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Innovative Idea
Game-Based Learning: Getting Student’s to go ‘Kahoot’ for Assessments
Josie McQuillen
Iowa State University
217 Curtiss Hall
Ames, IA 50010
josie@iastate.edu
OP McCubbins
Iowa State University
217B Curtiss Hall
Ames, IA 50011
opmcc@iastate.edu
Dr. Thomas H. Paulsen
Iowa State University
217 Curtiss Hall
Ames, IA 50010
tpaulsen@iastate.edu
Dr. Ryan Anderson
Iowa State University
206E Curtiss Hall
Ames, IA 50011
randrsn@iastate.edu
Game-Based Learning: Getting Student’s to go ‘Kahoot’ for Assessments
Introduction
The Entertainment Software Association (ESA, 2014) posited that game-based learning has
become an effective method of education in the classroom. With the increasing popularity of
gaming, educators are interested in the effects digital games have on students in the classroom
(Entertainment Software Association, 2014). Utilizing game-based tools in the classroom can
boost cognitive learning among the average performing students by as much as 12% (D’Angelo
et al., 2014). Research suggests that the traditional classroom has begun to see a transformation
to a game-based learning pedagogy to better engage and meet the needs of students around the
world (Tapscott, 1998).
“Kahoot, a game-based classroom response system, that builds quizzes, is used by teachers,
students and businesses to empower educators and captivate learners” (Kahoot, 2014). This
response system has the opportunity to engage students and provide friendly competition among
peers. At the post-secondary level, Kahoot can be used to allow instructors to gauge student
performance while providing immediate feedback to students. The immediate feedback allows
students to gauge their own performance and see where they can improve before exams and
advanced assignments are administered (Conoley, Croom, Moore, & Flowers, 2007). Immediate
feedback allows educators to determine the quality of questions they are asking and gain a better
understanding of the progress their students are making (Kahoot, 2014).
How it Works
Kahoot is an audience response system that allows teachers to create quizzes, surveys, or
discussion assignments. Students participate via a smartphone, tablet, or computer. Once
teachers create an assignment, a pin is created and students input the pin to participate. Students
receive points for a correct answer and the speed in which they selected that option. Instructors
can utilize Kahoot to conduct formative assessments, review for examinations, or conduct pre-
tests to gauge student’s prior knowledge about a particular topic. Post-tests could also be
conducted and compared to pre-test results to measure growth among the students knowledge
base.
Table 1
Steps to Setting Up a Kahoot Account and Creating Your First Assignment
Step Activity Description
Step 1 Create your own Kahoot
account
Navigate to www.getkahoot.com and click, “get my free
account.” Proceed to provide Kahoot with your role as a
teacher or student, valid e-mail address and username.
Step 2 Create new Kahoot Click on quiz under the “Create Kahoot” column and
begin creating the quiz for your classroom.
Step 3 Fill out quiz Type your question for the class in the “Question 1”
textbox, followed by typing four answers in the
“Answer” textboxes.
Step 4 Select correct answer and
upload optional image or file
Select the correct answer to the question by clicking,
“correct” under the answer textbox. You also have the
option to upload an image or file to the question.
Step 5 Complete Quiz Continue steps 3 and 4 until you have the desired
amount of questions to complete your quiz. When
complete, click “Save & Continue.”
Step 6 Settings Select the language, settings, audience and cover photo
for your quiz and then complete the quiz by clicking,
“done.”
Step 7 Students take quiz Have students take the quiz by providing them with a
pin. After each question, students receive immediate
feedback.
Results to Date
The utilization of Kahoot in the classroom has yielded positive comments from many students
including pre-service teachers enrolled in [Course] at [University]. One student noted that the
response system was easy to understand while being feasible and effective at the same time. Pre-
service teachers integrated the response system when they were completing student teaching
because it was an innovative assessment strategy that garnered student excitement about
learning. Secondary students expressed positive comments regarding Kahoot, the immediate
feedback, and friendly competition.
Future Plans/Advice to Others
Continuous evaluation of the effectiveness of this tool in the secondary and post-secondary
classroom should occur. When preparing to use Kahoot, make sure that all students have the
needed resources (e.g., phone/ tablet/ computer) in order to avoid students feeling ostracized.
Creating and sharing resources (i.e., quizzes) within Kahoot between pre-service and in-service
teachers could allow for a substantial resource bank to be established. Examining the other
features available in Kahoot (i.e., discussion and survey features) could also serve as a useful
tool in the secondary and postsecondary classrooms.
Costs/Resources Needed
All of the quizzes included with Kahoot are offered for free to any individual. Learners in the
classroom using Kahoot must be able to access a smartphone or tablet that has a web browser
(Kahoot, 2014). If Wi-Fi is not available, Kahoot can operate from data plans on smartphones/
tablets. Data charges vary between providers and should be examined before prolonged use. If a
computer is being used in a classroom setting, a projector would also be useful to share the
results with the classroom as a whole.
References
Conoley, J. W., Croom, D. B., Moore, G. E., & Flowers, J. L. (2007). Using electronic audience
response systems in high school agriscience courses. Journal of Agricultural Education,
48 (3), 67-77. doi: 10.5032/jae.2007.03067
D’Angelo, C., Rutstein, D., Harris, C., Bernard, R., Borokhovski, E., Haertel, G. (2014).
Simulations for STEM Learning: Systematic Review and Meta-Analysis. Menlo Park,
CA: SRI International.
Entertainment Software Association. (2014). Retrieved February 24, 2015, from
http://www.theesa.com/wp-content/uploads/2014/11/Games_Improving_Education-
11.4.pdf.
Kahoot! Game-based blended learning & classroom response system. (2014, September 10).
Retrieved February 24, 2015, from https://getkahoot.com/.
