-face, hybrid, or virtually. One example is Kahoot!, which is a game technology for timed multiple-choice quizzes. Gamification allows for interactive classroom activities such as formative assessments to gauge learner progress and inform subsequent activities or review tools to prepare for summative assessments. Engaging students in active learning has been linked to positive outcomes.
Implementing Kahoot! games at the beginning of class sessions provides an opportunity for a fun activity that engages students while simultaneously gauging baseline knowledge of learning outcome achievement (Abdul & Felicia, 2015). Learners will be motivated to prepare for class, interact with each other, and see who wins. The immediacy of feedback following each Kahoot! question is valuable for students to reflect upon their concept knowledge and for faculty to utilize as a formative assessment to ensure that areas most students struggle with can be emphasized throughout the session's subsequent learning activities.
Implementing Kahoot! in a HyFlex/ BlendFlex Environment
Strategies for Synchronous Hybrid Setting: Learners Attending in Classroom and/or Virtually via Videoconferencing
Kahoot! games can be accessed via web browser or through an application for mobile devices. Once educators develop questions and answer choices, they...