eTools: Using Kahoot! in the Classroom
Narissra Maria Punyanunt-Carter, Texas Tech University
Introduction
Students will often state that they like instructors who employ active learning
strategies to get students engaged with the class topic. Sometimes, though--particularly
in large lecture classes--it is difficult to get some students to participate in classroom
activities and discussions and assess whether they truly are learning and retaining the
course material. Kahoot is the perfect solution to create a fun and interactive way for all
students to learn and comprehend the information.
What is Kahoot?
Kahoot! is a tool that delivers and presents questions to students. It is set up as a
game that students can play either individually or in groups. Instructors provide
students with multiple-choice questions, which are projected on a classroom screen.
Each question has a limit of 95 characters, is displayed anywhere from 5 seconds to 2
minutes, and is restricted to four response options. Students, who will need to create a
unique username that can be used throughout a semester, answer these questions with
their own personal electronic devices (e.g., laptop, smartphone, or tablet) and receive
points for both response accuracy and promptness. After each question is answered, the
correct answer will be displayed as well as a scoreboard of the highest point earners. At
any time, instructor can track student progress and scor