# data[].attributes.body
Public Health Registered Dental Hygienist
Part-time Clinical Instructor, University of Alberta
wazir@ualberta.ca
Linked-In Profile: www.linkedin.com/in/alia-wazir-92a38221a

# data[].attributes.body
With the newer generation of students living in a technological world, it is important to integrate technology into education as well. Game-based student response systems (GSRS) have become increasingly popular recently. The focus of this project has been to do a literature review of integrating Kahoot! into formal education at the tertiary level. Overall, studies have shown to increase students’ motivation and engagement in lecture content, thus leading to deeper learning. There were common themes in terms of limitations of utilizing Kahoot!. In particular, internet connection issues, competitiveness and limitations in types of questions asked were considered to be the drawbacks. Overall, the research suggests incorporating Kahoot! into higher education can improve learning outcomes of the students.

# data[].attributes.body
Kahoot! is a "free game-based learning platform" that can be used with many types of devices, including laptops, tablets and smartphones (Lin et al, 2018). The platform facilitates learner and teacher interaction that can "potentially promote motivation and learning among students" (Lin et al, 2018).

# data[].attributes.headline
Points assigned based on quickest correct answer

# data[].attributes.subject
Points assigned based on quickest correct answer

# data[].attributes.attachment_link.readable_text
In this episode of EdTech in the Classroom, we welcome Asmund Furuseth from Kahoot! To share the launching of a brand new Kahoot! Certification program for educators worldwide. For more information about Kahoot!, please visit www.Kahoot.com
In this episode, we discuss:

New Kahoot! Certification ProgramLaunching on August 22, 2018

How to create "Game Based Learning" with Kahoot!Formative Assessment

To Introduce new topics

To reinforce learning goals

Why is it important for students to be able to create Kahoot! gamesStudents can think about quality questions and answers

Students have a deeper understanding of the content when creating questions for their peers

New Integrations with Apple's Schoolwork App

Amazing use cases of Kahoot! in the classroom"Blind Kahoot" Where teachers use Kahoot to introduce a new topic

New In-App Quiz Creation

New user interface and spreadsheet importer for importing questions into Kahoot!

About Kahoot

Since its launch in 2012, Kahoot! has turned game-based learning into a pop culture phenomenon around the world. The game platform hosted over 70 million monthly active users and has a library with more than 50 million learning games, created and shared by fans in more than 200 countries. Kahoot! is on a mission to make learning awesome for learners in all contexts. The company is headquartered in Oslo, Norway with offices in London, Austin and Palo Alto. Let's play!

About our Guests

Before meeting Kahoot! co-founders in 2013, Åsmund ran a wind turbine technology company called ChapDrive. He also advises and secures funding for various startups, where he holds Board Director roles. Åsmund has a Master of Science Degree in Physics from the Norwegian University of Science and Technology.

He owns a vintage sailboat and would like to spend more time sailing in the Oslo fjord (that he can see from our office window).

Links of Interest

Follow our Podcast

Follow our Host

Explore these Resources

In this episode, we mentioned the following resources:

Join our PLN

Are you enjoying the TeacherCast Network, please share your thoughts with the world by commenting on iTunes today? I enjoy reading and sharing your comments on the podcast each week.

Let's Work Together

Check Out More TeacherCast Programming

View LIVE Professional Development from TeacherCast

Need a Presenter?

Jeff Bradbury (@TeacherCast) is available as a Keynote Speaker, Presenter, or to Broadcast your conference LIVE!

# data[].attributes.attachment_link.description
In this episode of EdTech in the Classroom , we welcome Asmund Furuseth from Kahoot! To share the launching of a brand new Kahoot! Certification program for educators worldwide. For more information about Kahoot!, please visit www.Kahoot.com In this episode, we discuss: New Kahoot!

# data[].attributes.body
Play the game from your smartphone or tablet

# data[].attributes.headline
A quick video on how to use  the Kahoot! app

# data[].attributes.subject
A quick video on how to use  the Kahoot! app

# data[].attributes.attachment_link.title
Intro to the Kahoot! app for iOS and Android

# data[].attributes.attachment_link.title
Kahoot! | Learning games | Make learning awesome!

# data[].attributes.attachment_link.description
Kahoot! is a game-based learning platform that brings engagement and fun to 1+ billion players every year at school, at work, and at home.

# data[].attributes.body
Kahoot! enables the teacher to engage in active discussions with the students which helps "them retain information without needing additional revision sessions before tests" (Kamel & AlShawwa, 2018).

