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Newsletter#10: Teaching Tech and Tools Series -  Kahoot!

截屏2025-01-13 09.48.36

Teaching Tech and Tools Series -  Kahoot!

For this newsletter, I'd like to introduce an amazing tool called Kahoot! It helps instructors quickly create quizzes, allows students to answer swiftly, and conducts in-class tests in a game-like format, making the classroom lively and engaging. Created by a Norwegian online education company, Kahoot! has been used in over 200 countries and regions by more than 10 billion participants (non-unique users) since its launch in 2013. Globally, over 9 million instructors use it, including those from Cambridge University, Columbia University, Stanford University, and others, involving hundreds of millions of students and families. Additionally, 97% of Fortune 500 companies utilize Kahoot! for various purposes, including training, team-building, and presentations. It creates a fun learning space for students, allowing them to participate in class through game-based quizzes. instructors and students need mobile devices for classroom use, making them especially suitable for higher education settings.

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How Kahoot! co-founder incorporates Kahoot! game modes into exam review with his ​​students

 

What is Kahoot! :

Kahoot! is a game-based learning platform and an online Student Response System (SRS). SRS tools receive real-time feedback in teaching, promoting active learning and engagement. Kahoot! creates an interactive learning space, facilitating the transmission of information and assessments in an engaging manner. Whether for instructors, students, or business professionals, Kahoot! offers quiz-based interactions suitable for a variety of contexts.

When preparing lessons, instructors can use the Kahoot! platform to create various activities such as tests, discussions, and surveys. While editing test questions, instructors can incorporate lively images and background music to enhance interactivity and engagement. After each question, the system provides immediate feedback, including the number of students who participated, the class accuracy rate, student rankings, and scores. The process of teaching and testing becomes game-like, which is both enjoyable and effective for assessment. Once everything is set up, these gamified questions are presented in a game format.

In the classroom, students can respond and participate using their personal devices, such as smartphones or tablets. They can answer questions and compete to be the first to respond. The instructors can also set a countdown timer for added excitement. After completing the test, students can see their rankings within the class, and instructors can view the data analysis to make informed decisions for future lessons.

Kahoot! transforms passive learning into active and engaged participation. It allows students to complete tests and learn in an interactive, game-like environment. Many educational labs have experimented with this tool, and numerous instructors have provided positive feedback. They noted that during the enjoyable quizzes, students were highly engaged and actively referred to textbooks or notes. The group-based mode further enhanced students' collaboration skills.

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Image from Kahoot!
 
 

Three Key Features of Kahoot!: 

Interactivity: One of Kahoot!'s standout features is its multi-screen interactivity through mobile devices. Each student can log into Kahoot! via their phone and join the instructor's "quiz game." This gamified blended classroom environment includes elements such as quick responses, points, and competition. The game is designed by the instructor prior to the class, tailored to the day's lesson. After students complete the quiz, the instructor receives comprehensive data, including student accuracy, common mistakes, and rankings.

Simplicity: Kahoot! requires no app installation—only internet access. Its strong compatibility allows it to function seamlessly on various electronic devices and web browsers. Whether using a Mac/PC laptop, iPad, iPhone, Android device, Chromebook, or Windows phone, users can engage in quiz games, discussions, or surveys. Many educational labs have adopted this tool, and numerous instructors have given positive feedback, noting that during these engaging quizzes, students actively participate and refer to textbooks or notes.

Openness: Kahoot! isn't just for instructors; other users can create their own "games" as well. With its easy-to-use interface, anyone can create a new game by selecting themes, options, and images from pre-prepared modules. Students and even parents can design and share more interesting and creative games, which helps students reinforce their knowledge and stimulates their creativity.

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Engaging Presentation
 

How to Use Kahoot! in Teaching? 

Preparation Before Class:

1. Input Your Content:

Based on your teaching needs, input your pre-designed classroom test questions, real-time surveys, or discussion topics into the Kahoot! platform. 

2. Design Your Tests:

The quizzes designed by the instructor can be targeted at individual students, or set up as group competitions. They can also be intended for the entire class. Instructors can set rules for the quizzes, including accuracy, response time, and speed.

3. Required Hardware and Software:

Using Kahoot! requires some hardware and software support. The classroom should have a large screen and projector, WLAN or wireless network support for all students, and each participating student needs their own device. If students do not have laptops, iPads, or smartphones and wireless network access, the activity must be conducted in a computer lab.

4. Practice and Testing:

Before applying Kahoot! in class, instructors should guide students on how to use it and conduct test runs of their designed Kahoot! quizzes to ensure everything works smoothly.

Teaching Process:

1. Access and Login:

Instructors visit www.getkahoot.com and log in with their account to the Kahoot! online testing platform. They open their pre-designed quiz, and the system automatically generates a PIN code, waiting for students to join.

2. Student Participation:

Students visit www.kahoot.it, where they are prompted to enter the PIN code to join. This PIN code is usually displayed on the classroom screen. After entering the PIN code, students are prompted to enter their names to participate in the game. If successful, the students' devices will show that they have entered the game, and their names will appear on the classroom screen.

3. Starting the Game:  

Once all students have joined the game, the instructor starts the game. The questions and options will be displayed on the large screen, while students' devices will only show the colors and shapes of each option. Students need to match the questions and options on the big screen with the shapes and colors on their devices to select the correct answers.

