Kahoot!

Description: Kahoot! is a game-based learning platform that promotes collaboration through interactive quizzes and games. Its intuitive design allows educators and facilitators to create customized quizzes that can be used in educational and corporate settings. Participants can join via their mobile devices or computers, fostering interaction and engagement. Kahoot! is characterized by its playful approach, where users answer questions in real-time, earning points for speed and accuracy. This dynamic not only makes learning more engaging but also facilitates collaboration among participants, as they can discuss and share answers in groups. Additionally, the platform offers a variety of question types, including multiple choice, true or false, and open-ended questions, allowing creators to tailor content to different difficulty levels and learning styles. Kahoot! has become an essential tool in various learning environments, promoting an active and participatory atmosphere where friendly competition and collaboration intertwine to enhance the educational experience.

History: Kahoot! was founded in 2013 by Johan Brand, Jamie Brooker, and Morten Versvik as a tool to make learning more interactive and fun. Since its launch, the platform has significantly evolved, incorporating new features and functionalities, such as the ability to create polls and discussions in real-time. In 2017, Kahoot! expanded globally, reaching millions of users worldwide and becoming one of the most popular learning platforms. The company has received multiple investments and collaborated with various educational institutions to enhance its offerings.

Uses: Kahoot! is primarily used in educational settings, both in classrooms and corporate training environments. Educators use it to review concepts, assess students’ prior knowledge, and encourage active participation in class. It is also used in team-building events in companies, where employees can participate in trivia games related to organizational culture or specific topics. Additionally, Kahoot! has adapted to be used in virtual environments, allowing users to participate from anywhere.

Examples: An example of using Kahoot! is in a math class, where the teacher creates a quiz on fractions and students compete to see who answers the fastest and most accurately. Another case is in a work meeting, where a manager uses Kahoot! to assess the team’s knowledge of a new product, fostering discussion and collaborative learning.

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