Kahoot
Artifact Description:
What is the game and how is it used?
The online game Kahoot is an interactive tool that helps students test their knowledge with a fun activity. Teachers can design a game that includes content-based questions. Students can then participate in an in-class activity in which each student has his or her own device such as a phone or iPad. The students will then go to Kahoot's website and enter the game code, provided by the teacher. Once each student has entered a "nickname" into the game, they can begin selecting answers one at a time after viewing the questions displayed at the front of the classroom. Each student's device has a colored shape that corresponds to the possible answers provided at the front of the classroom. Thus, they can select what answer they think is correct and can see live results.
How did you create the Kahoot?
I first researched some basic information on the biology of cells. After reviewing information, I compiled my findings into 10 questions and input them into the Kahoot game. I then published the game and made it public.
How will you instruct students or parents to use and participate in the activity?
Users can enter the address https://play.kahoot.it/#/k/d426080b-f984-4b23-b703-4288c7a96652. Then click "play" to use the online quiz. Because my account is public, anyone can use my game in their classroom. Students and parents can also make an account so that their progress can be tracked and I can see results.
How will you receive the results from the assessment? What can you do with the results?
After students create an account, I can add them as friends and view their results. With this information, I can make adjustments to my lesson plan based on areas of misunderstanding. I can also change future lesson plans, having knowledge of common misconceptions.
How does it fit into Danielson framework of teaching and the component you identified?
Using Kahoot fits under Domain 3: Instruction because teachers are creating an opportunity for students to learn in a classroom environment. Furthermore, Kahoot relates to Component 3d which discusses using assessment in instruction. Because the Kahoot games are in the form of a quiz, results can be used either formative or summative assessment. Both forms of assessment allow teachers to instruct students and track understanding.
Artifact Reflection:
What did you enjoy about creating the artifact?
I really enjoyed making a Kahoot game. My teachers often used the online tool in high school as a form of formative assessment. I found the game to be very helpful as a student and enjoyed making an assessment for potential students.
How does this experience relate to Growth Mindset?
Because students are using sources that are not traditional classroom tools such as paper and pencil activities, they are encouraged to participate in different activities. Thus, they do not remain stagnant in their learning and exposure to technology. Teachers can also experience a growth mindset by using a tool with which they may not initially be familiar.
How can you use this tool in your future classroom?
I can use Kahoot in my future classroom in a myriad of ways. For instance, I can create formative assessments throughout each unit of study. This will enable me to track student progress and allow them to have fun in the classroom. I can also use Kahoot to encourage student collaboration and communication. By creating teams for students, they will be able to work with others and share their thoughts.
Danielson, C. (2007). Enhancing professional practice a framework for teaching (2nd ed.). Alexandria, Va.: Association for Supervision and Curriculum Development.
What is the game and how is it used?
The online game Kahoot is an interactive tool that helps students test their knowledge with a fun activity. Teachers can design a game that includes content-based questions. Students can then participate in an in-class activity in which each student has his or her own device such as a phone or iPad. The students will then go to Kahoot's website and enter the game code, provided by the teacher. Once each student has entered a "nickname" into the game, they can begin selecting answers one at a time after viewing the questions displayed at the front of the classroom. Each student's device has a colored shape that corresponds to the possible answers provided at the front of the classroom. Thus, they can select what answer they think is correct and can see live results.
How did you create the Kahoot?
I first researched some basic information on the biology of cells. After reviewing information, I compiled my findings into 10 questions and input them into the Kahoot game. I then published the game and made it public.
How will you instruct students or parents to use and participate in the activity?
Users can enter the address https://play.kahoot.it/#/k/d426080b-f984-4b23-b703-4288c7a96652. Then click "play" to use the online quiz. Because my account is public, anyone can use my game in their classroom. Students and parents can also make an account so that their progress can be tracked and I can see results.
How will you receive the results from the assessment? What can you do with the results?
After students create an account, I can add them as friends and view their results. With this information, I can make adjustments to my lesson plan based on areas of misunderstanding. I can also change future lesson plans, having knowledge of common misconceptions.
How does it fit into Danielson framework of teaching and the component you identified?
Using Kahoot fits under Domain 3: Instruction because teachers are creating an opportunity for students to learn in a classroom environment. Furthermore, Kahoot relates to Component 3d which discusses using assessment in instruction. Because the Kahoot games are in the form of a quiz, results can be used either formative or summative assessment. Both forms of assessment allow teachers to instruct students and track understanding.
Artifact Reflection:
What did you enjoy about creating the artifact?
I really enjoyed making a Kahoot game. My teachers often used the online tool in high school as a form of formative assessment. I found the game to be very helpful as a student and enjoyed making an assessment for potential students.
How does this experience relate to Growth Mindset?
Because students are using sources that are not traditional classroom tools such as paper and pencil activities, they are encouraged to participate in different activities. Thus, they do not remain stagnant in their learning and exposure to technology. Teachers can also experience a growth mindset by using a tool with which they may not initially be familiar.
How can you use this tool in your future classroom?
I can use Kahoot in my future classroom in a myriad of ways. For instance, I can create formative assessments throughout each unit of study. This will enable me to track student progress and allow them to have fun in the classroom. I can also use Kahoot to encourage student collaboration and communication. By creating teams for students, they will be able to work with others and share their thoughts.
Danielson, C. (2007). Enhancing professional practice a framework for teaching (2nd ed.). Alexandria, Va.: Association for Supervision and Curriculum Development.