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PQI6074

DEVELOPMENT OF INTERACTIVE LEARNING 1

TOPIC:

TYPES OF TECHNOLOGICAL INTERACTIVE TEACHING TOOLS

PREPARED BY:
LEONDY PADAN ANAK JAME (S2162334)

PREPARED FOR:

DR NORHARYANTI BINTI MOHSIN


1.0 DIFFERENCES OF KAHOOT AND QUIZIZZ

Kahoot and Quizizz are both interactive learning platforms that mostly
be used by students or teaches to create and play quizzes, surveys, and
discussions in the classroom. Kahoot and Quizizz makes learning more fun
and enjoyable (Ismail, 2017). Although game-based learning is not a new
method, when merged with technology, it becomes a powerful teaching and
learning approach for the internet generation (Bicen, 2018). Kahoot and
Quizizz both have some similarities, but also have some differences. Firstly,
both of Kahoot and Quizizz is a user interface but Kahoot has a more modern
and visually appealing interface, with colorful and playful designs, animations
and a variety of layout options for different question types compare to Quizizz
on the other hand, has a more simple layout, and it's design is more clean and
simple. Secondly for the gameplay, Kahoot's quizzes are typically played in a
live, can be play in multiplayer format, where students can answer the
questions in real-time and compete against with their friends for the highest
score. Meanwhile for the Quizizz quizzes, it also can be played both live and
self-paced, providing more flexibility for the student. Thirdly for the question
types, Kahoot allows for different types of questions for example like true or
false, multiple choice, open-ended questions and also providing options for
different learning styles and for Quizizz also allows different types of
questions, but it also allows to include images and videos in the questions,
which it can be particularly useful in certain subjects such as history or science,
which the images and videos can help to illustrate and clarify the material.
Then for the assessments, Kahoot is used for formative assessment and self-
paced practice, meanwhile Quizizz can be used as formative, summative and
self-paced practice, where it providing more options for assessment. Next, for
the analytics and feedback, both Kahoot and Quizizz provide teachers with
data on student performance, where it can be used to inform instruction and
adjust teaching strategies, but for Quizizz provides more detailed analytic for
example, detailed performance reports and students' answers on each question.
This can offer a more realistic picture of student comprehension and assist
teachers in identifying any areas where students might be having difficulty.
After that, Kahoot and Quizizz both offer the option of distributing quizzes
and question banks through links, codes, or embeds, while Quizizz can be
integrated with the majority of learning management systems and platforms,
including Google Classroom, Canvas, and Schoology. For the features set,
Quizizz concentrates on a more minimalist approach, focusing on the core
features, such as creating quizzes and assessments, but also integrating other
features like progress tracking and learning analytics, meanwhile Kahoot
offers a greater variety of features, such as the ability to create open-ended
questions, peer grading and feedback, and also a more developed gamification
feature. Both Quizizz and Kahoot offer advantages of their own and can be
applied in various ways to help and improve training. Both platforms can be
very helpful to assist the learning process, but it is crucial to choose the one
that suits better in each circumstance. The decision to choose one platform
over the other will rely on the teacher's methodology and the particular needs
of the students.

2.0 EFFECTIVENESS OF KAHOOT AND QUIZIZZ

Kahoot is an interactive learning platform that can be used to create


and play quizzes, surveys, and discussions in the classroom. For mapping
analysis technique appears to be particularly well suited for organizing open-
ended survey data by using Kahoot (Geer ,1991). It has been found to be
effective in promoting engagement and motivation among students, by
creating a fun and interactive learning environment (Icard, 2014). Research
studies have shown that the use of Kahoot can improve students' learning
outcomes. For example, students have been shown to have increased retention
of information, improved understanding of concepts, and greater engagement
in the learning process, when Kahoot was used in the classroom. Another
benefit of Kahoot is that it allows for instant feedback for the students and the
teacher, this way the teacher can assess the understanding of the material and
adjust his teaching accordingly and the student can improve their own
understanding of the subject. Furthermore, kahoot can be used to review and
reinforce what they have learned, and providing a interactive way to test the
student's knowledge. Additionally, Kahoot can also be used to support
formative and summative assessments, providing teachers with data on student
performance that can inform instruction. As with any technology in the
classroom, it is important to use Kahoot in a way that supports and enhances
instruction, rather than simply as a replacement for traditional teaching
methods.

