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By/ Walaa Salem
Blind Kahoot for Enhancing HOTS&
Learning New Concepts
P r e s e n t e d b y
W a l a a S a l e m
Outlines
• The importance of change
• The gamification
• The Kahoot! (definition, use, pros& cons
• The blind Kahoot!
• The HOTS & LOTS
• The references
• The application part
• One of the universal human needs is to learn
to discover our world to connect and to grow
through the learning experience itself. How
can we make learning experience more
relevant, meaningful and powerful to all Ss, no
matter their age, background or needs?
• Change is the only constant
• Creating interactive engaging lessons is every
educator’s goal when planning instruction.
Once students are motivated, they become
engaged; for this reason, their attention
increases (Glover et al., 2005).
• A new way to bring, away from paper
assessment.
• Engage the students in the assessment
process
• Actual application of knowledge
• Integrate tasks to learning
• Insert engagement and joy
• The “gamification” of learning increases
student engagement by appealing to all
students, even the most introverted,
combining both a cooperative fast-paced
learning environment and friendly
competition (Kapp, 2012)
The success effect
• The more you succeed, the more you want to
succeed again
Kumar (1999) notes that computer games as
educational tools have an intrinsic motivation factor
that encourages curiosity and creates the impression
that students are in control of their own learning
GSRS( game-based student response
systems)
motivation
engagement
enjoyment
concentration
What is Kahoot! ?
• A game-based student response system in a
web browser.
• Creating quizzes that include video, pictures,
photos and music.
• Online learning platform transferring a simple
quiz into a game-show.
• A scored game-show
Kahoot may be:
Quiz Survey
Discussion Jumble
• Kahoot is free, easy for instructors to learn,
simple process for students (no account
registration or downloading of application),
compatible with smart phones, tablets, or
computers, real-time results help instructors
provide clarification when needed, music and
colors add to student excitement and energy,
increases student engagement
• The Kahoot! platform aims to give the teacher
material and guidelines for facilitating the
assessment process inside his classroom
• Randall and Zundel (2012) agreed that
feedback improves learning because it gives
students the opportunity to learn from their
mistakes
• Kahoot is one of many applications that
support virtual learning, either via student
engagement, participation, or achievement.
• Singer (2016) notes that Kahoot!’s game-like
features have helped turn it into classroom
phenomenon with about 20millionusers(2016)
According to Singer(2016), students remarked that
they enjoyed this assignment because they were
creatively using technology within a learning
environment
• While many people use Kahoot for reviewing,
re-energizing and as a formative assessment
tool, blind Kahoots are designed to teach new
material in an engaging and impactful way and
with lasting effect.
• “A class without Kahoot! is like a car without
wheels”
The advantages of using Kahoot:
The disadvantages
Blind Kahoot
• powerful way to teach new concepts and is all
about building and reinforcing knowledge
brick by brick into a single game.
According to Miller(2017): there are steps for using a
blind Kahoot:
1. start with an introductory question.
2. surprise with a blind question. This tricky question
hooks students into the lesson … attracts their
curiosity!
3- explain and discuss the answer to the blind
question. this is where students are equipped to
understand the ideas behind the blind question
4- provide reinforcement questions. let students apply
what they’ve learned right away
5- repeat the blind question from before. now, students
will be equipped to answer it.
Ask your students to create blind Kahoots!
Posing questions
• Furrer and Skinner (2003) suggest that the
essential mechanism that enables motivation to
facilitate deep student learning is student
engagement. When students are engaged, they
can move from being motivated to deep active
learners. Carroll (2017) indicates that they have
developed a model to capture some of the key
drivers for motivating students for deep learning.
As these are organized under three main
components; emotional states, the self in
context, and social relationships.
Students will develop:
• Communication
• Team work
• Collaboration
• General knowledge
• HOTS
• Creativity
• References
• Clark, R., & Mayer, R. (2008). eLearning and the science of instruction: Proven guidelines for consumers and designers of
multimedia learning. San Francisco, CA: Pfeiffer.
• Giesbers, B., Rienties, B., Gijselaers, W. H., Segers, M., & Tempelaar, D. T. (2009). Social presence, Web videoconferencing
and learning in virtual teams. Industry of Higher Education, 23(4), 301-309.
• Glover, D., Miller, D., Averis, D., & Door, V. (2005). Leadership implications of using interactive whiteboards. Management in
Education, 18(5), 27-30.
• Hannon, J., & D'Netto, B. (2007). Cultural diversity online: Student engagement with learning technology. The International
Journal of Educational Management, 21(5), 418-422.
• Kahoot. (2014). Retrieved January 7, 2015, from www.getkahoot.com
• Neo, M. (2005). Web-enhanced learning: Engaging students in constructivist learning. Campus-Wide Information System,
22(1), 4-14.
