We did conduct a survey on students’ notions about Kahoot. We took a random sample of twenty students to be part of our study.
Do you think Kahoot is an excellent way to assessment
Out of the sample population of twenty students, fifteen of the respondents asserted that Kahoot has one of the best techniques for assessing students. These group of people argued that Kahoot games are well equipped with the best assessment content and cuts across all ages of learners. Only five respondents were of a contrary opinion.
Do you think Kahoot has quality content
When students were asked their perception on the quality content of Kahoot seventy six percent of the respondents did subscribe the assertion that Kahoot has the best quality content. Asserting that Kahoot content is anchored on several settings that is good for learners. Kahoot at school helps in provision of relations between students and teachers within the school or on open distance learning programs. Kahoot at work provides the best platform for interaction in e-learning, informative presentations, and training. Kahoot at home offers a good ground for family and home study relations through its educative games. Only twenty-four percent of the respondents were of the contrary opinion that Kahoot has questionable content that may not be helpful to the students since most students will always be playing the games to attain high scores without necessarily understanding the concepts.
Do you think Kahoot achieves her desired goal
When the sample population were asked if Kahoot has reached its desired goal in learning, twenty-seven percent of the respondents had a different perception. They did assert that Kahoot has provides fewer interactive platforms and submission of clarity on topic is dependent on the teachers will. Seventy-three percent of the respondents did attest that Kahoot has achieved its desired goal. It provides an excellent platform for corporate education learning, provides product information, and provides contact information that can be used for future or further reference.
Do you think other nations should adopt Kahoot
Based on the success of Kahoot in learning nine students from the random sample recommended Kahoot to be adopted by nations around the globe. Asserting that engaging students is the main root of empowerment and development at work, school, and at home. Kahoot provides relations platform and runs on a good way, in alignment with influencing students’ studies around the world. Seven students from the random sample were of a contrary opinion that Kahoot should not be adopted with nations around the globe, arguing that Kahoot is expensive to implement and taking such learning techniques will need an additional resource. They further assert that the use of Kahoot will only be limited to developed nations and civilized societies. Four students from the random sample were not sure whether Kahoot should be adopted or not.
When we did take a random sample of twenty students from both private and public learning institutions to be part of our survey. It is clear that seventy-five percent of the students believed in Kahoot as the best assessment method and only twenty-five had a different opinion. Seventy-six percent believed in the quality of the Kahoot content and only twenty-four percent did not believe in the content of Kahoot. Seventy- three percent of the respondents believed that Kahoot had achieved her learning goals and twenty-seven percent believed that Kahoot had not attained her goals. Forty-five percent of the respondents believe that Kahoot should be adopted globally and thirty-five percent asserted that Kahoot should not be adopted while twenty percent were not sure. From the above studies, we can deduce that use of Kahoot for learning has influenced several learners and therefore suitable for adoption by a bigger population. Going forward the challenges that come with Kahoot should be addressed to remain a viable learning technique.
Kahoot provides a fresh ground away from the ancient teaching methods like notes taking and lecturing; however, one of the significant concepts of Kahoot is to evaluate ideas and vocabularies to make room for tests. Kahoot provides the most comfortable and straightforward avenue to partake an assessment. Some scholars have asserted that note-taking is the best way of keeping data and information. On the contrary, Kahoot argues that note-taking consumes a lot of learners’ time and that Kahoot students will be able to save time and engage in more meaningful activities.
Kahoot brings about freshness in the learning sector through games. For one to attain more scores, he/she must be in a position to respond to the questions very fast, and the quicker he/she is, the more scores attained. Kahoot teaches its users that speed is necessary over real knowledge found from the learning materials and understanding of questions. Kahoot, at the same time, provides more credit to learners. Participants in any game are always working towards winning games to get additional points. However, learners may not comprehend the answers to whatever question is asked.
Each time a new question is floated, the participant has only five minutes to go through the questions and provide the answers. Such limited time will make the learners absorb the questions thoroughly. The fact that Kahoot’s additional scores stress on response time and not really understanding is not fair. Some learners may not be well equipped with the knowledge in the game’s learning material but still accorded the five-minute reaction time to get additional scores for their letter grades (http://www.commonsense.org/education/website/Kahoot). Apart from having disadvantages on the learners, the creators of Kahoot games, who on several occasions are teachers, cannot ask a complex and challenging question that will precisely assess leaners’ understanding on the game because of the time restriction for answers and questions in Kahoot.
Kahoot games are not applied to teach gadgets thoroughly. The way Kahoot assesses materials is too attached to the time provided to respond to the questions and tutor’s discussion regarding the wrong response. For example, if several leaners react to a question wrongly, the teacher may choose to discuss why or proceed with the game. It means that the learner may not get to know why the response given is wrong and how he/she needs to go about the question next time.