kahoot

31.03.2015

Kahoot: Who said smartphones aren’t useful in the classroom?

Image | Kahoot

In addition to replacing traditional whiteboards and books, technology can make classes much more enjoyable and effective for students and teachers alike. The students’ role in using new interactive tools is oftentimes overlooked, although their approval and adoption of the technology is crucial for these new teaching methods to work. If the content is too complex or tedious, then students will not be engaged in the learning process.

This is precisely one of the strengths claimed by the creators of Kahoot, a Norwegian app that has already attracted over 30 million unique users since its launch in 2011. After opening a profile, the app allows you to easily create tests with questions from the chosen subject, and add videos, pictures and other digital materials to enhance the experience.

kahoot

Image | Kahoot

To maximize the app’s potential, the founders of Kahoot have come up with a brand new teaching method. The system starts with an initial exam, set up by the teacher, which each student then takes on his or her own smartphone (without having to set up an account in the app). Students can also follow the results of the test, as the questions are projected on a screen installed in the classroom. At the same time, teachers can view how the students are scoring on the test from their interface.

One of the most innovative aspects of Kahoot, which sets it apart from similar tools, is that once this initial test is complete, students can then create their own list of questions according to their personal interests and queries. Based on the questions created by the students, teachers can get an idea of the class’ progress as well as the areas that need to be reviewed again.

When the teacher sets these target areas, students once again become protagonists in the classroom, and make new tests to challenge their peers. The idea is to have fun and contribute to the development of the class, a system that its creators have dubbed ‘circle of student to leader’: the students not only hear the explanation from their desks but they also actively participate and take the reins in the game.

The innovative approach of this Norwegian startup is also successful among businesses and universities. In January, 14 million people completed a test using this platform. Another key to this rapid growth is its popularization through conferences and social media, where its founders have created a community in which teachers and students share experiences and content.

With Kahoot, teachers hand the baton over to their students to adapt education to their own real needs.