Professional Documents
Culture Documents
Omar Elizondo
University of Houston
December 3, 2018
Author Note
Contact: osivori76@yahoo.com
CUIN 6320 Individual Final Project: Technology: Kahoot 2
For the Individual Final Project for CUIN 6320, the technology I selected is an online
gaming tool that has become very popular at all levels of education. Kahoot, an online quiz
system from Norway, is a game-based learning platform for teachers and students. According to
Van Den Burg (2015) “With an intentional pedagogical design and a wealth of resources, Kahoot
is a robust space for real, fun learning.” (p.1) While lectures and lessons can be informative
when delivered with passion and good materials, many traditional instructional practices are
methodical and ineffective. The key to any engaging lesson is to connect course objectives to
interactive and meaningful real-world experiences. Students today learn through the process of
playing games and by doing so, pupils can understand a new concept or idea, take on multiple
perspectives, or experiment with different options or variables. There are countless proficiencies
students can acquire via game playing, such as critical thinking skills, creativity, collaboration,
and good sportsmanship. Kahoot provides an excellent opportunity for educators to teach a
variety of social and academic abilities which do not traditionally show up in a curriculum’s
21st century education is at a stage where games and learning landscapes are changing
rapidly. What’s happening in academic institutions now will look different in a decade and more.
Gaming is being incorporated into daily instruction in response to the climate of student
disengagement that currently exists in classrooms. Students use technology in every aspect of
their lives. Connecting it with academic activities can raise student interest and participation. The
attention to pedagogy is a strength of Kahoot. The learner-leader cycle, in which teachers create
quizzes for students, students research materials to create quizzes for peers, and teachers assess
student-created quizzes, supports students to become the leaders of knowledge in the classroom.
CUIN 6320 Individual Final Project: Technology: Kahoot 3
Digital tools are resources teachers can use to make their classroom more engaging,
relevant and culturally diverse. Understanding students and their skill sets before implementation
can help increase effectiveness of subject comprehension and retention. Technology is in our
daily life; each tool has its own features and only good for its purpose as it was designed for. If
used improperly, the instrument can cause more nuisance than providing help. So, the advice
here is to use the device when appropriate for the content, subject area, and learning activities.
There are mainly two ways to use digital tools for educational purpose. Liu argues, (2010) “One
way is to integrate digital tools into the current educational system as a teaching and learning
resource to assist the process of curriculum delivery. This is a wise move with the least
interruption of exiting curriculum delivery system. Another way is to use digital resources as a
parallel learning channel to compliment current curriculum delivery, and to extend the learning
environment to the real world and to enrich students learning experiences with real life practice.
The second way will be more challenging and difficult to implement and manage for current
Many educators use Kahoot to get a quick snapshot of how their class is doing with
course content. According to Singer (2016) “Teachers can get immediate feedback on how many
students answered correctly and which questions students are still struggling with. Then they
adjust the lesson plans for the next day based on that data. Some teachers use Kahoot to
introduce a lesson, as a way of piquing students’ interest in absorbing unfamiliar material.” (p.5)
As adolescents become more influenced by the gaming culture, educators can use these online
best taught through collaborative learning. Anyone who has watched kids play games together
has seen this trend: They give each other tips and advice, they share tricks, and they teach each
other to understand the game’s systems.” (p.3) As I explained previously, Kahoot is an online
gaming tool which allows teachers to formally assess students in their progress of mastering
content. When students play, either in groups or individually, this gaming environment fosters
collaborative learning, opens a learner’s eyes to new academic possibilities, and heightens
pedagogical impact. Players earn more points for quick answers, and they see how they rank
between each question. Since they choose “nicknames,” this is an opportunity for them to test
their learning with low stakes, but intrinsically rewarding. Teachers can access different modes
possibilities and uses. Van Den Berg states, “Kahoot provides example rubrics from educators in
the field for assessing student-created quizzes, and reminds teachers that evaluating the incorrect
answers that students generate can be as informative as the correct answer.” (p.1) Students and
their instructor see immediate feedback between questions. This is a powerful tool for formative
assessment; students hardly notice they are evaluating their own knowledge and being assessed.
It’s becoming more apparent that teachers will need to do more than just embrace new
technologies. There are connected, networked ways of knowing that will dominate the digital
future. Sharing and collaboration go together with integrating non-competitive and non-
commodified ways of playing. The way students play and learn today is the way they will
work tomorrow. The promise of game-based learning lies in the premise that the technology
provides an efficient and effective tool with which to replace a points-based extrinsic
CUIN 6320 Individual Final Project: Technology: Kahoot 5
(2014) “For a student sitting in the median who doesn’t have a game, his or her learning
achievement would have increased by 12 percent if he or she had that game. In the world of
education achievement, 12 percent is significant.” (p.2) The key point here is that games
themselves are not necessarily competitive. Play is useful because it simulates real life
experience in a safe, iterative, and social environment. Games such as Kahoot provide a variety
of sensory experiences for students and allow them to create their own digital assessments.
Asking your pupils to create their own questions, gives them extra motivation to understand their
With the fast advancement of technology, there will be more cutting-edge technologies
appearing in all aspects of our lives. As educators, should we ignore them or chase after them? It
is always a huge challenge to keep up with new technology trend. It is much more important to
understand the nature of technology in the process of education than technology integration
itself. No matter how fascinating a new technology can become, it is still a tool. Technology
should not and will never replace education, but assist educational practice, improve teaching
efficiency, and enhance student learning experiences. As a social studies teacher specialist, I am
always searching for new digital resources that will increase student engagement. 21st Century
scholars no longer learn via traditional methods of lecturing and note taking. Technology and
experiential learning are the new tools teachers must adapt and encompass in daily lesson that
will make student learning lasting, memorable, and most importantly, relevant.
CUIN 6320 Individual Final Project: Technology: Kahoot 6
References
Brooks, Sarah. (2014). How to Protect Students While Integrating Social Media in Classroom
http://www.emergingedtech.com/2014/02/how-to-protect-students-while-integrating-
social-media-in-classroom-instruction-and-assignments/
Hughes, Brian. (2016). How Social Media is Reshaping Today’s Education System.
Liu, Youmei. (2010). Social Media Tools as a Learning Resource. Journal of Educational
https://aquila.usm.edu/cgi/viewcontent.cgi?article=1012&context=jetde
Shapiro, Jordan. (2014). Games in the Classroom: What the Research Says: KOED
classroom-what-the-research-says/
Singer, Natasha. (2016). Kahoot APP Brings Urgency of a Quiz Show to the Classroom:
https://www.nytimes.com/2016/04/17/technology/kahoot-app-brings-urgency-of-a-quiz-
show-to-the-classroom.html
Van Den Berg, Sarah. (2015). Kahoot: New Learning Times. Retrieved from:
https://newlearningtimes.com/cms/article/3214/kahoot
CUIN 6320 Individual Final Project: Technology: Kahoot 7