• Matthews.J& Matthews.M,(2015) Curriculum Teaching and Technology . Online Technology for Student Engagement: Kahoot
Instructor: Dr. Shirley Walrod
• Miller, M.(2017) Teach with Kahoot!: Go beyond review with the Blind Kahoot Retrieved from
http://ditchthattextbook.com/2017/04/17/teach-with-kahoot-go-beyond-review-with-the-blind-kahoot/
• Nixon, C., & Helms, M. M. (1997). Developing the "virtual" classroom: A business school example. Education + Training,
39(6), 349-353.
• Randall, L., & Zundel, P. (2012). Students' perceptions of the effectiveness of assessment feedback as a learning tool in an
introductory problem-solving course. Canadian Journal for the Scholarship of Teaching and Learning, 3(1), 19.
• Plump.M & LaRosa.J, (2015).Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based
Technology Solution for eLearning Novices 2017-05-03
References
• Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and
education. San Francisco, CA: Pfeiffer.
• Kumar, D. (1999). Pedagogical dimensions of game playing. ACM Intelligence Magazine, 10(1).
• Raymer, R. (2013, September 13). The rock stars of eLearning: An interview with Karl Kapp. eLearn Magazine.
Retrieved from http://elearnmag.acm.org/archive.cfm?aid=2524223
• Sen, L. C., & Al-Hawamdeh, S. (2001). New mode of course delivery for virtual classroom. Aslib Proceedings: New
Information Perspectives, 53(6), 238-242.
• Singer, N. (2016, April 16). Kahoot app brings urgency of a quiz show to the classroom. The New York Times.
Retrieved from http://www.nytimes.com/2016/04/17/technology/kahootapp-brings-urgency-of-a-quiz-show-to-
the-classroom.html?_r=1
• Stanford, P., Crowe, M. W., & Flice, H. (2010). Differentiating with technology. Teaching Exceptional Children Plus,
6(4), 9.
Contact info:
• Matt Miller
• Blog: DitchThatTextbook.com
• Email: matt@DitchThatTextbook.com
• Twitter: @jmattmiller / #DitchBook
• Facebook: facebook.com/DitchThatTextbook
Contact info:
Walaa salem
E-mail: walaa_salim@yahoo.com
FB :
https://www.facebook.com/walaa.salem.102?
ref=bookmarks
Mobile phone: 01271397760
www.Kahoot.it
Blind Kahoot Enhances HOTS Learning
Blind Kahoot Enhances HOTS Learning

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Blind Kahoot Enhances HOTS Learning

  • 1.
  • 2. By/ Walaa Salem Blind Kahoot for Enhancing HOTS& Learning New Concepts P r e s e n t e d b y W a l a a S a l e m
  • 3. Outlines • The importance of change • The gamification • The Kahoot! (definition, use, pros& cons • The blind Kahoot! • The HOTS & LOTS • The references • The application part
  • 4. • One of the universal human needs is to learn to discover our world to connect and to grow through the learning experience itself. How can we make learning experience more relevant, meaningful and powerful to all Ss, no matter their age, background or needs?
  • 5. • Change is the only constant
  • 6. • Creating interactive engaging lessons is every educator’s goal when planning instruction. Once students are motivated, they become engaged; for this reason, their attention increases (Glover et al., 2005).
  • 7. • A new way to bring, away from paper assessment. • Engage the students in the assessment process • Actual application of knowledge • Integrate tasks to learning • Insert engagement and joy
  • 8. • The “gamification” of learning increases student engagement by appealing to all students, even the most introverted, combining both a cooperative fast-paced learning environment and friendly competition (Kapp, 2012)
  • 9. The success effect • The more you succeed, the more you want to succeed again
  • 10. Kumar (1999) notes that computer games as educational tools have an intrinsic motivation factor that encourages curiosity and creates the impression that students are in control of their own learning
  • 11. GSRS( game-based student response systems) motivation engagement enjoyment concentration
  • 12. What is Kahoot! ? • A game-based student response system in a web browser. • Creating quizzes that include video, pictures, photos and music. • Online learning platform transferring a simple quiz into a game-show. • A scored game-show
  • 13. Kahoot may be: Quiz Survey Discussion Jumble
  • 14. • Kahoot is free, easy for instructors to learn, simple process for students (no account registration or downloading of application), compatible with smart phones, tablets, or computers, real-time results help instructors provide clarification when needed, music and colors add to student excitement and energy, increases student engagement
  • 15. • The Kahoot! platform aims to give the teacher material and guidelines for facilitating the assessment process inside his classroom
  • 16. • Randall and Zundel (2012) agreed that feedback improves learning because it gives students the opportunity to learn from their mistakes
  • 17. • Kahoot is one of many applications that support virtual learning, either via student engagement, participation, or achievement.