# data[].attributes.body
Kahoot! provides immediate feedback so the students are aware where their knowledge gaps are. The platform also generates statistics for the teacher so that they can "perceived incomplete levels of understanding" (Kamel & AlShawwa, 2021). The teacher can then guide discussion post-game to deepen understanding of learned concepts.

# data[].attributes.attachment_link.title
EDU webinar 03/03/2021: Maximize student learning with Kahoot! for formative assessment

# data[].attributes.body
Kahoot! can be used as an active learning strategy to increase student engagement in the lecture content. This will lead to deeper learning and knowledge retention. Kahoot! can also allow students to actively engage with the teacher in an anonymous manner. The anonymity allows students to feel safe in answering questions without fearing they will be compared to others.

# data[].attributes.body
Kahoot! has led to increased levels of intrinsic and extrinsic motivation levels. The students' extrinsic motivation is showcased by the competitive nature of the game, which motivates the learner to want to win. According to Malone's theory of intrinsic motivation, three elements must be present: challenge, fantasy and curiosity (Lin, 2018). Kahoot! embodies all three components, which "promotes motivation" (Lin, 2018).

# data[].attributes.body
Points are awarded based on the how quickly the participant answers the questions correctly. This can lead to guessing in order to achieve the highest points rather than reading the questions and answering correctly.

# data[].attributes.body
The types of questions created for the game must be done very deliberately. If the questions do not take into account "a mixture of abilities," this can lead to frustration (Mohamad et al., 2019). An "element of progression" must be included as a consideration when designing the game so as to reduce frustration (Mohamad et al., 2019). Kahoot! does not allow for a wide variety of questions and if a teacher is unfamiliar with the platform, it can lead to questions that are not engaging the students in cognitive knowledge (Kamel & AlShawwa, 2021).

# data[].attributes.body
The focus can shift from the lecture content to simply winning and climbing the leader board. This can be a distraction or detract from the purpose of playing Kahoot!.

# data[].attributes.body
If the internet connection is poor, it can slow down a students response time, leading to less points and frustration. This can reduce their motivation and engagement in the game.

# data[].attributes.body
It is imperative to incorporate educational technology in the classroom to engage the new generation of students. The gamification of learning has recently become more commonplace in the classroom. This analysis focused primarily on Kahoot!

Benefits:

o   Increases student engagement and motivation

o   Helped students retain knowledge

o   Can be used as a formative assessment tool to gauge student understanding

- This allowed for discussion post-game to focus on topics needing clarification

- Students able to focus their review on important concepts

o   Contributes to deeper learning

Challenges:

o   Internet connectivity issues

o   Competitiveness can possibly reduce engagement

o   Questions created may not have variety or progress through material

o   Awarding points based on response time may become distracting and lack of focus on questions and answers

Though some drawbacks have been shown, if the teacher ensures they take deliberate steps to mitigate these challenges, it can lead to an overall positive experience.

# data[].attributes.body
https://create.kahoot.it/details/c56ac300-9453-411a-a9af-230e52f98b82

# data[].attributes.body
Would you incorporate Kahoot! into your teaching practice?

# data[].attributes.body
Arif, F. Z. (2019, September 5). Humanities & Social Sciences Reviews. Retrieved from Benefits and challenges of using game-based formative assessment among undergraduate students: https://doi.org/10.18510/hssr.2019.7426

Gokbulut, B. (2020, April 1). World Journal on Educational Technology: Current Issues. Retrieved from The effect of Mentimeter and Kahoot applications on university students' e-learning: https:doi.org/10.1844/wjet.v12i2.4814

Kamel, F. A. (2021, October 11). Research Square. Retrieved from Knowledge and perceptions of medical students after using Kahoot! towards general pharmacology practical sessions at King Abdulaziz University: https://doi.org/10.21203/rs.3.rs-956795/v1

Licorish, S. O. (2018, July 18). Students' perception of Kahoot!'s influence on teaching and learning. . Retrieved from Springer Open: https://doi.org/10.1186/s41039-018-0078-8

Lin, D. G. (2017). Kahoot! It: Gamification in higher education. Pertanika Journals Social Sciences & Humanities, 565-582.

Neureiter, D. e. (2020, October 5). Feasibility of Kahoot! as a real-time assessment tool in (histo-)pathology classroom teaching. Advances in medical education and pracitce. https://doi.org/10.2147/AMEP.S264821

Saracoglu, G. K. (2019, December 29). Educational Policy Analysis and Strategic Research. Retrieved from A study on Kahoot and Socrative in line with preservice teachers views: https://doi.org/10.29329/epasr.2019.220.2

Wang, A. I. (2020, January 26). Science Direct. Retrieved from The effect of using Kahoot! for learning - A literature review: https://doi.org/10.1016/j.compedu.2020.103818