1) The document discusses using the game-based student response system Kahoot to enhance higher-order thinking skills and teach new concepts in a more engaging way.
2) It proposes using "blind Kahoots" where students are asked questions to pique their curiosity before concepts are explained to promote deeper learning.
3) Research cited found that gamification of learning through tools like Kahoot can increase student motivation and engagement by appealing to different learning styles.
Visit to a blind student's school🧑🦯🧑🦯(community medicine)
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?
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)
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
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
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”
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.
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.
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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