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Category: EdTech Inquiry

Final Kahoot Post Resources

Group Inquiry #8

Key Readings and Resources

Topic: How can Kahoot be used as a resource in the classroom & how does it connect to formative and summative assessment?

Throughout our Ed-Tech Inquiry project, we researched on our topic, and found many resources, whether it be, scholarly articles, educational videos, news articles or research done by others, all of the resources used are stated below. Also, we included a few extra resources and articles linked to our topic that are definitely worth checking out!

From Blog Posts

Additional Resources

(Post by Arnelle and Brittany)

Group Inquiry 7

Group Inquiry #7

Overall, we believe that Kahoot is a fun and interactive game based digital platform that allows students to be intrinsically motivated and successful. The Create, Play, Share motto fosters the idea of collaboration and competitiveness all while supporting learning and using Kahoot as a tool in your classroom. Throughout our inquiry research, we have discovered some of the key aspects children like about Kahoot and how Kahoot can empower our learners and learn from each other as they can also make and share Kahoots among each other. Listening to the students needs and modifying and adapting Kahoots as well as revisiting Kahoots helps learners succeed and grow. It is a platform that helps the diversity of student learners as it includes various features and styles of learning. Please enjoy the Kahoot we have made below! 

How to Create a Kahoot (Step-By-Step) Tutorial: 

Teacher steps / How to Make a Kahoot!

  1. Go to or download the Kahoot app
  2. Pick your role (teacher / student) 
  3. Create an account username, email and password 
  4. Then to create a new Kahoot, press “Create a new Kahoot”
  5. Choose and customize  the style of your Kahoot, puzzle, slide, spelling etc. 
  6. Now choose your style of  question and answers (true or false, poll, closed question, multiple answers, open question etc. 
  7. Then add an image (optional) and insert up to four answers for students to pick from. 
  8. One this is complete, click “Done” and title your Kahoot

Students steps

  1. If students do not have an account visit and enter the game password provided by the teacher
  2. If students also want to make their own Kahoots, they will need to follow the steps outlined above (see teacher steps).

Summary: Here is a link of a Kahoot we made based on group inquiry posts 1 through 6:

(Post by Arnelle and Brittany )


Kahoot Post 6

Kahoot is known for its competitive nature as uses points to rank participants based on answering questions correctly as well as the speed at which the questions are answered. However, a more subtle aspect of Kahoot is its ability to promote collaboration in the classroom. The collaborative model is found within the idea of valuing student input which thus leads them to success and puts them at the center of their learning. In the following article (  one teacher explains his experience with Kahoot and how he started using it simply for a fun break and hadn’t explored many other possibilities until he received feedback from his students.

As such some of the modifications this teacher implemented to make it more collaborative for the students were:

  • Warm up (no point game)
  • Include I do not know as a possible answer
  • Replay Kahoots (to check and reinforce progressions and knowledge)
  • Give more time so students do not feel rushed and want to guess
  • Break up questions with multiple steps

Kahoot can also be collaborative as there are many teachers and students making Kahoots and sharing Kahoot’s with each other. Students building their own Kahoot games promotes collaboration and focuses on the student being the center of their learning all while learning from others. This fosters a strength-based approach as well as it empowers students to be creative and use what they understand to help others.  Also, there is the ability to work as a team/ small groups (this is particularly successful if there is lots of time to answer the questions as it allows discussion among groups instead of rushing). There is also a feature called Team Mode on Kahoot that supports collaboration and this idea of teamwork. This mode gives students time to discuss and then answer. See the following video that explains this mode more in depth.


(Post by Brittany and Arnelle)

Kahoot post 5

Group Inquiry Post #5

( Photo from

This week, we decided to take a unique perspective and look at our overarching question through the perspectives of students. By changing our point of view, we will look at what students think of Kahoot and Kahoot’s influence on teaching and learning. As we already know technology is on the rise and is being increasingly integrated into teaching environments in view of enhancing students’ engagement and motivation. Kahoot is an exemplar example of this and as it fosters student engagement and improves overall students’ learning experience.