Quizizz is an interactive learning platform that can be used to create


and play quizzes, surveys, and discussions in the classroom, similarly to
Kahoot. Research has shown that the use of interactive learning platforms like
Quizizz can be effective in promoting student engagement and motivation in
the classroom, as well as improving learning outcomes. One of the main
benefits of Quizizz is that it allows for instant feedback for the students and
the teacher, which can support formative assessment and help to inform
instruction. For example, teachers can use the data from Quizizz to identify
areas where students may be struggling, and adjust instruction accordingly.
Quizizz also able to provide inquiry design, control or supervision, and also
inspection results very quickly (Rahmad, 2019). Additionally, Quizizz allows
for self-paced learning and allows students to test their own understanding of
the material in a fun, interactive way, which can lead to greater engagement
and motivation. Another benefit of Quizizz is that it can be used to provide
summative assessments, allowing teachers to evaluate students' mastery of the
material and track their progress over time. Furthermore, Quizizz can be used
to support different learning styles and abilities, and to provide different types
of questions, such as multiple choice, true/false, open-ended questions and
more. This application presents students with multimedia related forms where
there have a combination of audio and visual forms, this multimedia messages
also use words and pictures in it that can help to motivate learning among the
students (Mayer, 2009). Like Kahoot, the effectiveness of Quizziz depends on
how it is used and integrated into the overall teaching and learning process. It
is important to use Quizizz in a way that supports and enhances instruction,
rather than as a replacement for traditional teaching methods. Additionally, it
is important to use Quizizz to grow the instruction and not only as a way to
grade the student. And it is also important to use it to provide instant feedback
to the student and the teacher.
3.0 DRAWBACKS OF KAHOOT AND QUIZIZZ

For the drawbacks of using Kahoot and Quizizz firstly is both of them
have limited customization options. Both of the Kahoot and Quizizz have a
limited set of question and also customization. This can be limiting for some
teachers or educators and it will make it had to create the quizzes that are
tailored to specific learning objectives and can limit the types of questions that
can be included in the quizzes. Secondly, both of Kahoot and Quizizz are
dependence with the internet connection. Both platforms need an internet
connection to work, which presents a challenge for teachers who are teaching
in places with poor internet connectivity as well as for students who do not
have access to one. Thirdly, both of the Kahoot and Quizizz have limited of
question bank. Both platforms' question banks are small, which might make it
difficult for teachers or the users to find relevant topics for their quizzes,
according to some users. Then, the uses of Kahoot and Quizizz might have
limited student engagement. It is because the games and quizzes can be fun,
but not all of students can pay attention, especially if they are not particularly
interested in the topic or if the game become repetitive and both of the Kahoot
and Quizizz can be distractions because of the digital games and quizzes in the
classroom have the potential to be distracting for students since they could be
more preoccupied with the game than with the learning objectives. After that,
the uses of Kahoot and Quizizz can increase the potential for cheating. It is
because students can play the game on their own smart phone or electronic
devices, it may be simple for them to cheat by seeking up the answers. This
could impact the fairness of the fame and the data gathered from it. Besides
that, both of this Kahoot and Quizizz have lack of learning transfer. It is
because the focus in both of Kahoot and Quizizz are just for short term which
is recall the information, rather than long-term retention or learning transfer.
Finally, both of this platforms have limited accessibility. It is because Kahoot
and Quizziz may not be fully accessible to all of the students, especially those
who are with disabilities. For example, the platform may not be fully
accessible to students who have visually or hearing impaired, which it can
limit their ability to participate in the game.
4.0 REFERENCES

1. Kaur, M. (2021) Kahoot what is it: Features, advantages, disadvantages, and faqs,
techprevue. Available at: https://www.techprevue.com/kahoot/ (Accessed:
January 11, 2023).
2. Edwards, L. (2021) What is Quizizz and how can it be used for teaching? tips and
tricks, TechLearningMagazine. Tech & Learning. Available at:
https://www.techlearning.com/how-to/what-is-quizizz-and-how-can-it-be-used-
for-teaching-tips-and-tricks (Accessed: January 11, 2023).
3. Ismail, M. A. A., & Mohammad, J. A. M. (2017). Kahoot: A promising tool for
formative assessment in medical education. Education in medicine journal, 9(2).
4. Bicen, H., & Kocakoyun, S. (2018). Perceptions of students for gamification
approach: Kahoot as a case study. International Journal of Emerging
Technologies in Learning, 13(2), 22.
5. Geer, J. G. (1991). Do open-ended questions measure “salient” issues? Public
Opinion Quarterly, 55(3), 360–370.
6. Icard, S. B. (2014). Educational technology best practices. International Journal
of Instructional Technology and Distance Learning, 11(3), 37–41
7. Rahmad, N., Lestari, A., Musa, L. A. D., & Sugilar, H. (2019, July). Quizizz
Online Digital System Assessment Tools. In 2019 IEEE 5th International
Conference on Wireless and Telematics (ICWT) (pp. 1-4). IEEE.
8. Mayer, R. E. (2002). Multimedia learning. In Psychology of learning and
motivation, 41, 85- 139. Academic Press

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