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How Kahoot! can be used to improve
trainee teachers’ formative assessment
Pete Atherton
Summary
• What is Kahoot!?
• Demonstration of Kahoot!
• My action research
• Wider context – connectivism
• Where we are now - edtech
What is Kahoot!?
• A game-based student response system
(G.S.R.S)
• Often used as a fun quiz BUT:
Kahoot!’s potential
• Develop high order thinking skills?
AND
• Pupils’ metacognition?
• Teachers’ questioning skills?
This paper
• A small scale research project into how to use
Kahoot! for formative assessment.
Why?
• To examine trainees’ strengths and training
needs in terms of assessment.
• Could Kahoot! could help trainees provide
more powerful evidence of formative
assessment?
Personal Reflection - now
• Research interest in social media literacies and
academic research
• Writing 50 Ways to Use Technology in the
Classroom (Sage)
How?
Data drawn from:
• Kahoot! Surveys
• Kahoot! Quizzes
• Questionnaires
• Case studies
Who and where?
• Used a cohort of trainee teachers at two
universities in the north of England
Literature Objectives
To assess the challenges in using edtech (using lit
from circa 2010 onwards).
Context
• ‘Digital natives’ expect to learn differently
(Prensky, 2001, 2012).
• The rise of ‘social natives’ (Foulger, 2014)
• The renewed emphasis on assessment for I.T.T
(Carter, 2015)
What might the research reveal?
• Kahoot! and other
edtech retards the
development of high
order thinking skills.
• Removes both skill and
authority from the
teacher (Sadler, 2015).
Carter Review of I.T.T (2015)
• Trainees need a more critical and
comprehensive understanding of assessment
(Carter, 2015)
AND
• How to employ data productively in planning
lessons and setting targets.
Broader Context
• Mastery learning
• Gamified learning
• The ‘connectivist classroom’
Formative Assessment – Post ‘levels’
‘Mastery learning’
• Deeper, consolidated understanding of fewer
topics
(Guskey, 2012, cited in McIntosh, 2015)
Gamified Learning
Kahoot’s interface is designed to sustain intrinsic
motivation by:
• creating a fantasy world
• stimulating and sustaining curiosity
• presenting levels of challenge (Malone, 1980,
cited in Wang, 2014).
Connectivism
• The pipe itself is more important than its
contents (Siemens, 2005)
The ‘Connectivist’ classroom
• Frequent assessment but..
• Information and decisions on what to do with
it, are always in flux (Siemens, 2005).
The Connectivist Classroom
• Problem-solving and the navigation around
seemingly infinite knowledge (Donnelly, 2010,
Brown, 2005).
Connectivist Classroom
Need to collaborate and negotiate with
knowledge increased
Greater need for interaction in real time to:
• improve motivation
• enable learners to act on feedback (Dron and
Anderson 2014)
Connectivist Classroom
• Knowledge is a decentralised continuum
(McLoughlin and Lee, 2008).
• Need to teach skills to acquire the knowledge
• Knowledge is constantly flowing, as if through
a pipe (Siemens, 2005).
Benefits of Connectivism
• Pleasure in the discovery of new knowledge -
a serendipity. Huang et al (2014)
The Connectivist Classroom
• The learner, then, is the kernel of both
knowledge and discussion (Friesen and Lowe,
2010).
BUT….
Critique of Connectivism
• Too learner-centred
• Ignores the expertise of the teacher
• Can inhibit the development of high order
thinking skills (Sadler, 2015)
• Draws from Prensky’s (2001) ideas about
‘digital natives’, which have no empirical data
(Helsper, 2009: 3)
The myth of the ‘digital native’
Do ‘digital natives’ (Prensky, 2001, 2012) really
have ‘digital literacy’ (Harmes, 2015)?
• Problem-solving
• Using appropriate registers
• Self-regulation
• Digital creativity
What we did with Kahoot!
• We did a ‘blind Kahoot!’
for new knowledge
with some deliberately
hard questions.
