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IN THE

Classroom

SARAI RAMIREZ
WHAT IS KAHOOT?
Kahoot is an online quiz site and app that
operates similarly to a gameshow. Students
can compete against each other in a quiz,
with speed and correctly answering a
question awarding points to each participant.

Classrooms are increasingly using this


application in order to prepare their students
for exams, and to make sure that students are
reviewing the important material covered in
class.
WHAT ARE THE PROS OF USING KAHOOT IN
THE CLASSROOMS?

• Using Kahoot in The Classroom has proven to increase test scores of


students.
• Kahoot is a great app for implementing applied learning.
• It helps with active reviewing, visual learning, and also “makes the content
meaningful… by applying what [students] learned to a form of experience]”
(Analyzing The Efficacy Of The Testing Effect Using Kahoot On Student
Performance Pg. 9).
• Kahoot is a great app to help students
prepare for exams, because it is fun and
engaging.

• In a study performed by Dr. Darren


Iwamoto with two groups, a control
group that had regular lectures and class
discussions vs an experimental group
that had the same but also used Kahoot,
the experimental group that used Kahoot
displayed a high level of enthusiasm for
the class, and they were driven to study
more efficiently outside of the classroom
in order to be able to be one of the top
scorers in Kahoot.
WHAT ARE THE CONS TO USING KAHOOT?

• Kahoot is a fun alternative method of quizzing students on the topics that are
covered in class, and it engages students in what they have learned. There
have been no cons in using Kahoot in the classroom.
Website

YouTube Video
REFERENCES

Taitano, E. J., and Vuong, K. (2017). Analyzing The Efficacy Of The Testing
Effect Using Kahoottm On Student Performance. Turkish Online Journal of
Distance Education, 18(7), 80–93, https://eric.ed.gov/?id=EJ1145220
First Page of Article

ABSTRACT
Lower than expected high-stakes examination scores were being observed in a first-year general psychology
class. This research sought an alternate approach that would assist students in preparing for high-stakes
examinations. The purpose of this study was to measure the effectiveness of an alternate teaching approach
based on the testing effect to address low high-stakes examination scores. This was accomplished through the
introduction of an online quizzing application that utilized a game show-like user interface called Kahoot™.
The results showed a significant difference in high-stakes examination scores for students who utilized
Kahoot™ versus students who did not. It can be suggested that pedagogical tools like Kahoot™ have the
potential to enhance and improve high-stakes examination scores at the college and university level. Students
that used Kahoot™ felt positive about their experience. The results of this study also suggest that creating a
fun and engaging environment also supports improved academic performance.
Keywords:
Educational technology, self-regulation, formative assessment, gamification, testing effect.
INTRODUCTION
As a professor in higher education for a number of years now, I have seen a common perplexing pattern of
student behavior. Students who reportedly study diligently and are engaged in class are not always the ones
that excel in summative course examinations. Two thoughts immediately come to mind. Either I am being
deceived by the perceived practices of my students or how my students study and prepare for the
examinations needs to improve. I decided to focus on the latter and my inquiry led me to a memory retrieval
practice called the testing effect. Will the practice of the testing effect in a higher education setting influence
high stakes examination scores? Finding an answer to that question was the motivation behind this study.

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