SlideShare a Scribd company logo
1 of 4
Download to read offline
978-1-5386-0648-3/17/$31.00 ©2017 IEEE
Game-based learning
The use of Kahoot in teacher education
Marisa Correia
Escola Superior de Educação
Instituto Politécnico de Santarém
Santarém, Portugal
marisa.correia@ese.ipsantarem.pt
Raquel Santos
Escola Superior de Educação
Instituto Politécnico de Santarém
Santarém, Portugal
raquel.marques@ese.ipsantarem.pt
Abstract—Recently, technologies have been increasingly used
in the educational context, not only because they facilitate
communication and access to information, but also because of
their motivational potential. Game-based learning through
digital tools such as Kahoot! combines game dynamics with the
potential of monitoring student learning. In this sense, this article
reports a study carried out in a teacher program, in order to
analyze future teachers and teacher educators’ perspectives on
the use of the game-based learning platform Kahoot!. The
participants point out students’ greater involvement and
participation and the promotion of learning as main advantages
of this digital tool.
Keywords—digital tools; game-based learning; Kahoot!;
teacher education;
I. INTRODUCTION
The integration of Information and Communication
Technologies (ICT) in our lives is an acquired and indisputable
fact. Several authors point out that this integration is equally
possible and favorable in the school environment and more
concretely for the development of learning. New opportunities,
with and from the use of digital technologies, arise almost
daily. According to the author [1], the introduction of new
dynamics and other models of teaching and learning (e-
learning, b-learning and m-learning) allow "greater space for
student participation, inside and outside the classroom, to
learning based on challenges, problem solving and critical
thinking" (p.128). In this context, digital tools have emerged to
allow students to assess their learning and, simultaneously,
introduce a dynamic game motivator, such as Kahoot! [2]. This
tool, when used in the form of a questionnaire, challenges the
student to respond adequately to the questions posed, with
limited response time, which leads to an active dynamic due to
the strong playful and competitive component and to
teamwork, associating learning to the game [3, 4].
We intend, in this work, to analyze the opinions of students
and teachers about the advantages and disadvantages of
integrating Kahoot! in the classroom. Taking into account that
students interviewed are future teachers, it is also important to
understand what potentialities and difficulties they anticipate in
the use of this tool in the context of the teacher practice and in
the future professional context.
II. GAME-BASED LEARNING
In the last decade, we have witnessed an exponential
increase of the use of laptops, tablets and smartphones,
especially by young people who use them intensively, using
different functionalities, often in a collaborative way [5]. These
devices facilitate communication and access to information,
and enable learning anytime and anywhere [3]. However, faced
with the increasing level of dissemination of these devices, the
school continues to ignore its potential and resist to its
curricular integration [1, 3, 5]. The study carried out by the
authors [5] is an example of that, demonstrating that, despite
the high technological, pedagogical and motivational potential
of mobile phones and smartphones, the use of internet and the
use of mobile devices to perform school tasks are almost non-
existent in the classroom. These results make it clear that
teachers do not recognize the positive impacts of using such
technologies on students’ motivation and learning problem
solving skills, as indicated by the study developed by [6].
Mobile learning (or m-learning) [1, 3] is defined by the
author [7] as any teaching activity in which the only present or
dominant technologies are laptops or mobile devices. In this
context begins to take form the idea of seizing students’ own
equipment [1, 3]. This financial opportunity allows us to
"achieve the desired level of penetration of technology in
education - one computer per student" (p. 128) [1], however,
this author stresses that not all educational experiences of m-
learning constitute innovative learning situations. Therefore, it
is important to take advantage of all the potential of this type of
education, namely mobility and ubiquity, and to avoid the use
of technology by technology.
The greatest benefit for students to use their own mobile
devices from the author's perspective [8] is the elimination of
costs and effort in the management and maintenance of specific
student response systems (multiple choice questionnaires with
automatic correction). These systems allow real-time
information on the learning process [2], give immediate
feedback to the students and redirect the sequence of the class
[3]. The authors [9] list three strengths that explain the positive
effects of response systems on student learning - interactivity,
active collaborative learning, and engagement. The authors
[10] summarize the advantages of implementing these personal
response systems in the classroom as follows: a) with respect to
the classroom environment, there is an increase in
participation, level of attention and students’ engagement; b) in
relation to learning, there is an obvious improvement, resulted
from the interaction and discussion among colleagues, and
allows the reorganization of teaching strategies in the light of
the difficulties detected; and c) regarding the assessment, the
application of these procedures makes it possible to obtain
regular feedback on both the quality of teaching and the level
of student performance. In terms of the challenges that these
systems bring, these authors point out that they may be at the
level of: a) technology: with the equipment and the internet not
functioning properly; b) the teacher: time management, content
management and lack of experience in reacting to students’
feedback; and c) of the student: adaptation to a new teaching
method, difficulties in assimilating different points of view in
the discussions, displeasure in use as a form of summative
evaluation, dislike in use as a way of monitoring attendance
and difficulty in accepting negative feedback.
According to the authors [2], the first devices created for
this purpose required a terminal to receive through
radiofrequency the signals emitted by commands that were
given to the students. It is now possible to use the same
functionality from the students' own smartphone, tablet, or
computer thanks to the internet. There are many applications
available to perform these polls, for example: Kahoot!,
Socrative, Pinnion, Googleforms, QuestionPress, GoSoapBox,
Active Textbook or Nearpod. Among the educational
applications mentioned, we highlight Kahoot!, because it has
the dual advantage of challenging students in the process of
learning and learning in a more dynamic and fun environment
[2, 11].
The Kahoot! combines the dynamics of play with the
benefits of student response systems, creating a stimulating and
motivating environment conducive to the active involvement of
students in their learning process [2]. This strong playful
component encourages students "to experience and take risks
to find solutions without fear of making mistakes" and "to learn
from mistakes" (pp. 135-136) [1]. The author [12] also stresses
that the competitive nature of digital games in the classroom, in
addition to providing a meaningful learning experience, is
beneficial in enabling students to learn to deal with failure, and
to develop critical thinking and problem-solving skills.
III. THE USE OF KAHOOT IN TEACHER EDUCATION
In this article we present an investigation about the use of
Kahoot! in a teacher education program. The objective is to
analyze students and teachers’ perspectives about the
advantages and disadvantages of integrating this tool in the
classroom. In addition, the potentialities and difficulties that
are anticipated in the use of this tool in the context of teacher
practice and in a future professional context are also analyzed.
A. Methodology
The participants of this study are 44 students who attended
the 2nd
year of the Masters' Degree in Pre-School Education
and Teaching of the 1st
Cycle of Basic Education (MEPE1)
(N=17), the 3rd
of the Bachelors’ Degree (LEB) (N=20) and the
2nd
year of the Masters' Degree in Teaching of the 1st
Cycle of
Basic Education and Mathematics and Natural Sciences of the
2nd
Cycle of Basic Education (ME1MC2) (N=7) at the School
of Education of Santarém (ESES). This research also counted
on the participation of two professors who taught courses in the
study plans of the abovementioned programs. Teachers
between the ages of 37 and 38, male and female respectively,
have the same length of service in higher education (9 years),
but academic training in different areas.
This research follows a methodology that has its roots in
qualitative research, which "involves an interpretative,
naturalist approach" (p. 3) [13]. The data collected are
qualitative, consisting of respondents' written responses to a
questionnaire, mostly open-ended. With the integration of open
questions, it was intended, as the authors [14] refer, to obtain
qualitative, richer, contextualized and detailed information. For
the analysis of the answers, we used content analysis,
extracting units of analysis from the texts of respondents'
responses [15], from which the categories of analysis emerged.
The questionnaires were applied after using Kahoot! in the
classroom, to teachers and students from three different
programs. Most of the students surveyed were involved in
activities play activities and in creating games, thus having a
broader view of the tool's features. However, given the
diversity of the context of using Kahoot!, it was necessary to
produce three separate questionnaires. The first was addressed
to teachers who integrated Kahoot! activities into their lessons.
The second one was applied to MEPE1 and LEB students, after
using the tool in class context. The third questionnaire, adapted
from the first, was answered by students attending ME1MC2.
This last group of students, being future teachers, elaborated a
game in the platform Kahoot! and implemented it with the LEB
class. In addition, this group involved the LEB class in the
construction of games using this digital tool.
The questionnaire, composed of 23 questions, applied to
teachers was organized into three sections: 1) characterization
of the respondent; 2) use of technologies in the classroom; 3)
