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PREPARED BY:
LEONDY PADAN ANAK JAME (S2162334)
PREPARED FOR:
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.
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
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