OnlineHE_Toolkit

89 The European Commission's support for the production of this publication does not constitute an endorsement of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein. Project Number: 2020-1-RO01-KA226-HE-095434 Best practice 4: Kahoot! game-based software 1. Topic/ Area Open to all HE subjects/disciplines 2. Title KAHOOT 3. Type of Best Practice Game-based software Digital assessment tool 4. Date released 2013 5. Partners/ network Kahoot! was founded by Johan Brand, Jamie Brooker and Morten Versvik in a joint project with the Norwegian University of Science and Technology 6. Level International/EU 7. Description of the methods/ approach and/or theories used Kahoot is based on the principles of gamification, a method that turns a gameless context (e.g., assessment in a subject) into a gameful one, using elements found in games (e.g., points, leaderboards, winning situations, teams, etc.). In this context, elements of behaviourism are also present while a collaborative approach can be found when students play in teams. Personalisation is also possible through spacing and testing: the content of the quiz is adapted to the student's level of understanding to increase the retention of knowledge while additional content is recommended for further practice. 8. Purpose/Aim Kahoot! is used as a tool to assess students’ understanding, mainly formatively, through a gamified approach. It is useful in reviewing the acquired knowledge and supporting students to actively participate in the process of online learning. It also keeps the motivation high and encourages competitive behaviour. 9. Target group Higher Education faculty & staff Learning designers/educational technologists Higher Education students

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