Kahoot! integration. The aim was to understand the frequency
with which they integrated the technologies in the classroom,
the difficulties they felt when using Kahoot!, the advantages
and disadvantages considered in the integration of this tool in
the classroom and the limitations of the tool. It was applied to
the group of students who implemented an activity with the
LEB class, a simplified version of the previous questionnaire,
with 12 questions, focused on the difficulties experienced in
the preparation and implementation of the activity, on the
advantages and disadvantages attributed to the Kahoot!
integration and the limitations they identify in the tool. The
questionnaire applied to the remaining students presents a total
of 17 questions, including two open questions, and an
organization similar to that of teachers.
B. Results
The professors who participated in this research integrate
frequently technologies in their classes, mainly to present
content, but also to encourage, weekly, their use by students to
access information and to carry out practical activities. Both
professors had used Kahoot! a few times in the classroom,
either by resorting to school computers or through students’
devices. Regarding the difficulties in using this tool, the
professors emphasized access to computer equipment and the
internet, and limitations in the students' mobile device.
The male professor highlighted the following advantages in
integrating Kahoot! in the classroom: from the students' point
of view, it refers to the fact that it allows doing assessment
activities in a more dynamic way and with the possibility of
obtaining immediate feedback; in the perspective of the
teacher, refers to "performing assessment activities with
automatic correction and with the possibility of obtaining
immediate feedback on students’ performance". The female
professor highlighted the possibility of raising the discussion
around students' answers.
These professors also present some disadvantages in the
integration of Kahoot!, which for the female teacher are related
to the mentioned technical difficulties. The male professor
believes that this platform cannot serve only as a motivational
tool for students, but should be at the service of content and the
achievement of curricular learning objectives.
As for the limitations of Kahoot!, the male professor
considered that "the synchronous realization of the answers can
impair the performance of students who need more time to
reflect properly". The female professor listed the following
limitations: limited number of characters in questions and
response options; the impossibility of putting images in the
response options; limited response time; and the fact that it is
not possible to put questions in the same activity using
different Kahoot! features (for example, Jumble and Quiz).
When asked about other possible uses of the Kahoot!
Platform, the male professor mentioned the possibility of its
use for "conducting questionnaires to assess the functioning of
the course by the students". In turn, the female professor
stressed the need to overcome the limitations of the tool, so that
it can be applied in a more versatile way, namely, the inclusion
of multimedia resources in the response options.
After using Kahoot! in the classroom, questionnaires were
applied to 37 MEPE1 and LEB students. The analysis of the
answers did not allow to register significant differences
between these two groups of students. It should be noted that a
greater number of MEPE1 students responded that use the
technologies daily in the elaboration and presentation of tasks,
and in the practical activities in the classroom (to research,
plan, create and/or present). It was found that only about 24%
of the students in these two groups used Kahoot! to create and
not just to play. These groups of participants were unanimous
in the absence of difficulties in the use of Kahoot!. About 62%
of the respondents considered that the activity with recourse to
Kahoot! greatly motivated them for learning. Regarding
learning, 41% indicated that the activity greatly contributed and
57% contributed to their learning. All students responded that
they would like to continue using Kahoot!. These participants
also praise that the use of games through this tool stimulates
interest and contributes positively to learning. Some
participants are even keen to use Kahoot! in a professional
context. For example, a MEPE1 student considered "that it
would work out very well with students in the 1st
cycle,
showing once again that one can learn playing". In this regard,
a LEB student mentioned that
whenever possible, as a future teacher, I will try to use some
technologies to make my classes more dynamic, and to make
learning more appealing and dynamic, as more and more
technologies will be used for all, and we cannot continue to resort
to traditional and demotivating teaching for students.
ME1MC2 students have shown that they have had more
difficulties in using Kahoot! than the other participants, which
may be due to the fact that they have built and implemented an
activity with this tool in a LEB class. The requirements
required in the previous preparation of the lesson and the
construction of content issues, which they did not properly
master, seem to contribute to intensify their difficulties. This
small group of seven students listed advantages of Kahoot!
similar to the other participants. For example, everyone pointed
out that it provides more dynamic and motivating lessons. Two
students go further and underline the added value of this tool
for the assessment of learning, like the professors. The
experience of these participants with Kahoot! from a teacher's
point of view, allowed them to see more disadvantages in their
use, namely the management of student behavior (due to the
permission of the use of the mobile phone in the classroom)
and the exchange of ideas between students in moments of
individual assessment. Regarding the limitations of the tool,
reference is made to the reduced number of characters allowed
in the elaboration of the questions and the response options.
Students gave similar responses regarding the factors that
prevent a more frequent use of Kahoot!, mentioning limited
internet access and the scarcity of IT resources in elementary
schools. Two students said they would like to explore other
Kahoot! features in the future, including the functionality of
Discussion. Two participants also considered that the games
elaborated in this platform can be used as a way of reviewing
the contents before performing a test and three even considered
its use as a moment of formal assessment.
IV. FINAL CONSIDERATIONS
Despite the limited number of studies regarding the use of
Kahoot! in higher education [8, 16], the results demonstrate
that this tool can be motivating and very useful for the
learning’s assessment. Kahoot!, as a cognitive tool, can lead
students to become more involved and think more deeply about
the subject under study and facilitate the "building of
knowledge and reflection on the part of the students" (p. 33)
[17]. The research described suggests that the adoption of
Kahoot! promotes greater student engagement in learning and
fosters academic success. The results obtained, and above all
the fact that the students consider that they would like to
continue using this tool, demonstrate that this use should be
extended to other scientific fields.
REFERENCES
[1] Moura, A. (2012). Mobile Learning: Tendências tecnológicas
emergentes. In A. Carvalho (2012). Aprender na era digital: Jogos e
Mobile-Learning (pp. 127-147). Santo Tirso: De Facto Editores.
[2] Fuentes, M., Andrino, M., Pascual, M., Martin, A., Garcia, C., & López,
M. (2016). El aprendizaje basado en juegos: experiencias docentes en la
Holguín, E, Madera, P., Ruiz-Valdepeñas, B., & Hierro, M. (2015).
Kahoot en docencia: una alternativa práctica a los clickers. In XI
Jornadas Internacionales de Innovación Universitaria Educar para
transformar. Universidad Europea de Madrid.
[3] Carvalho, A. (2015). Apps para ensinar e para aprender na era mobile
learning. In A. Carvalho (org.) Apps para dispositivos móveis - manual
para professores, formadores e bibliotecários (pp. 9-17). Lisboa: ME e
DGE.
[4] Guimarães, D. (2015). Kahoot: quizzes, debates e sondagens. In A.A.
(coord.). Apps para dispositivos móveis: manual para professores,
formadores e bibliotecários (pp. 203-224). Ministério da Educação,
Direção-Geral da Educação.
[5] Simões, J., Ponte, C., Ferreira, E., Doretto, J., & Azevedo, C. (2014).
Crianças e Meios Digitais Móveis em Portugal: Resultados Nacionais
do Projeto Net Children Go Mobile. Lisboa: FCT e CESNOVA.
[6] Sánchez, J., Salinas, A. & Sáenz, M. (2007). Mobile Game-Based
Methodology for Science Learning. In J. Jacko (Ed.). Human Computer
Interaction, Part IV, HCII 2007, LNCS 4553 (pp. 322-331). Heidelberg,
Berlin: Springer.
[7] Traxler, J. (2005). Defining mobile learning. IADIS International
Conference Mobile Learning.
[8] Wang, A. (2015). The wear out effect of a game-based student response
system. Computers & Education, 82, 217-227.
[9] Blasco-Arcas, L., Buil, I., Hernández-Ortega, B., & Sese, J. (2013).
Using clickers in class. The role of interactivity, active collaborative
learning and engagement in learning performance. Computers &
Education, 62, 102-110.
[10] Kay, R., & LeSage, A. (2009). Examining the benefits and challenges of
using audience response systems: A review of the literature. Computers
& Education, 53, 819-827.
[11] Dellos, R. (2015). Kahoot! A digital game resource for learning.
International Journal of Instructional Technology and Distance
Learning, 12(4), 49-52.
[12] Icard, B. (2014). Educational technology best practices. International
Journal of Instructional Technology and Distance Learning, 11(3), 37-
41.
[13] Denzin, N. K., & Lincoln, Y. S. (2011). Introduction: The discipline and
practice of qualitative research. In N. K. Denzin, & Y. S. Lincoln (Eds.),
The sage handbook of qualitative research (4th ed., pp. 1–19). Thousand
Oaks, CA: Sage Publications.
[14] Hill, M. M., & Hill, A. (2008). Investigação por Questionário (2.ª ed.).
Lisboa: Edições Sílabo.
[15] Bardin, L. (2008). Análise de Conteúdo (4.ª ed.). Lisboa: Edições 70.
[16] Holguín, E, Madera, P., Ruiz-Valdepeñas, B., & Hierro, M. (2015).
Kahoot en docencia: una alternativa práctica a los clickers. In XI
Jornadas Internacionales de Innovación Universitaria Educar para
transformar. Universidad Europea de Madrid.
[17] Jonassen, D. (2007). Computadores, ferramentas cognitivas. Porto: Porto
Editora.

