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Triple e Software 3 - Kahoot-3

Kahoot is an educational platform that allows teachers to create online quizzes and assessments. Students can join the quizzes using devices and answer multiple choice questions competitively in real time. While Kahoot engages students and motivates learning, it may distract students from the learning goals if they focus too much on competition. The platform does not provide differentiated feedback or scaffolding for students. However, teachers can foster collaboration and bridge concepts to real-world experiences through discussion of Kahoot questions and answers.

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0% found this document useful (0 votes)
158 views7 pages

Triple e Software 3 - Kahoot-3

Kahoot is an educational platform that allows teachers to create online quizzes and assessments. Students can join the quizzes using devices and answer multiple choice questions competitively in real time. While Kahoot engages students and motivates learning, it may distract students from the learning goals if they focus too much on competition. The platform does not provide differentiated feedback or scaffolding for students. However, teachers can foster collaboration and bridge concepts to real-world experiences through discussion of Kahoot questions and answers.

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NAME: Elizabeth Seal

CTGE 5065
Assignment #4: Evaluate Software
Software #3: Kahoot

Triple E Evaluation of Educational


Applications

The Triple E Evaluation for Educational Applications will support schools and teachers making informed choices
around which educational applications to purchase and use to meet specific teaching and learning goals. The score
will give a reference for how much teacher support is needed for the software to be effective in meeting the intended
learning goal(s). Examples of instructional strategies teachers can use are available at
https://www.tripleeframework.com/instructional-strategies.html
Application: Kahoot!
Source: https://kahoot.com/

Intended Learning Goal for Application Use:


The intended learning goal for Kahoot is to access students on the content learned in class. Kahoot is a platform
developed to created online quizzes and assignments. The program allows the teacher to collect data to assess students
learning through multiple-choice questions with four possible answers. Kahoot uses images, true and false questions,
puzzles, short answers and polls. Once the questions are selected, the software allows the students to put a certain
amount of time to each question. The software can be played individually or in teams, playing to receive the top score.
Players can type in a pin code to join the game and give their answers using a phone, laptop, tablet, or iPad. Once
submitted, students can get immediate feedback. When students use Kahoot, they feel as if they are playing a game,
then review material. The teacher can use this software to assess learning outcomes to target individual instruction for
each student. Teachers can also share already made quizzes with colleagues to expand collaboration.

Engagement Score Rationale for score given


Does the application help students 0 (NO) Kahoot allows teachers to create quizzes with a focused
focus on the learning goals (or are 1(SOMEWHAT) learning goal. The student stays focused and complete the
there too many distractions)? 2 (YES) quiz given. However, students can get very distracted from
the learning goal due to the application's competitive
nature. The quiz allows students to play against one
another, turning into a game rather than a fun way to
review. Many students are then focused on the game,
rushing to finish first and receiving the top score.
2

Does the application get students 0 (NO) Kahoot is designed to get the students excited about
motivated to start the learning 1(SOMEWHAT) reviewing information. The software uses teams, questions,
process? 2 (YES) and responses to incorporate different activities. Students
are immediately drawn to the software due to the game–
based format, with visuals keeping students attention.

Does the application allow for 0 (NO) Kahoot has a significant focus on social and active learning
social and active learning in the 1(SOMEWHAT) since the application is hands-on. Looking at this software
application? 2 (YES) closely, students are creating a social platform by learning
and collaborating with peers. But this does not work for
every student. The students active learning can be affected
when students' behavior shifts when taking quizzes; some
will choose the answers quickly to move on to the next
question. Just because the quiz is online does not make it
automatically appealing for every student.
3

Enhancement Score Rationale for Score given


Does the application ask students to 0 (NO) Kahoot allows the teaches to implement higher-order thinking
use their higher level thinking skills 1(SOMEWHAT questions into the quizzes like open-ended questions, but the
(as opposed to just drill and practice ) teacher would need to implement this into the quiz. When
or remembering skills)? 2 (YES) using these types of high-order, thinking questions can evoke
deep thinking as a posed to multiple-choice questions that are
not. The teacher should be aware of this when creating the quiz
to incorporate real-life questions on the content given.

Does the application help to provide 0 (NO) Kahoot gives all players the same feedback and the same
scaffolds to make learning the 1(SOMEWHAT questions; there is no room for differentiation. Since the
concepts easier to understand (or ) teacher's feedback is not personalized to each student the
does it complicate the process)? 2 (YES) teacher cannot scaffold the student learning by providing more
support on a particular question. The teacher would need to
address the questions outside of the platform, with a mini-
lesson or model.

