Kahoot

image of student presenting to class

Kahoot is an interactive software platform that allows professors to create quizzes or surveys in the form of a game. This helps keep students engaged during lectures or review sessions by turning learning into a fun and competitive activity.

Create a Kahoot

  1. To create a Kahoot, go to kahoot.com to log in with an existing account or create a new one.
  2. Once signed in, select Create.
  3. Select Kahoot from the list of choices and start with a blank canvas (the premium version has more options).
  4. Add a title to the game, a theme, and start adding questions. There are several options of questions to choose from to collect opinions and test knowledge.
  5. After selecting the type of question you want (T/F, multiple choice are available with the free version), enter the question, the answer choices, and place a check to the right of the correct answer.
  6. After adding all your questions, click ā€œDoneā€ to save your Kahoot.
  7. You can test your Kahoot by playing it yourself to make sure everything works as intended.

Host a Kahoot

  • To play the Kahoot with others, go to your dashboard, select the Kahoot you want to use, and click ā€œStart.ā€
  • Choose whether you want to host the game in a live setting (e.g., in a classroom) or assign it as a challenge for students to complete at their own pace.
  • For live games, select "Classic" (individual play) or "Team" mode. The game will generate a PIN that participants will use to join.

Join a Kahoot Game

  • Participants go to kahoot.it or open the Kahoot app.
  • Enter the game PIN provided by the host and your nickname.
  • Answer the questions on your device as they appear on the screen. Points are awarded based on correctness and speed.

Review Results

  • After the game, you can view and download the results. This includes how each student performed, which questions were most challenging, and overall scores.

Share or Assign

  • You can share your Kahoot with others via a link or assign it as a homework challenge, where students complete it at their own pace.
  • Kahoot encourages participation from all students, even those who may be hesitant to speak up in a traditional classroom setting.
  • Kahoot is a fun example of gamification that promotes friendly competition and student motivation to engage with the material.
  • Both students and professors receive instant feedback on performance, which can be used to reinforce learning or correct misunderstandings immediately.
  • Incorporating gamification can break the monotony of traditional lectures, making the class more dynamic and varied in teaching methods.

Research

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