More Related Content

What's hot

DEVELOPING THE APPLICATION FOR LEARNING PLACE VALUE
DEVELOPING THE APPLICATION FOR LEARNING PLACE VALUE DEVELOPING THE APPLICATION FOR LEARNING PLACE VALUE
DEVELOPING THE APPLICATION FOR LEARNING PLACE VALUE ijma
 
Draft of Research Proposal
Draft of Research ProposalDraft of Research Proposal
Draft of Research ProposalAzreen5520
 
Assessing students’ continuance intention in using multimedia online learning
Assessing students’ continuance intention in using multimedia online learningAssessing students’ continuance intention in using multimedia online learning
Assessing students’ continuance intention in using multimedia online learningTELKOMNIKA JOURNAL
 
Role of digital gadgets in transformation of traditional learning to digital ...
Role of digital gadgets in transformation of traditional learning to digital ...Role of digital gadgets in transformation of traditional learning to digital ...
Role of digital gadgets in transformation of traditional learning to digital ...Dr. C.V. Suresh Babu
 
Student's Patterns of Interaction with a Mathematics Intelligent Tutor: Learn...
Student's Patterns of Interaction with a Mathematics Intelligent Tutor: Learn...Student's Patterns of Interaction with a Mathematics Intelligent Tutor: Learn...
Student's Patterns of Interaction with a Mathematics Intelligent Tutor: Learn...IJITE
 
LEMON : THE LEARNING EFFICIENCY COMPUTATION MODEL FOR ASSESSING LEARNER CONTE...
LEMON : THE LEARNING EFFICIENCY COMPUTATION MODEL FOR ASSESSING LEARNER CONTE...LEMON : THE LEARNING EFFICIENCY COMPUTATION MODEL FOR ASSESSING LEARNER CONTE...
LEMON : THE LEARNING EFFICIENCY COMPUTATION MODEL FOR ASSESSING LEARNER CONTE...IJITE
 
Utilization of Digital Camera Simulation Media
Utilization of Digital Camera Simulation MediaUtilization of Digital Camera Simulation Media
Utilization of Digital Camera Simulation MediaAM Publications
 
View Accepted Proposal
View Accepted ProposalView Accepted Proposal
View Accepted Proposalcsungwoo
 
An Adaptive Teaching Model For Flipped Classroom
An Adaptive Teaching Model For Flipped ClassroomAn Adaptive Teaching Model For Flipped Classroom
An Adaptive Teaching Model For Flipped Classroomrahulmonikasharma
 
03 24sept 8606 10251-1-rv behavioral (edit lafi)
03 24sept 8606 10251-1-rv behavioral (edit lafi)03 24sept 8606 10251-1-rv behavioral (edit lafi)
03 24sept 8606 10251-1-rv behavioral (edit lafi)IAESIJEECS
 
UbiTeach: Methods for Augumented Teaching
UbiTeach: Methods for Augumented TeachingUbiTeach: Methods for Augumented Teaching
UbiTeach: Methods for Augumented TeachingRoberto Medico
 
EFFECTS OF COMPUTER–ASSISTED INSTRUCTION ON SECONDARY SCHOOL STUDENTS’ ACADEM...
EFFECTS OF COMPUTER–ASSISTED INSTRUCTION ON SECONDARY SCHOOL STUDENTS’ ACADEM...EFFECTS OF COMPUTER–ASSISTED INSTRUCTION ON SECONDARY SCHOOL STUDENTS’ ACADEM...
EFFECTS OF COMPUTER–ASSISTED INSTRUCTION ON SECONDARY SCHOOL STUDENTS’ ACADEM...ijejournal
 
A study on the impact of web technologies in teacher education to train the f...
A study on the impact of web technologies in teacher education to train the f...A study on the impact of web technologies in teacher education to train the f...
A study on the impact of web technologies in teacher education to train the f...Dr. C.V. Suresh Babu
 

What's hot (17)

DEVELOPING THE APPLICATION FOR LEARNING PLACE VALUE
DEVELOPING THE APPLICATION FOR LEARNING PLACE VALUE DEVELOPING THE APPLICATION FOR LEARNING PLACE VALUE
DEVELOPING THE APPLICATION FOR LEARNING PLACE VALUE
 
Draft of Research Proposal
Draft of Research ProposalDraft of Research Proposal
Draft of Research Proposal
 
Assessing students’ continuance intention in using multimedia online learning
Assessing students’ continuance intention in using multimedia online learningAssessing students’ continuance intention in using multimedia online learning
Assessing students’ continuance intention in using multimedia online learning
 
Role of digital gadgets in transformation of traditional learning to digital ...
Role of digital gadgets in transformation of traditional learning to digital ...Role of digital gadgets in transformation of traditional learning to digital ...
Role of digital gadgets in transformation of traditional learning to digital ...
 
Tpck
TpckTpck
Tpck
 
Students’ Performance and Satisfaction with the Cisco Academy Networking Pr...
Students’ Performance and Satisfaction  with the Cisco Academy Networking  Pr...Students’ Performance and Satisfaction  with the Cisco Academy Networking  Pr...
Students’ Performance and Satisfaction with the Cisco Academy Networking Pr...
 
A Study on the Effect of Combination of Pair Programming with Learning Styles...
A Study on the Effect of Combination of Pair Programming with Learning Styles...A Study on the Effect of Combination of Pair Programming with Learning Styles...
A Study on the Effect of Combination of Pair Programming with Learning Styles...
 
