Website: https://kahoot.com/
Make learning awesome! Kahoot! brings engagement and fun to more than 1 billion players every year at school, at work, and at home.
Kahoot is also a compelling and oh-so-easy way to engage kids in pre- and formative-assessment activities.
Kahoot!, a free student-response tool for all platforms, allows teachers to run game-like multiple-choice answer quizzes. Teachers can either create their own quizzes or find, use, and/or remix public quizzes. Questions, along with answer choices, are projected onto a classroom screen while students submit responses using an internet-connected device (computer, tablet, or phone).
Questions and polls can contain images and video to help further appeal to all learners. Classic mode and Team mode take place in real time, but Challenge mode enables students to take quizzes within a set time frame, such as for homework. The energized, game-like atmosphere comes from the use of bright colors, suspenseful music, and points awarded for response accuracy and speed. The Team mode mixes things up and allows groups of students to cooperate with each other and compete against other teams. When using the mobile app on a personal device, students can see their past results, pause/resume individual quizzes, and complete homework challenges.
Playing a game of Kahoot! doesn't involve an account, only a game PIN from the main screen and a name (which can be autogenerated if you choose). Students can create accounts and make private quizzes, but children under 13 (under 16 outside of the U.S.) can't search or share Kahoots ( commonsense.org).
Kahoot! is first and foremost about creating a positive learning environment by bringing collaboration, emotion and play together. Technology is merely facilitating the social learning experience. The deepest way to use Kahoot! in a classroom setting is to challenge students to become the game designers and then to facilitate the gaming experience, playing with their classmates - this encourages deep research, critical thinking, creativity, question design, as well as facilitation and presentation skills. Besides this use case, teachers guide entire lessons through the game - creating a fundamentally more social and engaged learning environment (thelearningcounsel.com).
Kahoot! can quickly become a go-to for teachers looking for an engaging way to run checks for understanding or exit tickets. Try establishing something like Kahoot! Fridays for quick review. If you don't have time to make quizzes, search millions of public Kahoots to play or remix. You could even have students take over the review process or class discussion by rotating responsibility for making the weekly quiz. Go beyond memorization of facts and allow Kahoot! to introduce scenario questions/prompts with multiple decisions; stimulate conversation from the results. Who's really responsible for the death of Romeo and Juliet? Kahoot! it out and extend the discussion to classrooms across the state or country.
Don't forget professional development: Use the Team mode to pose pedagogical questions and promote food-for-thought discussions among teacher peers. Use Kahoot! to break the ice at the beginning of the school year or bond with learning-community members (Commonsense.org).
We are Kahoot!, the company that makes learning awesome. Kahoot it is game-based learning platform and one of the world’s fastest-growing learning brands with millions of monthly active users in over 180 countries.
https://www.commonsense.org/education/website/kahoot
https://elearningindustry.com/6-mobile-learning-benefits-mobile-learning-revolution
https://resources.depaul.edu/teaching-commons/teaching-guides/technology/Pages/mobile-learning.aspx