Get Kahoot!: The Pedagogical Utility of a Game-Based Learning Platform

Authors

  • Amy Bangerter George Mason University; College of Humanities and Social Sciences; Composition Department

DOI:

https://doi.org/10.13021/G8itlcp.9.2017.1816

Keywords:

active learning, active learning classrooms, digital tools, student engagement

Abstract

BRIEF SESSION DESCRIPTION:

This session will explore how Kahoot can support a variety of pedagogical methods to increase student learning, comprehension, and class interaction.

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FULL ABSTRACT: I will be demonstrating how to use a game-based learning platform, Kahoot, in ways that support a variety of pedagogical methods to increase student learning and comprehension as well as class interaction and subject interest. The learning platform can be used to collect information through the use of surveys, test students' prior knowledge through content-based quizzes, both as individuals and in small groups, present new information through one-right answer quizzes, and serve as a foundation for developing classroom discussions and learning. Participants will be able to experience these tools in real time during the demonstration (just as students would), and I will provide examples of surveys and quizzes that were successful in my classes this year.à Participants will learn ways to use Kahoot to accomplish multiple pedagogical goals while raising levels of student interest in the subject matter (works for a wide variety of disciplines).

Author Biography

Amy Bangerter, George Mason University; College of Humanities and Social Sciences; Composition Department

Amy Bangerter works for the Composition Department in the College of Humanities and Social Sciences.

Published

2017-06-06

Issue

Section

1:50pm-2:30pm Mini-Workshops, Panels, & Roundtables