Student's Patterns of Interaction with a Mathematics Intelligent Tutor: Learn...
Student's Patterns of Interaction with a Mathematics Intelligent Tutor: Learn...Student's Patterns of Interaction with a Mathematics Intelligent Tutor: Learn...
Student's Patterns of Interaction with a Mathematics Intelligent Tutor: Learn...
 
LEMON : THE LEARNING EFFICIENCY COMPUTATION MODEL FOR ASSESSING LEARNER CONTE...
LEMON : THE LEARNING EFFICIENCY COMPUTATION MODEL FOR ASSESSING LEARNER CONTE...LEMON : THE LEARNING EFFICIENCY COMPUTATION MODEL FOR ASSESSING LEARNER CONTE...
LEMON : THE LEARNING EFFICIENCY COMPUTATION MODEL FOR ASSESSING LEARNER CONTE...
 
Utilization of Digital Camera Simulation Media
Utilization of Digital Camera Simulation MediaUtilization of Digital Camera Simulation Media
Utilization of Digital Camera Simulation Media
 
View Accepted Proposal
View Accepted ProposalView Accepted Proposal
View Accepted Proposal
 
An Adaptive Teaching Model For Flipped Classroom
An Adaptive Teaching Model For Flipped ClassroomAn Adaptive Teaching Model For Flipped Classroom
An Adaptive Teaching Model For Flipped Classroom
 
03 24sept 8606 10251-1-rv behavioral (edit lafi)
03 24sept 8606 10251-1-rv behavioral (edit lafi)03 24sept 8606 10251-1-rv behavioral (edit lafi)
03 24sept 8606 10251-1-rv behavioral (edit lafi)
 
UbiTeach: Methods for Augumented Teaching
UbiTeach: Methods for Augumented TeachingUbiTeach: Methods for Augumented Teaching
UbiTeach: Methods for Augumented Teaching
 
EFFECTS OF COMPUTER–ASSISTED INSTRUCTION ON SECONDARY SCHOOL STUDENTS’ ACADEM...
EFFECTS OF COMPUTER–ASSISTED INSTRUCTION ON SECONDARY SCHOOL STUDENTS’ ACADEM...EFFECTS OF COMPUTER–ASSISTED INSTRUCTION ON SECONDARY SCHOOL STUDENTS’ ACADEM...
EFFECTS OF COMPUTER–ASSISTED INSTRUCTION ON SECONDARY SCHOOL STUDENTS’ ACADEM...
 
Ha3612571261
Ha3612571261Ha3612571261
Ha3612571261
 
A study on the impact of web technologies in teacher education to train the f...
A study on the impact of web technologies in teacher education to train the f...A study on the impact of web technologies in teacher education to train the f...
A study on the impact of web technologies in teacher education to train the f...
 

Similar to 10.1109@siie.2017.8259670

Design and Implementation Multimedia Learning Success for Vocational Schools
Design and Implementation Multimedia Learning Success for Vocational Schools Design and Implementation Multimedia Learning Success for Vocational Schools
Design and Implementation Multimedia Learning Success for Vocational Schools IJECEIAES
 
A B-Learning Case Study In Computer Networks
A B-Learning Case Study In Computer NetworksA B-Learning Case Study In Computer Networks
A B-Learning Case Study In Computer NetworksTony Lisko
 
Improving understanding of pre service teacher experience with technology int...
Improving understanding of pre service teacher experience with technology int...Improving understanding of pre service teacher experience with technology int...
Improving understanding of pre service teacher experience with technology int...ijma
 
Impact of social media in learning mathematics
Impact of social media in learning mathematicsImpact of social media in learning mathematics
Impact of social media in learning mathematicsDr. C.V. Suresh Babu
 
Teaching Chemistry in a Social Learning Environment: Facing Drivers and Barriers
Teaching Chemistry in a Social Learning Environment: Facing Drivers and BarriersTeaching Chemistry in a Social Learning Environment: Facing Drivers and Barriers
Teaching Chemistry in a Social Learning Environment: Facing Drivers and BarriersCornélia Castro
 
The paradigm shift from traditional learning to digital learning in mathematics
The paradigm shift from traditional learning to digital learning in mathematics The paradigm shift from traditional learning to digital learning in mathematics
The paradigm shift from traditional learning to digital learning in mathematics Dr. C.V. Suresh Babu
 
applsci-10-03894.pdf
applsci-10-03894.pdfapplsci-10-03894.pdf
applsci-10-03894.pdfSurveyCorpz
 
applsci-10-03894 (1).pdf
applsci-10-03894 (1).pdfapplsci-10-03894 (1).pdf
applsci-10-03894 (1).pdfSurveyCorpz
 
applsci-10-03894 (2).pdf
applsci-10-03894 (2).pdfapplsci-10-03894 (2).pdf
applsci-10-03894 (2).pdfSurveyCorpz
 
2020_Evagorou online STEM.pdf
2020_Evagorou online STEM.pdf2020_Evagorou online STEM.pdf
2020_Evagorou online STEM.pdftheopardalidis
 
Predicting student performance in higher education using multi-regression models
Predicting student performance in higher education using multi-regression modelsPredicting student performance in higher education using multi-regression models
Predicting student performance in higher education using multi-regression modelsTELKOMNIKA JOURNAL
 
Review of monitoring tools for e learning platforms
Review of monitoring tools for e learning platformsReview of monitoring tools for e learning platforms
Review of monitoring tools for e learning platformsijcsit
 
ROLE OF TECHNOLOGY IN LEARNING INSTITUTIONS
ROLE OF TECHNOLOGY IN LEARNING INSTITUTIONSROLE OF TECHNOLOGY IN LEARNING INSTITUTIONS
ROLE OF TECHNOLOGY IN LEARNING INSTITUTIONSKimberly Williams
 
Blended learning student perception
Blended learning student perceptionBlended learning student perception
Blended learning student perceptionSyaie Syaieda
 

Similar to 10.1109@siie.2017.8259670 (20)

Design and Implementation Multimedia Learning Success for Vocational Schools
Design and Implementation Multimedia Learning Success for Vocational Schools Design and Implementation Multimedia Learning Success for Vocational Schools
Design and Implementation Multimedia Learning Success for Vocational Schools
 
A B-Learning Case Study In Computer Networks
A B-Learning Case Study In Computer NetworksA B-Learning Case Study In Computer Networks
A B-Learning Case Study In Computer Networks
 
The Effect of Course-Ware on Students ‘Math Educational Achievement: a case s...
The Effect of Course-Ware on Students ‘Math Educational Achievement: a case s...The Effect of Course-Ware on Students ‘Math Educational Achievement: a case s...
The Effect of Course-Ware on Students ‘Math Educational Achievement: a case s...
 
Improving understanding of pre service teacher experience with technology int...
Improving understanding of pre service teacher experience with technology int...Improving understanding of pre service teacher experience with technology int...
Improving understanding of pre service teacher experience with technology int...
 
Impact of social media in learning mathematics
Impact of social media in learning mathematicsImpact of social media in learning mathematics
Impact of social media in learning mathematics
 
Teaching Chemistry in a Social Learning Environment: Facing Drivers and Barriers
Teaching Chemistry in a Social Learning Environment: Facing Drivers and BarriersTeaching Chemistry in a Social Learning Environment: Facing Drivers and Barriers
Teaching Chemistry in a Social Learning Environment: Facing Drivers and Barriers
 
Development of Problem-based Blended Learning (PB2L) model to increase pre-se...
Development of Problem-based Blended Learning (PB2L) model to increase pre-se...Development of Problem-based Blended Learning (PB2L) model to increase pre-se...
Development of Problem-based Blended Learning (PB2L) model to increase pre-se...
 
