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.
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