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Kahoot 1player
Kahoot 1player








Ten of these submissions were used then in a Kahoot game where students were given 15 minutes to answer each question. (NCLEX stands for National Council Licensure Examination which refers to the nursing licensing exam.) Students were asked to submit their questions with highlighted correct answers to the instructors who reviewed the quality of each question. They were then given an hour to develop one NCLEX-style multiple choice question addressing nursing knowledge for each of the five assigned medications. Students were initially assigned to complete interactive learning tutorials for five medications.

kahoot 1player

al (2018) examined the use of Kahoot with a group of 32 second-semester Nursing students who were learning pharmacology. Its utilization spanned various fields and courses including language (English and Chinese), Information Technology, Bio-Engineering, Media and Communication, Electric Circuits, Business, Math, Physics, Chemistry, Animal Science, Academic Writing, Educational Technology, Nursing, Vocational Training, Programming, Control Systems, and Earth Science.īryant et. Of the thirty-six studies which looked at learning outcomes, it was found that Kahoot was suited for K-12 and university settings. Therefore, Kahoot could promote learning, problem solving, and render education more enjoyable by encouraging social ties, specialization ability, and ambition to achieve success in a competitive environment,įurthermore, Wang & Tahir (2020) noted the implementation of Kahoot as a teaching tool. al, 2018).Īdditionally, Kahoot offered real time feedback for students, filling the gap between students’ knowledge and what they were expected to know (Youhasan & Raheem, 2019).

kahoot 1player

These benefits of Kahoot may be due to its surface-level gamification features such as suspenseful music and colour displays which targeted users’ needs for challenge, fantasy, and sensory curiosity (Licorish et. Of the 93 studies that were included in the literature review, there were many positive effects highlighted for the gamified approach compared to the traditional one, including: Wang and Tahir’s 2020 literature review investigated the effects that Kahoot has on students’ learning performance, classroom dynamics, motivation, engagement, concentration, and enjoyment, and how teachers perceive the use of the platform compared to other teaching methods.

kahoot 1player

Since the release of Kahoot in 2013, there have been many studies published on its use in the classroom.










Kahoot 1player