The paradigm shift from traditional learning to digital learning in mathematics
The paradigm shift from traditional learning to digital learning in mathematics The paradigm shift from traditional learning to digital learning in mathematics
The paradigm shift from traditional learning to digital learning in mathematics
 
applsci-10-03894.pdf
applsci-10-03894.pdfapplsci-10-03894.pdf
applsci-10-03894.pdf
 
applsci-10-03894 (1).pdf
applsci-10-03894 (1).pdfapplsci-10-03894 (1).pdf
applsci-10-03894 (1).pdf
 
applsci-10-03894 (2).pdf
applsci-10-03894 (2).pdfapplsci-10-03894 (2).pdf
applsci-10-03894 (2).pdf
 
2020_Evagorou online STEM.pdf
2020_Evagorou online STEM.pdf2020_Evagorou online STEM.pdf
2020_Evagorou online STEM.pdf
 
Interactive e-module using Zoom Cloud Meeting platform to reduce misconceptio...
Interactive e-module using Zoom Cloud Meeting platform to reduce misconceptio...Interactive e-module using Zoom Cloud Meeting platform to reduce misconceptio...
Interactive e-module using Zoom Cloud Meeting platform to reduce misconceptio...
 
Predicting student performance in higher education using multi-regression models
Predicting student performance in higher education using multi-regression modelsPredicting student performance in higher education using multi-regression models
Predicting student performance in higher education using multi-regression models
 
Students’ perceptions of electronic’s module in physics practicum
Students’ perceptions of electronic’s module in physics practicumStudents’ perceptions of electronic’s module in physics practicum
Students’ perceptions of electronic’s module in physics practicum
 
Do Mobile Technology in the Classroom Really Improve Learning Outcomes?
Do Mobile Technology in the Classroom Really Improve Learning Outcomes?Do Mobile Technology in the Classroom Really Improve Learning Outcomes?
Do Mobile Technology in the Classroom Really Improve Learning Outcomes?
 
Review of monitoring tools for e learning platforms
Review of monitoring tools for e learning platformsReview of monitoring tools for e learning platforms
Review of monitoring tools for e learning platforms
 
Determining digital literacy among teacher from gender perspective through th...
Determining digital literacy among teacher from gender perspective through th...Determining digital literacy among teacher from gender perspective through th...
Determining digital literacy among teacher from gender perspective through th...
 
ROLE OF TECHNOLOGY IN LEARNING INSTITUTIONS
ROLE OF TECHNOLOGY IN LEARNING INSTITUTIONSROLE OF TECHNOLOGY IN LEARNING INSTITUTIONS
ROLE OF TECHNOLOGY IN LEARNING INSTITUTIONS
 
Blended learning student perception
Blended learning student perceptionBlended learning student perception
Blended learning student perception
 

Recently uploaded

VIP Call Girls in Amravati Aarohi 8250192130 Independent Escort Service Amravati
VIP Call Girls in Amravati Aarohi 8250192130 Independent Escort Service AmravatiVIP Call Girls in Amravati Aarohi 8250192130 Independent Escort Service Amravati
VIP Call Girls in Amravati Aarohi 8250192130 Independent Escort Service AmravatiSuhani Kapoor
 
Smarteg dropshipping via API with DroFx.pptx
Smarteg dropshipping via API with DroFx.pptxSmarteg dropshipping via API with DroFx.pptx
Smarteg dropshipping via API with DroFx.pptxolyaivanovalion
 
Midocean dropshipping via API with DroFx
Midocean dropshipping via API with DroFxMidocean dropshipping via API with DroFx
Midocean dropshipping via API with DroFxolyaivanovalion
 
BigBuy dropshipping via API with DroFx.pptx
BigBuy dropshipping via API with DroFx.pptxBigBuy dropshipping via API with DroFx.pptx
BigBuy dropshipping via API with DroFx.pptxolyaivanovalion
 
Week-01-2.ppt BBB human Computer interaction
Week-01-2.ppt BBB human Computer interactionWeek-01-2.ppt BBB human Computer interaction
Week-01-2.ppt BBB human Computer interactionfulawalesam
 
Unveiling Insights: The Role of a Data Analyst
Unveiling Insights: The Role of a Data AnalystUnveiling Insights: The Role of a Data Analyst
Unveiling Insights: The Role of a Data AnalystSamantha Rae Coolbeth
 
Introduction-to-Machine-Learning (1).pptx
Introduction-to-Machine-Learning (1).pptxIntroduction-to-Machine-Learning (1).pptx
Introduction-to-Machine-Learning (1).pptxfirstjob4
 
Mature dropshipping via API with DroFx.pptx
Mature dropshipping via API with DroFx.pptxMature dropshipping via API with DroFx.pptx
Mature dropshipping via API with DroFx.pptxolyaivanovalion
 
RA-11058_IRR-COMPRESS Do 198 series of 1998
RA-11058_IRR-COMPRESS Do 198 series of 1998RA-11058_IRR-COMPRESS Do 198 series of 1998
RA-11058_IRR-COMPRESS Do 198 series of 1998YohFuh
 
Low Rate Call Girls Bhilai Anika 8250192130 Independent Escort Service Bhilai
Low Rate Call Girls Bhilai Anika 8250192130 Independent Escort Service BhilaiLow Rate Call Girls Bhilai Anika 8250192130 Independent Escort Service Bhilai
Low Rate Call Girls Bhilai Anika 8250192130 Independent Escort Service BhilaiSuhani Kapoor
 
Schema on read is obsolete. Welcome metaprogramming..pdf
Schema on read is obsolete. Welcome metaprogramming..pdfSchema on read is obsolete. Welcome metaprogramming..pdf
Schema on read is obsolete. Welcome metaprogramming..pdfLars Albertsson
 
dokumen.tips_chapter-4-transient-heat-conduction-mehmet-kanoglu.ppt
dokumen.tips_chapter-4-transient-heat-conduction-mehmet-kanoglu.pptdokumen.tips_chapter-4-transient-heat-conduction-mehmet-kanoglu.ppt
dokumen.tips_chapter-4-transient-heat-conduction-mehmet-kanoglu.pptSonatrach
 
BabyOno dropshipping via API with DroFx.pptx
BabyOno dropshipping via API with DroFx.pptxBabyOno dropshipping via API with DroFx.pptx
BabyOno dropshipping via API with DroFx.pptxolyaivanovalion
 
04242024_CCC TUG_Joins and Relationships
04242024_CCC TUG_Joins and Relationships04242024_CCC TUG_Joins and Relationships
04242024_CCC TUG_Joins and Relationshipsccctableauusergroup
 
꧁❤ Greater Noida Call Girls Delhi ❤꧂ 9711199171 ☎️ Hard And Sexy Vip Call
꧁❤ Greater Noida Call Girls Delhi ❤꧂ 9711199171 ☎️ Hard And Sexy Vip Call꧁❤ Greater Noida Call Girls Delhi ❤꧂ 9711199171 ☎️ Hard And Sexy Vip Call
꧁❤ Greater Noida Call Girls Delhi ❤꧂ 9711199171 ☎️ Hard And Sexy Vip Callshivangimorya083
 
Generative AI on Enterprise Cloud with NiFi and Milvus
Generative AI on Enterprise Cloud with NiFi and MilvusGenerative AI on Enterprise Cloud with NiFi and Milvus
Generative AI on Enterprise Cloud with NiFi and MilvusTimothy Spann
 
Ravak dropshipping via API with DroFx.pptx
Ravak dropshipping via API with DroFx.pptxRavak dropshipping via API with DroFx.pptx
Ravak dropshipping via API with DroFx.pptxolyaivanovalion
 
