Skip to main content


Working Mechanism of Kahoot : A Game Based Online Learning Application for Students and Teachers

Issue Abstract

Abstract

Advent of information communication technology has brought lot of tools to enhance the teaching, learning process such as open access, online learning management system, course management system and open conferencing system. Kahoot is a platform of learning based on gamification for interactive learning among the academic community. Kahoot is used to review the student’s knowledge and assess the understanding of learning apart from the traditional classroom teaching. It improves the learning performance, classroom dynamics and students teachers’ attitude. This paper explores the salient features of Kahoot application and the working mechanism in the teaching and learning environment. It also explains the steps to create various quiz, discussion and assessment during the classroom teaching pedagogy.
Key Words: Kahoot, Online Learning Tool, Game Based Learning


Author Information
J. Arumugam
Issue No
1
Volume No
2
Issue Publish Date
05 Jan 2022
Issue Pages
1-8

Issue References

1. Abidin, H. Z., & Zaman, F. K. (2017). Students’ perceptions on game-based classroom response system in a computer programming course. In International conference on engineering education (ICEED) (pp. 254–259). IEEE.
2. Bryant, S. G., Correll, J. M., & Clarke, B. M. (2018). Fun with pharmacology: Winning students over with kahoot! Game-based learning. Journal of Nursing Education, 57(5), 320-320.
3. Castle, S. (2015). The art of Blind Kahoot!ing. In Kahoot! Blog. Kahoot! blog: Kahoot!.
4. De Sousa, B. F. P. (2018). Engaging students in the evaluation process using co-creation and technology enhanced learning (CC-TEL). In CC-TEL. Leeds, UK.
5. Dolezal, D., Posekany, A., Motschnig, R., & Pucher, R. (2018b). Effects of introducing a game-based student response system into a flipped, person-centered classroom on object-oriented design. In International conference on web-based learning (pp. 132–139). Springer.
6. Smith, A., & Brauer, S. (2018). T1-A: Use of kahoot games for increased motivation and understanding in a thermodynamics course. In 2018 ASEE southeastern section conference.
7. Steinert, Y., & Snell, L. S. (1999). Interactive lecturing: Strategies for increasing participation in large group presentations. Medical Teacher, 21(1), 37–42.