Kahootology

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The Correct Answers of Kahootology is an absolute unit of a nation, in awe indeed

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A quick word from our lord and saviours (copied from Wikipedia): Kahoot! is a free game-based learning platform, as educational technology. Launched in August 2013 from Norway, Kahoot! is now played by over 50 million people in 180 countries. Created for use in classrooms and other learning environments, Kahoot!’s learning games ("kahoots") are multiple-choice quizzes that can be created by anyone and are not restricted as to age level or subject matter. As Kahoot may be played using any device, desktop or laptop with a web browser, it is popular in classes with "bring your own device" policies.

Kahoot! is designed for social learning, with learners gathered around a common screen. In a typical classroom environment, this will be a smartscreen, interactive whiteboard, or a computer monitor. Many kahoots are also played using screensharing tools such as Skype, Appear.in and Google Hangouts.

When a kahoot is launched, it will have its own unique PIN randomly generated by the system. Using any device with a web browser, players visit the website dedicated for quiz participation, kahoot.it, and input the unique PIN, and then enter a nickname before being directed to the waiting screen (the "lobby"). When all players' nicknames appear in the lobby, the kahoot leader (normally the teacher) clicks the Start button to begin the quiz.

During gameplay, the questions and up to 4 multiple choice answers are displayed on the main screen. Every answer corresponds to a distinctive color and shape. On the screen of the learners' devices, there are at most four rectangles with the color and the shape on each, and the learner needs to click or tap on the rectangle representing the correct answer. The game design is such that the players are required to frequently look up from their devices, enabling social interaction with the teacher and their peers.

Kahoot! can be used to monitor each student’s knowledge and to identify areas where the students would benefit from more one-to-one teaching, but it is more generally used as a break from traditional classroom activities. A more advanced use of Kahoot! could be to integrate kahoots into lessons themselves; using it as a direct teaching method to increase retention of new facts and revise before exams.

Influenced by the "bring your own device" trend, Kahoot! supports a wide range of web browsers and mobile devices through its web interface, including Android 4.0 or later and all modern web browsers. There are also native applications for Android and iOS available, and according to Kahoot! apps for other platforms are planned but not the top priority.

Kahoot! was developed by its three founders, Johan Brand, Jamie Brooker and Morten Versvik, as a joint project between Mobitroll and the Norwegian University of Technology & Science.

The core quiz format is based on research by Professor Alf Inge Wang and colleagues at the Norwegian University of Science and Technology (NTNU). The technology platform itself stems from research conducted by Morten Versvik as part of his master's degree at NTNU. The Pedagogy and User Experience were informed by the work co-founders Jamie Brooker and Johan Brand developed while at their London-based behavioral design agency, We Are Human.

Kahoot! is owned and funded by the founding team, and has also received grant funding from the Norwegian Research Council.

Awards Nordic Startup Awards 2015, Startup of the Year Nordic Startup Awards 2015, Founder of the Year (Johan Brand) EdTech Europe’s EdTech 20, Most Innovative EdTech Company Digital Service That Is Changing The World 100 most influential leaders in EdTech (Johan Brand) LAUNCHedu awards finalist, Higher Education category

Research According to research done by two students at the Norwegian University of Science and Technology, the network latency in accessing the website greatly influences the quality of experience of the platform, in both longitudinal and cross-section studies, with a sample size N=21. It is found that about 70% of the sample size regard Kahoot! as having positive results on all delay levels, while a varying amount of students (between 10-20%) report that the platform is too time-consuming, forming a direct relationship with the duration of delay.

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