(PARI) Call Girls Wanowrie ( 7001035870 ) HI-Fi Pune Escorts Service
(PARI) Call Girls Wanowrie ( 7001035870 ) HI-Fi Pune Escorts Service(PARI) Call Girls Wanowrie ( 7001035870 ) HI-Fi Pune Escorts Service
(PARI) Call Girls Wanowrie ( 7001035870 ) HI-Fi Pune Escorts Serviceranjana rawat
 
100-Concepts-of-AI by Anupama Kate .pptx
100-Concepts-of-AI by Anupama Kate .pptx100-Concepts-of-AI by Anupama Kate .pptx
100-Concepts-of-AI by Anupama Kate .pptxAnupama Kate
 

Recently uploaded (20)

VIP Call Girls in Amravati Aarohi 8250192130 Independent Escort Service Amravati
VIP Call Girls in Amravati Aarohi 8250192130 Independent Escort Service AmravatiVIP Call Girls in Amravati Aarohi 8250192130 Independent Escort Service Amravati
VIP Call Girls in Amravati Aarohi 8250192130 Independent Escort Service Amravati
 
Smarteg dropshipping via API with DroFx.pptx
Smarteg dropshipping via API with DroFx.pptxSmarteg dropshipping via API with DroFx.pptx
Smarteg dropshipping via API with DroFx.pptx
 
Midocean dropshipping via API with DroFx
Midocean dropshipping via API with DroFxMidocean dropshipping via API with DroFx
Midocean dropshipping via API with DroFx
 
BigBuy dropshipping via API with DroFx.pptx
BigBuy dropshipping via API with DroFx.pptxBigBuy dropshipping via API with DroFx.pptx
BigBuy dropshipping via API with DroFx.pptx
 
Week-01-2.ppt BBB human Computer interaction
Week-01-2.ppt BBB human Computer interactionWeek-01-2.ppt BBB human Computer interaction
Week-01-2.ppt BBB human Computer interaction
 
Unveiling Insights: The Role of a Data Analyst
Unveiling Insights: The Role of a Data AnalystUnveiling Insights: The Role of a Data Analyst
Unveiling Insights: The Role of a Data Analyst
 
꧁❤ Aerocity Call Girls Service Aerocity Delhi ❤꧂ 9999965857 ☎️ Hard And Sexy ...
꧁❤ Aerocity Call Girls Service Aerocity Delhi ❤꧂ 9999965857 ☎️ Hard And Sexy ...꧁❤ Aerocity Call Girls Service Aerocity Delhi ❤꧂ 9999965857 ☎️ Hard And Sexy ...
꧁❤ Aerocity Call Girls Service Aerocity Delhi ❤꧂ 9999965857 ☎️ Hard And Sexy ...
 
Introduction-to-Machine-Learning (1).pptx
Introduction-to-Machine-Learning (1).pptxIntroduction-to-Machine-Learning (1).pptx
Introduction-to-Machine-Learning (1).pptx
 
Mature dropshipping via API with DroFx.pptx
Mature dropshipping via API with DroFx.pptxMature dropshipping via API with DroFx.pptx
Mature dropshipping via API with DroFx.pptx
 
RA-11058_IRR-COMPRESS Do 198 series of 1998
RA-11058_IRR-COMPRESS Do 198 series of 1998RA-11058_IRR-COMPRESS Do 198 series of 1998
RA-11058_IRR-COMPRESS Do 198 series of 1998
 
Low Rate Call Girls Bhilai Anika 8250192130 Independent Escort Service Bhilai
Low Rate Call Girls Bhilai Anika 8250192130 Independent Escort Service BhilaiLow Rate Call Girls Bhilai Anika 8250192130 Independent Escort Service Bhilai
Low Rate Call Girls Bhilai Anika 8250192130 Independent Escort Service Bhilai
 
Schema on read is obsolete. Welcome metaprogramming..pdf
Schema on read is obsolete. Welcome metaprogramming..pdfSchema on read is obsolete. Welcome metaprogramming..pdf
Schema on read is obsolete. Welcome metaprogramming..pdf
 
dokumen.tips_chapter-4-transient-heat-conduction-mehmet-kanoglu.ppt
dokumen.tips_chapter-4-transient-heat-conduction-mehmet-kanoglu.pptdokumen.tips_chapter-4-transient-heat-conduction-mehmet-kanoglu.ppt
dokumen.tips_chapter-4-transient-heat-conduction-mehmet-kanoglu.ppt
 
BabyOno dropshipping via API with DroFx.pptx
BabyOno dropshipping via API with DroFx.pptxBabyOno dropshipping via API with DroFx.pptx
BabyOno dropshipping via API with DroFx.pptx
 
04242024_CCC TUG_Joins and Relationships
04242024_CCC TUG_Joins and Relationships04242024_CCC TUG_Joins and Relationships
04242024_CCC TUG_Joins and Relationships
 
꧁❤ Greater Noida Call Girls Delhi ❤꧂ 9711199171 ☎️ Hard And Sexy Vip Call
꧁❤ Greater Noida Call Girls Delhi ❤꧂ 9711199171 ☎️ Hard And Sexy Vip Call꧁❤ Greater Noida Call Girls Delhi ❤꧂ 9711199171 ☎️ Hard And Sexy Vip Call
꧁❤ Greater Noida Call Girls Delhi ❤꧂ 9711199171 ☎️ Hard And Sexy Vip Call
 
Generative AI on Enterprise Cloud with NiFi and Milvus
Generative AI on Enterprise Cloud with NiFi and MilvusGenerative AI on Enterprise Cloud with NiFi and Milvus
Generative AI on Enterprise Cloud with NiFi and Milvus
 
Ravak dropshipping via API with DroFx.pptx
Ravak dropshipping via API with DroFx.pptxRavak dropshipping via API with DroFx.pptx
Ravak dropshipping via API with DroFx.pptx
 
(PARI) Call Girls Wanowrie ( 7001035870 ) HI-Fi Pune Escorts Service
(PARI) Call Girls Wanowrie ( 7001035870 ) HI-Fi Pune Escorts Service(PARI) Call Girls Wanowrie ( 7001035870 ) HI-Fi Pune Escorts Service
(PARI) Call Girls Wanowrie ( 7001035870 ) HI-Fi Pune Escorts Service
 
100-Concepts-of-AI by Anupama Kate .pptx
100-Concepts-of-AI by Anupama Kate .pptx100-Concepts-of-AI by Anupama Kate .pptx
100-Concepts-of-AI by Anupama Kate .pptx
 

