Kahoot uses a game-based student response system (GSRS), which refers to a game-based system in which the teacher will present interactive elements within the regular delivery of the lesson. The students then use their own mobile devices or school-provided technology to relay their responses during the presentation. These games are awarded points for each correct answer, on a streak (multiple answers correct in a row), and timing (how fast you answer the question). These points are a way to encourage student participation and promote unknown learning. The students will thrive to be at the top of the leader board and therefore this creates individual but class supported competition. Using games to support learning within an academic setting and a range of subjects is very beneficial to the student learning experience. Within them, they can access their previous knowledge, reflect on their own academic improvement and expand into further critical thinking. Further, games influence improvement in problem-solving and critical thinking. Overall, the game-based learning is used to promote positive student engagement in the classroom and create a positive emotional climate through healthy student competition and individual motivation. Furthermore, the game-based approach is helpful for those students participating in a full-class discussion, as it gives them an outlet for their thinking.
Kate and Holly
Research retrieved from :
https://pdfs.semanticscholar.org/1524/4ecd307ab706cbb394cb5e4ccd045b3c2d6f.pdf
Written by:
Sherlock A. Licorish, Jade Li George, Helen. E. Owen & Ben Daniel. (2017)
Leave a Reply
You must be logged in to post a comment.