This resource is a platform in which students can engage collaboratively with each other to answer the quiz questions. The resource was set up to support the idea of interactive, game-based digital learning in the classroom.
It has been designed so that one screen projects the questions and multiple choice answers, and the connected devices each show buttons that correspond to the possible answers. This means that users are required to look up from their own screen, to view the main screen with the questions and possible answers.
Teachers have their own website to use where they are able to choose and set up a quiz for their class, or create their own quiz based on the specific learning of the lessons. This could work well for the learning of Te Reo, as the quiz can specifically cater to the learning thus far.
Students access a different website where the only thing they are required to do, is to type in the game pin that matches the teachers computer, and they are ready to get started.
Any year level
Website–accessible from computers, laptops, mobile devices and tablets/iPads.
https://kahoot.it/ (For students)
https://kahoot.com/ (For teachers)
Kahoot is a digital resource that enables students to be involved in engaging, interactive and collaborative learning (Duchesne & McMaugh, 2016; Kahoot, 2018; Kucirkova & Falloon, 2017; Mayes & Freitas, 2013; Mills, 2014). Engagement is maintained by students having to look from their personal screen, to the main screen to read the question and possible answers. Players can answer on their own devices in pairs, small groups, or as individuals. This group setting design of Kahoot, promotes collaborative learning because students are actively engaged in the digital resource, and are working together to complete the quiz correctly by conversing and problem solving over which answers are correct and why. Whilst being engaged in the quiz, students are also simultaneously celebrating collaborative learning though an exciting game (Churchill, 2017; Duchesne & McMaugh, 2016; Kirkman, 2017).
This resource allows teachers to create their own content with ease (Churchill, 2017). This can enhance the learning and the teaching (Duchesne & McMaugh, 2016), as it gives students an exciting activity to participate in, whilst also continuing or beginning their learning in Te Reo in relation to the lesson topic.
As is to be expected, children are fairly familiar and intrigued with the use of digital technology (Kucirkova & Falloon, 2017), therefore it makes sense for a teacher to use this interest to aid the learning of subjects such as Te Reo. However it must be ensured that students are not being handed the information, but rather they should learn through the experience and opportunities that this resource provides (Churchill, 2017). This could refer to the student consolidating what they have already learnt, recognising and evaluating what they do or do not know, and enriching teamwork and problem solving methods.
This resource is quite sound, so there is not much in the form of critiques. However, there is the possible problem of the game becoming overly competitive. This game is designed with the aim to win, but this could cause issues in the classroom if students get overly competitive or if students shy away from the competition. Although having said this, this issue is a small hurdle that can easily be avoided if the teacher is prepared beforehand, and sets clear rules and expectations for playing the game.
I would recommend that Kahoot be used to either introduce a new topic or a set of Te Reo words, begin a conversation or discussion around certain words or tikanga, or to reinforce knowledge that has already been learnt.
Kahoot could potentially be used as a digital diagnostic tool to see what students know before beginning a unit, or to gauge students understanding of what has already been learnt.
After playing Kahoot, there is also the option for students to create their own kahoots to share with others in the class (Mills, 2014). This would help deepen students understanding of the topic, create a purpose for learning, and engage students in collaborative discussions (Kahoot, 2018).
I have suggested that this resource can be used for any year group, purely because the quizzes can be designed by the classroom teacher to suit the learning and level that students are at.
I do not have any recommendations for the developers.