Then..
They played again in
‘ghost mode’ against their
previous score.
Playing again in ‘ghost mode’
Quantitative: Scores rose by between 40 and
50%.
Qualitative: ‘It forces you to use abstract
thought’.
‘You can learn things unexpectedly’
‘Reinforces new knowledge’.
What we did with Kahoot!
• We completed a Kahoot! Survey and worked
in pairs
Emerging Themes from Sample
• Unclear on formative assessment,
confident on using edtech
• Unclear on how to differentiate and
stretch and challenge.
• Little thought given to preparing questions
in advance.
Edtech yes, assessment no - how will
they bridge the gap?
Emerging Themes
• Playing in ‘ghost mode’ helps learners accept
that they can learn from being wrong.
• Kahoot! can help trainees develop their
learners' metacognitive skills.
• The importance of collaborative learning with
Kahoot!.
Emerging Themes
Trainee A
‘Kahoot! Is a source to see current knowledge
and how to build on it.’
Ghost mode (cont’d)
• Learners can analyse, why one answer was
correct and the other was not.
• ‘Ghost Mode' encourages self-efficacy
through giving a chance to improve and
monitor one's own progress
Ghost mode (cont’d)
• ‘I used more areas of my brain to think about
whether I had already learnt something and to
make connections.’
• ‘I learned by getting things wrong’.
Useful for formative assessment?
• Kahoot!. They have an immediate chance to
rectify mistakes and improve.
• Could secure basic knowledge throughout the
year.
Proposals for further work
• Other edtech platforms and assessment
• Interrogating the literacies of the ‘social
native’ (Foulger, 2014)
Where we are now
Emerging edtech
• Assessment tools
• Video for formative assessment
• Social media for formative assessment
• Gamified formative assessment
How you can help
• Blog on http://edtechblogs.com
• Tell your story
• Share on social media

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Kahoot! for assessment

  • 1. How Kahoot! can be used to improve trainee teachers’ formative assessment Pete Atherton
  • 2. Summary • What is Kahoot!? • Demonstration of Kahoot! • My action research • Wider context – connectivism • Where we are now - edtech
  • 3. What is Kahoot!? • A game-based student response system (G.S.R.S) • Often used as a fun quiz BUT:
  • 4. Kahoot!’s potential • Develop high order thinking skills? AND • Pupils’ metacognition? • Teachers’ questioning skills?
  • 5. This paper • A small scale research project into how to use Kahoot! for formative assessment.
  • 6. Why? • To examine trainees’ strengths and training needs in terms of assessment. • Could Kahoot! could help trainees provide more powerful evidence of formative assessment?
  • 7. Personal Reflection - now • Research interest in social media literacies and academic research • Writing 50 Ways to Use Technology in the Classroom (Sage)
  • 8. How? Data drawn from: • Kahoot! Surveys • Kahoot! Quizzes • Questionnaires • Case studies
  • 9. Who and where? • Used a cohort of trainee teachers at two universities in the north of England
  • 10. Literature Objectives To assess the challenges in using edtech (using lit from circa 2010 onwards).
  • 11. Context • ‘Digital natives’ expect to learn differently (Prensky, 2001, 2012). • The rise of ‘social natives’ (Foulger, 2014) • The renewed emphasis on assessment for I.T.T (Carter, 2015)
  • 12. What might the research reveal? • Kahoot! and other edtech retards the development of high order thinking skills. • Removes both skill and authority from the teacher (Sadler, 2015).
  • 13. Carter Review of I.T.T (2015) • Trainees need a more critical and comprehensive understanding of assessment (Carter, 2015) AND • How to employ data productively in planning lessons and setting targets.