4. Immediate Feedback and Rewards:

Instructors can immediately see students' participation, completion speed, and accuracy. Depending on the quiz mode, rewards can be given to the best-performing individuals or groups.

This method turns learning into an engaging and interactive activity, enhancing student participation and collaboration while providing valuable real-time feedback to the instructor.

How to Create an Activity

First, go to the official Kahoot! website: https://kahoot.com/. You will need to log in or register if you don't already have an account. During the registration process, you can select your role. It is crucial to select the "Teacher" role to facilitate question creation and data collection. Under "Describe your workplace," choose "Higher Education."

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Choosing User Role
 

After logging into Kahoot!, you will be on your dashboard. Click on the "Create" button located at the top right corner of the page to start a new quiz.

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Creating a New Kahoot!

 

You will have several options to choose from. There are two types of questions available for free:

  • Quiz (Multiple Choice): Create questions with multiple answer choices.
  • True or False: Create questions that require a true or false response.

Additionally, there are other question types such as:

  • Type Answer: Participants type in their answers.
  • Slider: Participants adjust a slider to answer.
  • Pin Answer: Participants pin their answer on an image.
  • Puzzle: Participants arrange answers in the correct order.

Select the question type based on your classroom needs.

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Choosing question types

Next, let’s create a Kahoot! quiz using the "Quiz" option as an example.

  1. Set Up Basic Information for the quiz title, description, cover Image, audience and language.
  2. Set question content, time limits, use media. For example, when creating an English listening comprehension quiz, you can embed the audio file into the question as part of the prompt.This approach allows for a richer and more engaging quiz experience.
  3. Once you have verified that all the quiz content is correct, click on the "Save" button. Your quiz is now ready to be used as an interactive classroom game.

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Setting Up  Quiz Information

 

How to Play Kahoot! in the Classroom

 From your Kahoot! homepage, go to the "Library" to find all the "Kahoots" you have created. Click on the "Host live" button to begin the quiz. 

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Starting the Game

There are two free participation modes suitable for different classroom scenarios: one is Classic Mode, which is for individual student use and another one is Team Mode.

These modes allow flexibility depending on whether you have enough devices for each student or need to facilitate group participation.

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Selecting the Mode

After selecting the mode, the instructor's screen will display the PIN code and the participants for the quiz game.

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Instructor's screen

Students can use their devices to go to the Kahoot! website. They do not need to log in; they just need to enter the PIN code and their usernames to join the game.

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Student's screen

In the quiz game interface, the instructor's screen will display the questions and answer options.

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Instructor's screen

On the students' screens, only the selection buttons are shown, functioning as a response keypad. This setup ensures that students can focus their attention on the instructor and the questions.

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Student's screen

At the end of each question, students can see their own results on their devices.

After the quiz game is over, the instructor can save the results with a single click, providing a useful record for classroom assessment.

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Instructor's screen
 

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Student's screen
 

Kahoot! Academy

Not only that, Kahoot! also launched Kahoot! Academy for educators to share experiences and knowledge. Kahoot! Academy is a global community and knowledge platform for educators, focused on promoting verified educational content. It allows educators and publishers to share their learning materials and join communities based on the subjects they teach, their courses, and their interests. Kahoot! Academy also functions as a marketplace where educators can promote their content, whether for free or in other forms, without any commission fees. It is accessible to any educator or learner, offering free access to a wealth of knowledge and resources.

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Youtube: Kahoot! Academy

 

Kahoot!'s easy-to-use interface, bright and clear design, and high cost-effectiveness have been well received by many instructors and students. If you want to make your classroom more relaxed and enjoyable, and help students feel less afraid of exams, give Kahoot! a try.

 

References:

1.Kahoot!, https://kahoot.com/

2.“Announcing Free SXSW EDU Professional Development Courses in Partnership with Kahoot!”https://www.sxswedu.com/news/2024/announcing-free-sxsw-edu-professional-development-courses-in-partnership-with-kahoot/

3.TrustRadius: Kahoot!, https://www.trustradius.com/products/kahoot/reviews?qs=product-usage#overview

4.How Kahoot! co-founder incorporates Kahoot! game modes into exam review with his students, https://www.youtube.com/watch?v=4T5yxr-0Ppk&t=18s

5."Utilizing Kahoot to assess understanding" ,https://teachingresources.stanford.edu/resources/utilizing-kahoot-to-assess-understanding/

6."Kahoot: A Powerful Tool for Enhancing Classroom Interaction", https://mp.weixin.qq.com/s/FirYNHGKRrXDycc-8kR-ew

7."Kahoot, a Gamified Classroom Teaching Tool",https://mp.weixin.qq.com/s/YQfJASFzmUnzPz0lAS3jqA

8."Norwegian EdTech Unicorn Kahoot! Creates a Fun and Interactive Online Learning Platform for You", https://mp.weixin.qq.com/s/trfDh0vTAfmndH5pka3EWw

9.Kahoot! Academy, https://kahoot.com/academy/

10.Kahoot Academy Connect: a global online community for educators and learners, https://www.youtube.com/watch?v=BYbdTirbw8A

 

Author: Yirui (Sandy) Jiang
Chief Editor: Yirui (Sandy) Jiang