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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!)
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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.