10.1109@siie.2017.8259670

  • 1. 978-1-5386-0648-3/17/$31.00 ©2017 IEEE Game-based learning The use of Kahoot in teacher education Marisa Correia Escola Superior de Educação Instituto Politécnico de Santarém Santarém, Portugal marisa.correia@ese.ipsantarem.pt Raquel Santos Escola Superior de Educação Instituto Politécnico de Santarém Santarém, Portugal raquel.marques@ese.ipsantarem.pt Abstract—Recently, technologies have been increasingly used in the educational context, not only because they facilitate communication and access to information, but also because of their motivational potential. Game-based learning through digital tools such as Kahoot! combines game dynamics with the potential of monitoring student learning. In this sense, this article reports a study carried out in a teacher program, in order to analyze future teachers and teacher educators’ perspectives on the use of the game-based learning platform Kahoot!. The participants point out students’ greater involvement and participation and the promotion of learning as main advantages of this digital tool. Keywords—digital tools; game-based learning; Kahoot!; teacher education; I. INTRODUCTION The integration of Information and Communication Technologies (ICT) in our lives is an acquired and indisputable fact. Several authors point out that this integration is equally possible and favorable in the school environment and more concretely for the development of learning. New opportunities, with and from the use of digital technologies, arise almost daily. According to the author [1], the introduction of new dynamics and other models of teaching and learning (e- learning, b-learning and m-learning) allow "greater space for student participation, inside and outside the classroom, to learning based on challenges, problem solving and critical thinking" (p.128). In this context, digital tools have emerged to allow students to assess their learning and, simultaneously, introduce a dynamic game motivator, such as Kahoot! [2]. This tool, when used in the form of a questionnaire, challenges the student to respond adequately to the questions posed, with limited response time, which leads to an active dynamic due to the strong playful and competitive component and to teamwork, associating learning to the game [3, 4]. We intend, in this work, to analyze the opinions of students and teachers about the advantages and disadvantages of integrating Kahoot! in the classroom. Taking into account that students interviewed are future teachers, it is also important to understand what potentialities and difficulties they anticipate in the use of this tool in the context of the teacher practice and in the future professional context. II. GAME-BASED LEARNING In the last decade, we have witnessed an exponential increase of the use of laptops, tablets and smartphones, especially by young people who use them intensively, using different functionalities, often in a collaborative way [5]. These devices facilitate communication and access to information, and enable learning anytime and anywhere [3]. However, faced with the increasing level of dissemination of these devices, the school continues to ignore its potential and resist to its curricular integration [1, 3, 5]. The study carried out by the authors [5] is an example of that, demonstrating that, despite the high technological, pedagogical and motivational potential of mobile phones and smartphones, the use of internet and the use of mobile devices to perform school tasks are almost non- existent in the classroom. These results make it clear that teachers do not recognize the positive impacts of using such technologies on students’ motivation and learning problem solving skills, as indicated by the study developed by [6]. Mobile learning (or m-learning) [1, 3] is defined by the author [7] as any teaching activity in which the only present or dominant technologies are laptops or mobile devices. In this context begins to take form the idea of seizing students’ own equipment [1, 3]. This financial opportunity allows us to "achieve the desired level of penetration of technology in education - one computer per student" (p. 128) [1], however, this author stresses that not all educational experiences of m- learning constitute innovative learning situations. Therefore, it is important to take advantage of all the potential of this type of education, namely mobility and ubiquity, and to avoid the use of technology by technology. The greatest benefit for students to use their own mobile devices from the author's perspective [8] is the elimination of costs and effort in the management and maintenance of specific student response systems (multiple choice questionnaires with automatic correction). These systems allow real-time information on the learning process [2], give immediate feedback to the students and redirect the sequence of the class [3]. The authors [9] list three strengths that explain the positive effects of response systems on student learning - interactivity, active collaborative learning, and engagement. The authors [10] summarize the advantages of implementing these personal response systems in the classroom as follows: a) with respect to the classroom environment, there is an increase in
  • 2. participation, level of attention and students’ engagement; b) in relation to learning, there is an obvious improvement, resulted from the interaction and discussion among colleagues, and allows the reorganization of teaching strategies in the light of the difficulties detected; and c) regarding the assessment, the application of these procedures makes it possible to obtain regular feedback on both the quality of teaching and the level of student performance. In terms of the challenges that these systems bring, these authors point out that they may be at the level of: a) technology: with the equipment and the internet not functioning properly; b) the teacher: time management, content management and lack of experience in reacting to students’ feedback; and c) of the student: adaptation to a new teaching method, difficulties in assimilating different points of view in the discussions, displeasure in use as a form of summative evaluation, dislike in use as a way of monitoring attendance and difficulty in accepting negative feedback. According to the authors [2], the first devices created for this purpose required a terminal to receive through radiofrequency the signals emitted by commands that were given to the students. It is now possible to use the same functionality from the students' own smartphone, tablet, or computer thanks to the internet. There are many applications available to perform these polls, for example: Kahoot!, Socrative, Pinnion, Googleforms, QuestionPress, GoSoapBox, Active Textbook or Nearpod. Among the educational applications mentioned, we highlight Kahoot!, because it has the dual advantage of challenging students in the process of learning and learning in a more dynamic and fun environment [2, 11]. The Kahoot! combines the dynamics of play with the benefits of student response systems, creating a stimulating and motivating environment conducive to the active involvement of students in their learning process [2]. This strong playful component encourages students "to experience and take risks to find solutions without fear of making mistakes" and "to learn from mistakes" (pp. 135-136) [1]. The author [12] also stresses that the competitive nature of digital games in the classroom, in addition to providing a meaningful learning experience, is beneficial in enabling students to learn to deal with failure, and to develop critical thinking and problem-solving skills. III. THE USE OF KAHOOT IN TEACHER EDUCATION In this article we present an investigation about the use of Kahoot! in a teacher education program. The objective is to analyze students and teachers’ perspectives about the advantages and disadvantages of integrating this tool in the classroom. In addition, the potentialities and difficulties that are anticipated in the use of this tool in the context of teacher practice and in a future professional context are also analyzed. A. Methodology The participants of this study are 44 students who attended the 2nd year of the Masters' Degree in Pre-School Education and Teaching of the 1st Cycle of Basic Education (MEPE1) (N=17), the 3rd of the Bachelors’ Degree (LEB) (N=20) and the 2nd year of the Masters' Degree in Teaching of the 1st Cycle of Basic Education and Mathematics and Natural Sciences of the 2nd Cycle of Basic Education (ME1MC2) (N=7) at the School of Education of Santarém (ESES). This research also counted on the participation of two professors who taught courses in the study plans of the abovementioned programs. Teachers between the ages of 37 and 38, male and female respectively, have the same length of service in higher education (9 years), but academic training in different areas. This research follows a methodology that has its roots in qualitative research, which "involves an interpretative, naturalist approach" (p. 3) [13]. The data collected are qualitative, consisting of respondents' written responses to a questionnaire, mostly open-ended. With the integration of open questions, it was intended, as the authors [14] refer, to obtain qualitative, richer, contextualized and detailed information. For the analysis of the answers, we used content analysis, extracting units of analysis from the texts of respondents' responses [15], from which the categories of analysis emerged. The questionnaires were applied after using Kahoot! in the classroom, to teachers and students from three different programs. Most of the students surveyed were involved in activities play activities and in creating games, thus having a broader view of the tool's features. However, given the diversity of the context of using Kahoot!, it was necessary to produce three separate questionnaires. The first was addressed to teachers who integrated Kahoot! activities into their lessons. The second one was applied to MEPE1 and LEB students, after using the tool in class context. The third questionnaire, adapted from the first, was answered by students attending ME1MC2. This last group of students, being future teachers, elaborated a game in the platform Kahoot! and implemented it with the LEB class. In addition, this group involved the LEB class in the construction of games using this digital tool. The questionnaire, composed of 23 questions, applied to teachers was organized into three sections: 1) characterization of the respondent; 2) use of technologies in the classroom; 3) Kahoot! integration. The aim was to understand the frequency with which they integrated the technologies in the classroom, the difficulties they felt when using Kahoot!, the advantages and disadvantages considered in the integration of this tool in the classroom and the limitations of the tool. It was applied to the group of students who implemented an activity with the LEB class, a simplified version of the previous questionnaire, with 12 questions, focused on the difficulties experienced in the preparation and implementation of the activity, on the advantages and disadvantages attributed to the Kahoot! integration and the limitations they identify in the tool. The questionnaire applied to the remaining students presents a total of 17 questions, including two open questions, and an organization similar to that of teachers. B. Results The professors who participated in this research integrate frequently technologies in their classes, mainly to present content, but also to encourage, weekly, their use by students to access information and to carry out practical activities. Both professors had used Kahoot! a few times in the classroom, either by resorting to school computers or through students’ devices. Regarding the difficulties in using this tool, the
