About Kahoot!
Kahoot! is a game-based learning platform, used as educational technology in schools and other educational institutions. Its learning games, "kahoots", are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot app. Kahoot! is used to make instruction more engaging remotely and in class, improve student outcomes and attendance, and collaborate with colleagues on learning content.
Kahoot! Use Cases
- Make lectures interactive
- Increase student engagement
- Gauge previous knowledge
- Student content review & test preparation
- Gauge student opinions
- Connect in student organizations
- Read more on the Kahoot! website: https://kahoot.com/schools/higher-ed/
Kahoot! Cautions
- Do not use for assessment
Academic assessments should be conducted using tools like D2L Brightspace where required auditing and retention are built in.
- Avoid requiring participants to sign in/self-identify
As the Kahoot! organizer you will login, but letting the participants remain anonymous helps ensure student privacy.
- Plan for public access
Kahoot! is full of community contributed content. Perpetual use to content you create and use on the platform is granted to Kahoot! That content is made public for others to consume. Be professional and use content that you have appropriate permission to make public. Pay special attention to image copyright limitations.
- Consult the Academic Technology Team (ATT)
If you are ever in doubt about the usage of Kahoot! or content on the platform reach out to the Academic Technology Team (ATT).