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


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