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Gamifying Knoweldge Acquisition with Kahoot!

This resource is a little out of place on this website, but it is one of my favorite ways of livening up review content, giving quizzes, and even as interactive exams. To fit it under the umbrella of the project, I encourage you to all see it as an avenue for reshaping the story of your class for students ;)

Kahoot! allows you to easily gamify study sessions by transforming them into interactive, competitive quizzes. Students compete by turning a computer or their smartphones into controllers and answering questions in an allotted amount of time--receiving more points for fast answers and gaining bonuses for correct answer streaks. The program is already widely utilized in high schools and the system mirrors games used at restaurants, so most students are already familiar with the concept, if not the program. 

Students get really into these study sessions, and I use Kahoot! in a variety of contexts to gamify knowledge acquisition or review in my courses. I've found this type of game to be much more effective than other modes of gamifying content review (e.g., jeopardy), and I use pauses between sessions to review content that students might not understand. Kahoot! also generates and automatically archives detailed reports of each session. 

The video on the right has more information about why I assign Kahoot! along with a sample game so that you can see how it works. 

 

Email me at SOrtolano@fsw.edu, and I'll share my MLA Kahoot! with you! 

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Tech Resource for Teachers

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