Does the application add value to 0 (NO) Kahoot adds value to the classroom because it's a collaborative
the learning goal over using a 1(SOMEWHAT review game that students can participate in and gain different
traditional tool or method to mee ) perspectives from their peers. Many students learn in different
the learning goal? 2 (YES) ways, and Kahoot allows students to communicate and
collaborate when working with teams—adding value to the
learning goal by presenting a new type of social learning.
Although the teacher can review content using a traditional
tool of paper exams, this does not necessarily add value to the
overall classroom. The teacher needs to access their student to
see if this type of review game is necessary for the classroom.
Extension Score Comments
Is the application something that is easily 0 (NO) Kahoot requires technology from every student playing.
accessible for students outside of school 1(SOMEWHAT) This itself can be an expense from schools, providing
in their everyday lives? 2 (YES) technology for every student. The software can be
connected globally and students can play the quiz by
typing in the class code. When playing the game, the
student can understand the content learned and apply it
to the real world, to take the learning further the teacher
should foster conversations about the content learned.

Does the application help to bridge 0 (NO) Kahoot allows the teacher to create quizzes based on
school learning/ideas with students 1(SOMEWHAT) the content the student is learning. When teachers
everyday life experiences around these 2 (YES) creating questions the teacher should gather
learning ideas? information on what the student already knows about
the subject being taught. Based on the answers given
the teacher can develop games for connections to real
life and discussion among the class, creating higher-
leveled thinking and context to the real world.

Does the application ask students to 0 (NO) Kahoot is a collaborative platform allowing students to
engage in P21/soft skills and/or integrate 1(SOMEWHAT) communicate and dissuce with their peers. Studnst are
their prior knowledge/interest? 2 (YES) having real dissusions requiring them to think about the
content given. Studnst use their prior knowlade from
the content learned in class to answer test questions.

Soft skills are included:: (Kolb, 2020).

• Reasoning effectively

• Communicating clearly

• Interacting with others effectively

• Applying technology effectively

• Accessing and evaluating information

• Solving problems

Total Score= 10
If the score is…
0-6: The application will need a lot of teacher instructional strategies built around the tool to support learning in the
application.
7-12: The application will need some teacher instructional strategies built around the tool to support learning with the
application.
13-18: The application needs very few teacher instructional strategies built around the tool to support learning with
the application.

What additional instructional strategies would you add to improve the ability of this tool
to engage, enhance, and extend learning goals?

Kahoot is a platform developed to created online quizzes and assignments to make

learning fun! When scoring Kahoot, there are a couple of instructional strategies to

improve on. For instance, when taking a closer look at Engage, focusing on learning goals,

scored "somewhat" because students can get distracted when using the platform. Due to

the completive nature of Kahoot, students focus on the game, then the learning goal.

Teachers need to be aware of this when implementing the game into the classroom,

monitoring students, and reminding them to stay on track to remain focused.

When looking at the category, social and active learning scored "somewhat" because

students' behavior shifts when taking quizzes; some will choose the answers quickly to

move on to the next question. Just because the quiz is online does not make it

automatically appealing for every student. Teachers need to consider this when planning

their lesson, telling students to read the whole prompt and taking their time, and not

rushing.

Enhancement scored low in all areas, one category being; providing scaffolds to make

learning concepts easier to understand. I scored this category "No" because Kahoot gives

all players the same feedback and the same questions; there is no room for differentiation.

To improve this application, the teacher would need to address the questions outside of the

platform with a mini-lesson or model. The teacher should be tracking each student's data

and provide help where it is needed.

Lastly, extend; these categories scored "somewhat" in two areas. The most

significant component is bridging school learning ideas with students' everyday life
experiences. When teachers create questions on Kahoot, they should gather information

on what students already know about the subject being taught. Based on the answers

given, the teacher can develop games for connections to real life and discussion among the

class. To improve this application, the teacher needs to implement this strategy into the

classroom to receive real-life context.

Reference

Kahoot. (2013, September). Retrieved October 27, 2020, from https://kahoot.com/


Kolb, L. (2020). Chapters 2-4. In Learning first, technology second in practice: New strategies,
research and tools for student success (pp. 39-100). Portland, OR: International Society for
Technology in Education.

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