ERIC Number: EJ1147425
Record Type: Journal
Publication Date: 2017-Jun
Pages: 8
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-2379-2981
EISSN: N/A
Using Kahoot! In the Classroom to Create Engagement and Active Learning: A Game-Based Technology Solution for eLearning Novices
Plump, Carolyn M.; LaRosa, Julia
Management Teaching Review, v2 n2 p151-158 Jun 2017
Instructional games are gaining acceptance in the classroom as the eLearning merits of student engagement and immediate feedback are recognized. Within higher education, the use of these tools is often limited due to lack of time, insufficient experience, or doubts regarding the scholarly merits of such activities. Kahoot! is a popular eLearning tool that can easily be used to add vitality, student engagement, and meta-cognitive supports to higher education classrooms with limited instructor or student training required. The free online learning platform has gained wide acceptance globally with more than 30 million users worldwide, and it is based on current user-centered and behavioral design methodologies. Student responses and our experiences using Kahoot! in graduate and undergraduate classrooms indicate that students welcome the use of this game. The real-time feedback provides opportunities for professors in various disciplines to tailor their instruction based on student understanding on quizzes while the surveys allow for anonymous classroom participation, which further engages all students.
Descriptors: Educational Technology, Educational Games, Electronic Learning, Learner Engagement, Active Learning, Novices, College Students, Student Attitudes, Computer Assisted Testing, Feedback (Response), Questionnaires, Likert Scales, Educational Benefits, Student Surveys
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Publication Type: Journal Articles; Reports - Evaluative
Education Level: Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A