  • 14. Broader Context • Mastery learning • Gamified learning • The ‘connectivist classroom’
  • 15. Formative Assessment – Post ‘levels’ ‘Mastery learning’ • Deeper, consolidated understanding of fewer topics (Guskey, 2012, cited in McIntosh, 2015)
  • 16. Gamified Learning Kahoot’s interface is designed to sustain intrinsic motivation by: • creating a fantasy world • stimulating and sustaining curiosity • presenting levels of challenge (Malone, 1980, cited in Wang, 2014).
  • 17. Connectivism • The pipe itself is more important than its contents (Siemens, 2005)
  • 18. The ‘Connectivist’ classroom • Frequent assessment but.. • Information and decisions on what to do with it, are always in flux (Siemens, 2005).
  • 19. The Connectivist Classroom • Problem-solving and the navigation around seemingly infinite knowledge (Donnelly, 2010, Brown, 2005).
  • 20. Connectivist Classroom Need to collaborate and negotiate with knowledge increased Greater need for interaction in real time to: • improve motivation • enable learners to act on feedback (Dron and Anderson 2014)
  • 21. Connectivist Classroom • Knowledge is a decentralised continuum (McLoughlin and Lee, 2008). • Need to teach skills to acquire the knowledge • Knowledge is constantly flowing, as if through a pipe (Siemens, 2005).
  • 22. Benefits of Connectivism • Pleasure in the discovery of new knowledge - a serendipity. Huang et al (2014)
  • 23. The Connectivist Classroom • The learner, then, is the kernel of both knowledge and discussion (Friesen and Lowe, 2010). BUT….
  • 24. Critique of Connectivism • Too learner-centred • Ignores the expertise of the teacher • Can inhibit the development of high order thinking skills (Sadler, 2015) • Draws from Prensky’s (2001) ideas about ‘digital natives’, which have no empirical data (Helsper, 2009: 3)
  • 25. The myth of the ‘digital native’ Do ‘digital natives’ (Prensky, 2001, 2012) really have ‘digital literacy’ (Harmes, 2015)? • Problem-solving • Using appropriate registers • Self-regulation • Digital creativity
  • 26. What we did with Kahoot! • We did a ‘blind Kahoot!’ for new knowledge with some deliberately hard questions. Then.. They played again in ‘ghost mode’ against their previous score.
  • 27. Playing again in ‘ghost mode’ Quantitative: Scores rose by between 40 and 50%. Qualitative: ‘It forces you to use abstract thought’. ‘You can learn things unexpectedly’ ‘Reinforces new knowledge’.
  • 28. What we did with Kahoot! • We completed a Kahoot! Survey and worked in pairs
  • 29. Emerging Themes from Sample • Unclear on formative assessment, confident on using edtech • Unclear on how to differentiate and stretch and challenge. • Little thought given to preparing questions in advance.
  • 30. Edtech yes, assessment no - how will they bridge the gap?
  • 31. Emerging Themes • Playing in ‘ghost mode’ helps learners accept that they can learn from being wrong. • Kahoot! can help trainees develop their learners' metacognitive skills. • The importance of collaborative learning with Kahoot!.
  • 32. Emerging Themes Trainee A ‘Kahoot! Is a source to see current knowledge and how to build on it.’
  • 33. Ghost mode (cont’d) • Learners can analyse, why one answer was correct and the other was not. • ‘Ghost Mode' encourages self-efficacy through giving a chance to improve and monitor one's own progress
  • 34. Ghost mode (cont’d) • ‘I used more areas of my brain to think about whether I had already learnt something and to make connections.’ • ‘I learned by getting things wrong’.
  • 35. Useful for formative assessment? • Kahoot!. They have an immediate chance to rectify mistakes and improve. • Could secure basic knowledge throughout the year.
  • 36. Proposals for further work • Other edtech platforms and assessment • Interrogating the literacies of the ‘social native’ (Foulger, 2014)
  • 37. Where we are now Emerging edtech • Assessment tools • Video for formative assessment • Social media for formative assessment • Gamified formative assessment
  • 38. How you can help • Blog on http://edtechblogs.com • Tell your story • Share on social media