Tapscott, D. (1998). Growing up digital: The rise of the next generation. New York, NY:
McGraw-Hill.

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Innovative Idea Poster

  • 1. Innovative Idea Game-Based Learning: Getting Student’s to go ‘Kahoot’ for Assessments Josie McQuillen Iowa State University 217 Curtiss Hall Ames, IA 50010 josie@iastate.edu OP McCubbins Iowa State University 217B Curtiss Hall Ames, IA 50011 opmcc@iastate.edu Dr. Thomas H. Paulsen Iowa State University 217 Curtiss Hall Ames, IA 50010 tpaulsen@iastate.edu Dr. Ryan Anderson Iowa State University 206E Curtiss Hall Ames, IA 50011 randrsn@iastate.edu
  • 2. Game-Based Learning: Getting Student’s to go ‘Kahoot’ for Assessments Introduction The Entertainment Software Association (ESA, 2014) posited that game-based learning has become an effective method of education in the classroom. With the increasing popularity of gaming, educators are interested in the effects digital games have on students in the classroom (Entertainment Software Association, 2014). Utilizing game-based tools in the classroom can boost cognitive learning among the average performing students by as much as 12% (D’Angelo et al., 2014). Research suggests that the traditional classroom has begun to see a transformation to a game-based learning pedagogy to better engage and meet the needs of students around the world (Tapscott, 1998). “Kahoot, a game-based classroom response system, that builds quizzes, is used by teachers, students and businesses to empower educators and captivate learners” (Kahoot, 2014). This response system has the opportunity to engage students and provide friendly competition among peers. At the post-secondary level, Kahoot can be used to allow instructors to gauge student performance while providing immediate feedback to students. The immediate feedback allows students to gauge their own performance and see where they can improve before exams and advanced assignments are administered (Conoley, Croom, Moore, & Flowers, 2007). Immediate feedback allows educators to determine the quality of questions they are asking and gain a better understanding of the progress their students are making (Kahoot, 2014). How it Works Kahoot is an audience response system that allows teachers to create quizzes, surveys, or discussion assignments. Students participate via a smartphone, tablet, or computer. Once teachers create an assignment, a pin is created and students input the pin to participate. Students receive points for a correct answer and the speed in which they selected that option. Instructors can utilize Kahoot to conduct formative assessments, review for examinations, or conduct pre- tests to gauge student’s prior knowledge about a particular topic. Post-tests could also be conducted and compared to pre-test results to measure growth among the students knowledge base. Table 1 Steps to Setting Up a Kahoot Account and Creating Your First Assignment Step Activity Description Step 1 Create your own Kahoot account Navigate to www.getkahoot.com and click, “get my free account.” Proceed to provide Kahoot with your role as a teacher or student, valid e-mail address and username. Step 2 Create new Kahoot Click on quiz under the “Create Kahoot” column and begin creating the quiz for your classroom. Step 3 Fill out quiz Type your question for the class in the “Question 1” textbox, followed by typing four answers in the
  • 3. “Answer” textboxes. Step 4 Select correct answer and upload optional image or file Select the correct answer to the question by clicking, “correct” under the answer textbox. You also have the option to upload an image or file to the question. Step 5 Complete Quiz Continue steps 3 and 4 until you have the desired amount of questions to complete your quiz. When complete, click “Save & Continue.” Step 6 Settings Select the language, settings, audience and cover photo for your quiz and then complete the quiz by clicking, “done.” Step 7 Students take quiz Have students take the quiz by providing them with a pin. After each question, students receive immediate feedback. Results to Date The utilization of Kahoot in the classroom has yielded positive comments from many students including pre-service teachers enrolled in [Course] at [University]. One student noted that the response system was easy to understand while being feasible and effective at the same time. Pre- service teachers integrated the response system when they were completing student teaching because it was an innovative assessment strategy that garnered student excitement about learning. Secondary students expressed positive comments regarding Kahoot, the immediate feedback, and friendly competition. Future Plans/Advice to Others Continuous evaluation of the effectiveness of this tool in the secondary and post-secondary classroom should occur. When preparing to use Kahoot, make sure that all students have the needed resources (e.g., phone/ tablet/ computer) in order to avoid students feeling ostracized. Creating and sharing resources (i.e., quizzes) within Kahoot between pre-service and in-service teachers could allow for a substantial resource bank to be established. Examining the other features available in Kahoot (i.e., discussion and survey features) could also serve as a useful tool in the secondary and postsecondary classrooms. Costs/Resources Needed All of the quizzes included with Kahoot are offered for free to any individual. Learners in the classroom using Kahoot must be able to access a smartphone or tablet that has a web browser (Kahoot, 2014). If Wi-Fi is not available, Kahoot can operate from data plans on smartphones/ tablets. Data charges vary between providers and should be examined before prolonged use. If a computer is being used in a classroom setting, a projector would also be useful to share the results with the classroom as a whole.
  • 4. References Conoley, J. W., Croom, D. B., Moore, G. E., & Flowers, J. L. (2007). Using electronic audience response systems in high school agriscience courses. Journal of Agricultural Education, 48 (3), 67-77. doi: 10.5032/jae.2007.03067 D’Angelo, C., Rutstein, D., Harris, C., Bernard, R., Borokhovski, E., Haertel, G. (2014). Simulations for STEM Learning: Systematic Review and Meta-Analysis. Menlo Park, CA: SRI International. Entertainment Software Association. (2014). Retrieved February 24, 2015, from http://www.theesa.com/wp-content/uploads/2014/11/Games_Improving_Education- 11.4.pdf. Kahoot! Game-based blended learning & classroom response system. (2014, September 10). Retrieved February 24, 2015, from https://getkahoot.com/. Tapscott, D. (1998). Growing up digital: The rise of the next generation. New York, NY: McGraw-Hill.