As we both work and volunteer in classrooms and currently work with school aged children, we are given the luxury to create relationships and build connections with youth. Within the past week, we have asked a bunch of students in a variety of different ages and grades what they think about Kahoot and if they use it in their classrooms. Almost 95% of the students we spoke to have used Kahoot in previous years or are using Kahoot currently. Some student testimonies are as the following:

Grade 1:

  • We like how much fun it is!

Grade 3:

  • We like the fact that it’s a game.
  • We like that we can play against people.

Grade 12:

  • It is a great study method and makes learning fun.
  • It’s a great way to study in a group of people and quiz each other on class material.

In relation to external resources we found an article, which fits very well with this week’s topic. The article “Students’ perception of Kahoot’s influence on teaching and learning” acknowledges the outcomes of research that examined students’ experience using a game-based student response system, Kahoot in an Information Systems Strategy and Governance course at a research-intensive teaching university in New Zealand. Some of the key findings from the article revealed that Kahoot enriched the quality of student learning in the classroom, with the highest influence reported on classroom dynamics, engagement, motivation and improved learning experience. Our findings also suggest that the use of educational games in the classroom is likely to minimize distractions, thereby improving the quality of teaching and learning beyond what is provided in conventional classrooms.

This YouTube video (link): discuses and demonstrates hot Kahoot is and can be viewed from an instructor and student point of view.



Partner: Brittany Johnson

Post by Arnelle and Brittany

Blog post 4 group Inquiry

Kahoot is really an enjoyable experience and is a shared learning platform used throughout the world. This video demonstrates how it is used with various age groups, populations as well as places and the excitement it brings to learning. (the photo above is also from that video).

As such, this week we decided to outline our personal experiences with Kahoot both as students and as emerging teachers as we thought it would be nice to understand both perspectives.

Personal Connections (Below both my partner and I described our own stories of how we have seen Kahoot being used as a game-based learning platform and how it has motivated students to learn).

Arnelle: From volunteering in classrooms, to practicum’s and observational Wednesday visits last semester, I have seen the impact that Kahoot and all game-based learning has on an individual child and their motivation to learn. I have observed that all students are included and participate in Kahoot, I have also observed that Kahoot allows students to work collaboratively, it allows them to work individually and allows students to be competitive or play in a cooperation game style. A story, that came to my mind, while writing this week’s blog post was that, when I was observing a grade 5 classroom, the class was studying English language arts, and focusing on spelling, therefore the teacher had constructed a Kahoot, and put the students in groups of 4, with one IPad per group. The students were able to work collaboratively, and find the correct spelling to the word/ sentences the teacher said out loud. This technique was very useful, ad beneficial for the students, but also the teacher, therefore she could see who was understanding and succeeding and depict those who were struggling, and not helping their groups.

Brittany: My experience with Kahoot has extended from my high school years (it was launched in my grade 9 year) all the way to post-secondary (university). Kahoot is motivating for me as a student, I remember asking to play (intrinsic motivation), as it really helped me engage in learning and understand concepts. This fun interactive surface was able to make it so that children in the class could individually respond or collaboratively work together in small groups. In a classroom that I observed in, we used Kahoot both as a fun way to assess the classrooms understanding as a whole but also children were able to create their own Kahoot questions and play each other’s Kahoot’s as well. This idea extends beyond just the teacher instructing and allows children to create their own games which helps facilitate an engaging atmosphere for the students. I have experienced Kahoot both as a student and while observing various classrooms and I can honestly say that children are asking for Kahoot because they benefit from this learning platform.

Partner: Arnelle Basi




Group Inquiry 3 Kahoot

Group Inquiry Post #3

photo from:

