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Ed Tool

Stefania Martinelli

Created on August 11, 2023

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Transcript

Presenter: Stefania Martinelli

Technology-enhanced learning

A new & exciting technology that drives the learning experience...

in this presentation...

Time?

Evaluation Criteria

References

The Technology

Implementation

EVALUATION CRiTERIA

Pedagogical

Technical

Financial

Motivational

+ tool info

+ tool info

+ tool info

+ tool info

  • It is fun to use
  • It motivates learners
  • Has good UX/UI
  • Different devices
  • User-friendly
  • No registration needed
  • Free version available
  • Paid per teacher, billed per year
  • Support available
  • Engagement, motivation,
  • Learning performance
  • Independent learning
  • Offers learning analytics
  • LOs & instructional best practices
  • Assessment of learning and feedback
  • Support of various modes of instruction and independent learning
  • Interoperability
  • User-friendly
  • Registration of learners
  • Terms of privacy
  • Paid VS free
  • Pricing model
  • Per teacher / no. of learners
  • Support available
  • Digital literacy
  • Fun to use
  • Motivations
  • UX (the overall experience) and UI (the functionality)

Presenting.... kahoot!

  • A multi-player game based-learning tool
  • Inc. points-system, leaderboards, avatars, levels and streaks

Gamification VS Game-based learning Gamification is the process of incoroportaing gaming elements into classic teaching and learning experience. Game-based learning is using games for learning (Kahoot! is a good example of game-based learning!)

+info

Picture from https://hi-impact.co.uk/spotlight-on-kahoot/

Implementation

Does it meet our criteria? Yes! Implement!

Gold

Alpha

Beta

Expand & Iterate

Test

Extend

time?

OR

Questions?

A Kahoot!

Picture from https://kahoot.com/schools/back-to-school-23-basic/#check-out-everything/

Thank you for your time!

references

Atherton, P. (2018). More than just a quiz—How Kahoot! Can help trainee teachers understand the learning process. Teacher Education Advancement Network Journal, 10(2), Article 2. Garza, M., Olivan, S., Monleón, E., Cisneros, A. I., García-Barrios, A., Ochoa, I., Whyte, J., & Lamiquiz-Moneo, I. (2023). Performance in Kahoot! Activities as predictive of exam performance. BMC Medical Education, 23(1), 413. https://doi.org/10.1186/s12909-023-04379-x Shawwa, L., Kamel, F., Shawwa, L., & Kamel, F. (2023). Assessing the Knowledge and Perceptions of Medical Students After Using Kahoot! In Pharmacology Practical Sessions at King Abdulaziz University, Jeddah. Cureus, 15(3). https://doi.org/10.7759/cureus.36796 Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! For learning – A literature review. Computers & Education, 149, 103818. https://doi.org/10.1016/j.compedu.2020.103818

  • Staff members clear on duties and timeline
  • Train few teachers who will use the tool with students and run focus groups
  • Ensure all teachers know of the tool
  • Continously run training sessions on the tool
  • Continously collect feedback

Findings from studies:

  • Positive impact on student engagement, motivation, class dynamics and learning experiences
  • Minimise distractions in the classroom
  • Sense of accomplishment, healthy competition and fun
  • Improved learning outcomes provide immediate feedback,
  • Helps learners identifying areas of weakness
  • Provide tailored training sessions to more teachers
  • Decide whether a paid-version would be worth it
  • Ask for feedback from users at every stage in the implementation.