VTaL and Kahoot! - Gamification and Developing Student Understanding of Assessment Information

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Developing Student Understanding of Assessment Information

I have used Kahoot! before in my junior classes, as a tool to encourage students to unpack the assessment information and instructions.  I decided to use this approach again.  I explained to students that they had approximately 10 minutes to read through the assessment information, after which, we would complete a Kahoot!

The VTaL Tools and Processes Used

Students who I have taught in previous years eg. current Year 10s previously taught as Year 9s, or Years who I taught as intermediate students, are fully accustomed to how they locate and access learning instructions in my class.  This generally starts by navigating to my DigiTech with Ms Anderson Google Site, then to the Year Level Calendar, and by clicking on the event for today's date to see the specific instructions for that lesson [as shown in the screenshot].

Students would then locate the Year 10 DigiTech Project via the Workspace in the Student Dashboard.  Or, for students who do not have access to the workspace, they could also access the Year 10 DigiTech Project via the Year Level tab in the DigiTech with Ms Anderson Google Site.

How Effective was the Teaching and Learning Strategy

Students completed the Kahoot! shortly after accessing and reading the Year 10 DigiTech Project instructions.  The competitive and fun aspect of the Kahoot! eg. gamification, engages students and motivates students to participate in the learning activity.  However, not all students were overly thrilled with the results as they felt as though they could do better.  This provided the opportunity to use the Kahoot! as a pre-test type learning activity.  I explained to the students that I would run the same Kahoot! at the end of the lesson, to see if their results would improve, and give the students another opportunity to compete for the top spot.  

The following presentation is a series of screenshots that shows what is happening within the Kahoot!, as each of the questions is being broadcast to students.


From a teaching point of view, the most important aspect was having as many students as possible, with a sound understanding of the assessment information, which would be reflected in the Kahoot! results.  Repeating the Kahoot! enabled students to improve their level of understanding.  The comparison between the first Kahoot! results and the second Kahoot! results demonstrates the difference and improvement of understanding. The gamification aspect of the Kahoot! is what helped to motivate students to better their initial scores.

The following are the Kahoot! results from the first attempt at the Kahoot!, eg the pre-test, as well as the results from the second attempt at the Kahoot!

Kahoot Results - 2018 Year 10 Technology Project Semester 1 - Attempt 1 - Correct Answers 55.10%
Kahoot Results - 2018 Year 10 Technology Project Semester 1 - Attempt 2 - Correct Answers 88.80%










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