This week, we will discuss game-based learning and the impacts motivation has on students, and in relation to Kahoot. For those of you who may not know, game based learning is a type of game play, which has defined learning outcomes. More generally, game based learning is designed to create a balance between playing and having fun and the ability to retain subject matter/ relevant information, which can be implicated into the real world, depending on the situation. The ultimate goal of game-based learning is to provide a fun environment where students can work towards a goal. Here is a quick two-minute video about what game-based learning is: Consecutively, by using a game-based learning theory it is a way of motivating the students to learn. Students are more likely to participate in any type of game rather than the old-fashioned way of learning (the teacher talks at the students). Motivation has several effects on student’s behavior but most importantly, their learning. Motivation leads to increased effort and energy and has a direct impact on how an individual learns. There are two types of motivation, extrinsic and intrinsic. Extrinsic is determined by the individual’s outside surrounding and specific tasks. Intrinsic motivation can be found within the individual since the task can be viewed as valuable. Therefore, when applying the affect that motivation has on the learning process, it is clear that people learn better based on the perceived value of the task, subject matter, personal goals, financial incentives and wide array of different factors. (For further explanation about how Motivation Affects Learning, please use this link: In conclusion, when relating these concepts to Kahoot, we recognize that Kahoot is considered to be a game-based learning platform, therefore this is one example of what may motivate a student to learn. Here are some images of Kahoot being used in the classrooms (a variety of different classrooms), as you can see, the students look engaged, and essentially motivated to be learning through this game-based platform. In the first image, it seems that the students appear to be young (elementary aged students) and they are celebrating their joy for learning and more importantly, because most of them got the answer correct. In the second image, it appears that the students are a bit older, because they are using their own technology devices, and it seems that some peer teaching is taking place.

photo from:

(Post by Arnelle and Brittany)

Group Inquiry Post 2

Group Inquiry Post #2

This week, we will be focusing on some helpful tips and tricks on how to use Kahoot as a resource in the classroom, as well as Kahoots anonymity. In reference to our question; how can Kahoot be used as a resource in the classroom & how does it connect to formative and summative assessment?

Tips and Tricks on how to use Kahoot as a resource in the classroom:

  • Use the results to direct classroom activity
  • Assess student understanding.
  • Zero in on the needs of individual students.
  • Conclude class with a quick round.
  • Use it for review!
  • Warm up the class with a game (good for Mondays, when the students are tired in the morning)
  • Assess students’ knowledge, to see where they are at before starting a unit.
  • Include a game, in your teaching.

One of the many benefits of Kahoot is that it has an option to be anonymous, therefore children are not as afraid of making a mistake. As such, this encourages motivation and willingness to participate as they are just playing a game to help them learn. Motivating our students is key to support their learning as they need to be engaged and motivated to be involved. This anonymity helps students not compare themselves to others learning but instead learn from each other. Additionally, this reflects the idea that the classroom is a safe and open space and because of this anonymity there is no judgement and instead only learning. Here is a link that supports this idea Furthermore, students can download this app on their phone or play via web version and so we can say that Kahoot can extend beyond just the classroom, as children can also make their own and study while using this surface. Kahoot is an interactive, fun and engaging way to learn! 

Post by Arnelle and Brittany

Group Inquiry Kahoot

This week we researched the learning platform of Kahoot, in regard to, our question of how can Kahoot be used as a resource in the classroom & how does it connect to formative and summative assessment?

Kahoot: What is it?


Kahoot is a game based learning platform that makes it easy to create, share and play learning games or trivia quizzes in minutes. This interactive game allows for students to have fun while learning. It also acts as a form of assessment, whether it be formative or summative assessment (depending on how the teacher decides to use the game). Kahoot is available, easily accessible and can be used for all ages. Students may work independently or in teams to answer the questions posed by the teacher.

Kahoot is known as a formative assessment tool as children are involved in a game that evaluates their understanding and learnings. However, unlike an essay where a student can get individual feedback, it is a competitive model that evaluates the classrooms understandings as a whole. There can be feedback, however it is done based on the classes results rather than the individual project. This method allows to check students understanding and typically enhances what is being learned as they occur throughout a unit rather than just at the end (summative assessment). Although, Kahoot can also support summative assessment as children are able to create quizzes for their pears based on their learnings.

Kahoot may not be the most effective formative assessment tool but serves as a good means to support learning as it encourages students to learn and see where their classmates are at, without singling out one child (as they do not know who answered wrong). Another digital platform that came up in our research was “Formative”. This digital platform is similar however it also provides students with more options to respond (drawing, short answer and multiple choice). As such, this platform can be an extension to Kahoot and learning. Visit the following video to learn more about assessment:

Additional Resources:

(Inquiry project partner: Arnelle Basi)