Menu Close

Kahoot!

Kahoot!

Kahoot! is a game-based learning platform, used as educational technology. Its learning games, also known as “kahoots”, are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot! app. Kahoot! also includes trivia quizzes.

Benefits:

For Instructors:

  • For Instructors: Kahoot!’s learning games populate on-the-spot data, which can be downloaded by teachers and viewed in Excel; using Quizizz, teachers can view reports by students to see which questions they answered incorrectly or can view students’ responses by question.

For Students

  • For Students: It is an incredibly engaging student-friendly teaching and learning tool with a mobile and tablet friendly, game-based pedagogy. With a simple and fast drag and drop interface, teachers and students can create and manage ‘Kahoots’ in the form of quizzes, surveys or polls.

Best Practices

  • Ask students to explain the incorrect answers
  • Get creative with images and videos
  • Use the Kahoot as a hinge-point
  • Change the order of your answers
  • Play Kahoot as you teach
Gamifying your Classroom with Cambridge and Kahoot! with Bruce Myint and Craig Narveson

License Type and Support

  • Siena currently does not maintain license relationship with Kahoot! Kahoot is free for student, teacher, and personal use; however, there are $1 and $3 upgrade options for teachers.
  • Level of Support by AcadTech: Medium

Evidence of Efficacy 

Similar Tools

  • Poll Everywhere
  • Quizlet

Resources 

  • Kahoot website: https://kahoot.com/
  • Kahoot Support: https://support.kahoot.com/hc/en-us
  • Kahoot Privacy Policy: https://trust.kahoot.com/privacy-policy/
  • Kahoot Accessibility Policy: https://trust.kahoot.com/inclusion-accessibility-policy/

References 

  • Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning–A literature review. Computers & Education, 149, 103818.
  • Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018). Students’ perception of Kahoot!’s influence on teaching and learning. Research and Practice in Technology Enhanced Learning, 13(1), 1-23.