Kahoot!: Bring the Fun Into the Classroom!

Grace Nathania Clara Sabandar, Noldy Richard Supit, Effendy Suryana
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引用次数: 27

Abstract

During the height of 21st Century Learning, educators across the globe are demanded to find ways, methods and techniques to engage modern learners in the learning process. Nowadays, with the simplicity provided by the Internet, it is not as difficult and painful to help with the process. One of the fun ways to educate learners is with games, digital games. Games are usually intended to increase learners’ desire for competition, goal achievement and genuine self-expression, all in the while games are also great to promote interactivity, have a set of rules with a quantifiable result, can be colorful, as well as appealing and extremely realistic. This paper is based on an interactive workshop which was focused in exploring the app, Kahoot!, that claims to provide educators with a chance to create a game-based assessment in different forms, such as multiple-choice questions, jumbled vocabulary, jumbled sentences. Healthy competition and rewarding good ideas provided by Kahoot! app also said to be motivational both to educators and for modern learners. It is expected that through this workshop participants are comfortable and able to incorporate Kahoot! into a variety of learning environments and will have the opportunity to design game-based learning events that can be used in the classroom. Finally, the workshop provided an opportunity for participants to discuss strengths, weaknesses, benefits and challenges in using Kahoot!.
Kahoot !把乐趣带进教室!
在21世纪学习的高峰时期,要求全球的教育工作者找到方法、方法和技术,使现代学习者参与学习过程。如今,有了互联网提供的简单性,帮助完成这个过程就不那么困难和痛苦了。教育学习者的一种有趣的方式是游戏,数字游戏。游戏通常是为了提高学习者对竞争、目标实现和真实自我表达的渴望,同时游戏也可以促进互动性,有一套可量化结果的规则,可以是丰富多彩的,也可以是吸引人的,而且非常逼真。这篇论文是基于一个互动研讨会,该研讨会的重点是探索应用程序Kahoot!,它声称为教育工作者提供了一个以不同形式创建基于游戏的评估的机会,比如选择题、混乱的词汇、混乱的句子。健康的竞争和奖励好主意由Kahoot提供!App还被认为对教育工作者和现代学习者都有激励作用。希望通过这次研讨会,参与者能够舒适地融入Kahoot!进入各种学习环境,并将有机会设计基于游戏的学习事件,可以在课堂上使用。最后,研讨会为与会者提供了一个机会,讨论使用Kahoot!的优点、缺点、好处和挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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