  • 18. • Singer (2016) notes that Kahoot!’s game-like features have helped turn it into classroom phenomenon with about 20millionusers(2016)
  • 19. According to Singer(2016), students remarked that they enjoyed this assignment because they were creatively using technology within a learning environment
  • 20. • While many people use Kahoot for reviewing, re-energizing and as a formative assessment tool, blind Kahoots are designed to teach new material in an engaging and impactful way and with lasting effect.
  • 21. • “A class without Kahoot! is like a car without wheels”
  • 22. The advantages of using Kahoot:
  • 24. Blind Kahoot • powerful way to teach new concepts and is all about building and reinforcing knowledge brick by brick into a single game.
  • 25. According to Miller(2017): there are steps for using a blind Kahoot: 1. start with an introductory question. 2. surprise with a blind question. This tricky question hooks students into the lesson … attracts their curiosity! 3- explain and discuss the answer to the blind question. this is where students are equipped to understand the ideas behind the blind question 4- provide reinforcement questions. let students apply what they’ve learned right away 5- repeat the blind question from before. now, students will be equipped to answer it.
  • 26. Ask your students to create blind Kahoots!
  • 27. Posing questions • Furrer and Skinner (2003) suggest that the essential mechanism that enables motivation to facilitate deep student learning is student engagement. When students are engaged, they can move from being motivated to deep active learners. Carroll (2017) indicates that they have developed a model to capture some of the key drivers for motivating students for deep learning. As these are organized under three main components; emotional states, the self in context, and social relationships.
  • 28. Students will develop: • Communication • Team work • Collaboration • General knowledge • HOTS • Creativity
  • 29.
  • 30.
  • 31.
  • 32.
  • 33. • References • Clark, R., & Mayer, R. (2008). eLearning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. San Francisco, CA: Pfeiffer. • Giesbers, B., Rienties, B., Gijselaers, W. H., Segers, M., & Tempelaar, D. T. (2009). Social presence, Web videoconferencing and learning in virtual teams. Industry of Higher Education, 23(4), 301-309. • Glover, D., Miller, D., Averis, D., & Door, V. (2005). Leadership implications of using interactive whiteboards. Management in Education, 18(5), 27-30. • Hannon, J., & D'Netto, B. (2007). Cultural diversity online: Student engagement with learning technology. The International Journal of Educational Management, 21(5), 418-422. • Kahoot. (2014). Retrieved January 7, 2015, from www.getkahoot.com • Neo, M. (2005). Web-enhanced learning: Engaging students in constructivist learning. Campus-Wide Information System, 22(1), 4-14. • Matthews.J& Matthews.M,(2015) Curriculum Teaching and Technology . Online Technology for Student Engagement: Kahoot Instructor: Dr. Shirley Walrod • Miller, M.(2017) Teach with Kahoot!: Go beyond review with the Blind Kahoot Retrieved from http://ditchthattextbook.com/2017/04/17/teach-with-kahoot-go-beyond-review-with-the-blind-kahoot/ • Nixon, C., & Helms, M. M. (1997). Developing the "virtual" classroom: A business school example. Education + Training, 39(6), 349-353. • Randall, L., & Zundel, P. (2012). Students' perceptions of the effectiveness of assessment feedback as a learning tool in an introductory problem-solving course. Canadian Journal for the Scholarship of Teaching and Learning, 3(1), 19. • Plump.M & LaRosa.J, (2015).Using Kahoot! in the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices 2017-05-03
  • 34. References • Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer. • Kumar, D. (1999). Pedagogical dimensions of game playing. ACM Intelligence Magazine, 10(1). • Raymer, R. (2013, September 13). The rock stars of eLearning: An interview with Karl Kapp. eLearn Magazine. Retrieved from http://elearnmag.acm.org/archive.cfm?aid=2524223 • Sen, L. C., & Al-Hawamdeh, S. (2001). New mode of course delivery for virtual classroom. Aslib Proceedings: New Information Perspectives, 53(6), 238-242. • Singer, N. (2016, April 16). Kahoot app brings urgency of a quiz show to the classroom. The New York Times. Retrieved from http://www.nytimes.com/2016/04/17/technology/kahootapp-brings-urgency-of-a-quiz-show-to- the-classroom.html?_r=1 • Stanford, P., Crowe, M. W., & Flice, H. (2010). Differentiating with technology. Teaching Exceptional Children Plus, 6(4), 9.
  • 35.
  • 36. Contact info: • Matt Miller • Blog: DitchThatTextbook.com • Email: matt@DitchThatTextbook.com • Twitter: @jmattmiller / #DitchBook • Facebook: facebook.com/DitchThatTextbook
  • 37. Contact info: Walaa salem E-mail: walaa_salim@yahoo.com FB : https://www.facebook.com/walaa.salem.102? ref=bookmarks Mobile phone: 01271397760
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