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Breaking into the world in 2013, Kahoot is a Norwegian program that is a web-based application and allows people to create trivia games, polling and discussions with participants using a device (phone, tablet or computer) as an answering keypad.
In quizzes, the participants’ answers are ranked based on selecting the correct answer and by the time it takes to come to an answer in a competitive atmosphere. Through this program, you are able to access tailor made Kahoots you create or ones that are publicly available and created by others to engage students on an array of topics to 'gamify' any environment. The game-based platform is set up so that you have people compete individually, in teams, against other classes, themselves and participants around the world. Here is an example of a Grade 6 classroom using Kahoot. |
Disclaimer: This website is used as part of an assignment for ETEC 522, a course within the MET Program at UBC by Michael Bui. You may pause the music with the grey sound bar above the page.
PedagogyWhy and how can this Educational Technology be used?
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Advantages and DisadvantagesExploring Functions and Limitations
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MarketExamining Game-Based Learning and Kahoot's role in Education
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