  • 3. professors emphasized access to computer equipment and the internet, and limitations in the students' mobile device. The male professor highlighted the following advantages in integrating Kahoot! in the classroom: from the students' point of view, it refers to the fact that it allows doing assessment activities in a more dynamic way and with the possibility of obtaining immediate feedback; in the perspective of the teacher, refers to "performing assessment activities with automatic correction and with the possibility of obtaining immediate feedback on students’ performance". The female professor highlighted the possibility of raising the discussion around students' answers. These professors also present some disadvantages in the integration of Kahoot!, which for the female teacher are related to the mentioned technical difficulties. The male professor believes that this platform cannot serve only as a motivational tool for students, but should be at the service of content and the achievement of curricular learning objectives. As for the limitations of Kahoot!, the male professor considered that "the synchronous realization of the answers can impair the performance of students who need more time to reflect properly". The female professor listed the following limitations: limited number of characters in questions and response options; the impossibility of putting images in the response options; limited response time; and the fact that it is not possible to put questions in the same activity using different Kahoot! features (for example, Jumble and Quiz). When asked about other possible uses of the Kahoot! Platform, the male professor mentioned the possibility of its use for "conducting questionnaires to assess the functioning of the course by the students". In turn, the female professor stressed the need to overcome the limitations of the tool, so that it can be applied in a more versatile way, namely, the inclusion of multimedia resources in the response options. After using Kahoot! in the classroom, questionnaires were applied to 37 MEPE1 and LEB students. The analysis of the answers did not allow to register significant differences between these two groups of students. It should be noted that a greater number of MEPE1 students responded that use the technologies daily in the elaboration and presentation of tasks, and in the practical activities in the classroom (to research, plan, create and/or present). It was found that only about 24% of the students in these two groups used Kahoot! to create and not just to play. These groups of participants were unanimous in the absence of difficulties in the use of Kahoot!. About 62% of the respondents considered that the activity with recourse to Kahoot! greatly motivated them for learning. Regarding learning, 41% indicated that the activity greatly contributed and 57% contributed to their learning. All students responded that they would like to continue using Kahoot!. These participants also praise that the use of games through this tool stimulates interest and contributes positively to learning. Some participants are even keen to use Kahoot! in a professional context. For example, a MEPE1 student considered "that it would work out very well with students in the 1st cycle, showing once again that one can learn playing". In this regard, a LEB student mentioned that whenever possible, as a future teacher, I will try to use some technologies to make my classes more dynamic, and to make learning more appealing and dynamic, as more and more technologies will be used for all, and we cannot continue to resort to traditional and demotivating teaching for students. ME1MC2 students have shown that they have had more difficulties in using Kahoot! than the other participants, which may be due to the fact that they have built and implemented an activity with this tool in a LEB class. The requirements required in the previous preparation of the lesson and the construction of content issues, which they did not properly master, seem to contribute to intensify their difficulties. This small group of seven students listed advantages of Kahoot! similar to the other participants. For example, everyone pointed out that it provides more dynamic and motivating lessons. Two students go further and underline the added value of this tool for the assessment of learning, like the professors. The experience of these participants with Kahoot! from a teacher's point of view, allowed them to see more disadvantages in their use, namely the management of student behavior (due to the permission of the use of the mobile phone in the classroom) and the exchange of ideas between students in moments of individual assessment. Regarding the limitations of the tool, reference is made to the reduced number of characters allowed in the elaboration of the questions and the response options. Students gave similar responses regarding the factors that prevent a more frequent use of Kahoot!, mentioning limited internet access and the scarcity of IT resources in elementary schools. Two students said they would like to explore other Kahoot! features in the future, including the functionality of Discussion. Two participants also considered that the games elaborated in this platform can be used as a way of reviewing the contents before performing a test and three even considered its use as a moment of formal assessment. IV. FINAL CONSIDERATIONS Despite the limited number of studies regarding the use of Kahoot! in higher education [8, 16], the results demonstrate that this tool can be motivating and very useful for the learning’s assessment. Kahoot!, as a cognitive tool, can lead students to become more involved and think more deeply about the subject under study and facilitate the "building of knowledge and reflection on the part of the students" (p. 33) [17]. The research described suggests that the adoption of Kahoot! promotes greater student engagement in learning and fosters academic success. The results obtained, and above all the fact that the students consider that they would like to continue using this tool, demonstrate that this use should be extended to other scientific fields. REFERENCES [1] Moura, A. (2012). Mobile Learning: Tendências tecnológicas emergentes. In A. Carvalho (2012). Aprender na era digital: Jogos e Mobile-Learning (pp. 127-147). Santo Tirso: De Facto Editores. [2] Fuentes, M., Andrino, M., Pascual, M., Martin, A., Garcia, C., & López, M. (2016). El aprendizaje basado en juegos: experiencias docentes en la Holguín, E, Madera, P., Ruiz-Valdepeñas, B., & Hierro, M. (2015). Kahoot en docencia: una alternativa práctica a los clickers. In XI Jornadas Internacionales de Innovación Universitaria Educar para transformar. Universidad Europea de Madrid.
  • 4. [3] Carvalho, A. (2015). Apps para ensinar e para aprender na era mobile learning. In A. Carvalho (org.) Apps para dispositivos móveis - manual para professores, formadores e bibliotecários (pp. 9-17). Lisboa: ME e DGE. [4] Guimarães, D. (2015). Kahoot: quizzes, debates e sondagens. In A.A. (coord.). Apps para dispositivos móveis: manual para professores, formadores e bibliotecários (pp. 203-224). Ministério da Educação, Direção-Geral da Educação. [5] Simões, J., Ponte, C., Ferreira, E., Doretto, J., & Azevedo, C. (2014). Crianças e Meios Digitais Móveis em Portugal: Resultados Nacionais do Projeto Net Children Go Mobile. Lisboa: FCT e CESNOVA. [6] Sánchez, J., Salinas, A. & Sáenz, M. (2007). Mobile Game-Based Methodology for Science Learning. In J. Jacko (Ed.). Human Computer Interaction, Part IV, HCII 2007, LNCS 4553 (pp. 322-331). Heidelberg, Berlin: Springer. [7] Traxler, J. (2005). Defining mobile learning. IADIS International Conference Mobile Learning. [8] Wang, A. (2015). The wear out effect of a game-based student response system. Computers & Education, 82, 217-227. [9] Blasco-Arcas, L., Buil, I., Hernández-Ortega, B., & Sese, J. (2013). Using clickers in class. The role of interactivity, active collaborative learning and engagement in learning performance. Computers & Education, 62, 102-110. [10] Kay, R., & LeSage, A. (2009). Examining the benefits and challenges of using audience response systems: A review of the literature. Computers & Education, 53, 819-827. [11] Dellos, R. (2015). Kahoot! A digital game resource for learning. International Journal of Instructional Technology and Distance Learning, 12(4), 49-52. [12] Icard, B. (2014). Educational technology best practices. International Journal of Instructional Technology and Distance Learning, 11(3), 37- 41. [13] Denzin, N. K., & Lincoln, Y. S. (2011). Introduction: The discipline and practice of qualitative research. In N. K. Denzin, & Y. S. Lincoln (Eds.), The sage handbook of qualitative research (4th ed., pp. 1–19). Thousand Oaks, CA: Sage Publications. [14] Hill, M. M., & Hill, A. (2008). Investigação por Questionário (2.ª ed.). Lisboa: Edições Sílabo. [15] Bardin, L. (2008). Análise de Conteúdo (4.ª ed.). Lisboa: Edições 70. [16] Holguín, E, Madera, P., Ruiz-Valdepeñas, B., & Hierro, M. (2015). Kahoot en docencia: una alternativa práctica a los clickers. In XI Jornadas Internacionales de Innovación Universitaria Educar para transformar. Universidad Europea de Madrid. [17] Jonassen, D. (2007). Computadores, ferramentas cognitivas. Porto: Porto Editora.