Thursday, 7 May 2020

Using Kahoot for instructional practices and formative assessments

Game-based learning is considered one of the most effective teaching practices.  Research and empirical data support game learning because it engages students in problem-solving and critical thinking while building up their content knowledge. 

Today, I’d like to talk about using Kahoot in my practice! I believe that Kahoot not only helps create a fun virtual learning environment but also motivates and stimulates the learning process. 

Every morning, I use my Class site and the Seesaw blog to introduce daily activities. Students have to work at their own pace due to various reasons (different age, levels, abilities, internet access, family arrangements, etc). However, after introducing Kahoot games as part of our Google Meets, more students began to join in on a regular basis and the amount of completed daily tasks escalated. 

Playing Kahoot with junior students looks different from games played with older children. I use Kahoot games not just for doing formative assessments (without students knowing it) but as opportunities to use various DATs depending on the situation and questions. There will be more explicit teaching when we play a new topic Kahoot for the first time, then, during the subsequent games, I gradually release my control and let students rely on their knowledge and skills.

For example, my class has been working on place value and symmetry this week. 
The first Kahoot game revealed their understanding of both areas:



Every day this week we played ‘the same’ Kahoot quiz, however, it was not exactly the same game as I kept changing the actual numbers and pictures for the questions. For example, the question stayed the same: How many tens are in this number? But each day I included a different number and its representation giving my students an opportunity to think and apply their knowledge rather than memorising the previous answers. I also assign related tasks on Seesaw and provide my learners with ongoing timely feedback on their completed tasks. 

4 days later, my students played this Kahoot with the following results, the number of engaged learners has also increased:


The report for each student and his/her answers for each question is also available in the Kahoot report section. This report helps to differentiate and design individual or groups tasks to improve student understanding. I always share the reports with my learners after the game and I discovered that they find it valuable. Even if they don’t come first, my students are reassured that their knowledge is growing along with their confidence.

I think Kahoot fosters student cognitive engagement, motivation and critical thinking. The analysis of data collected during Kahoot games provides the opportunity to identify areas of weaknesses and strengths and helps to inform my teaching in order to improve student achievement.

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