Kahoot! reports that over 10 million educators utilize its interactive platform, which has integrated quiz games into regular classroom activities. However, the distinction between a vibrant classroom environment and one that truly supports learning is crucial. In this discussion, two experts share their insights on differentiating genuine educational outcomes from mere point accumulation.
Does Fun Lead to Learning?
Liz Crawford, who serves as the senior director and global head of education at Kahoot! and has a background as a first-grade teacher, emphasizes that engagement must translate to measurable outcomes. Referencing over 300 independent peer-reviewed studies, she notes that students consistently demonstrate an average improvement of one letter grade when frequently using Kahoot!. Crawford discusses the advantages of retrieval practice and immediate feedback, which enhance the effectiveness of the platform. She also highlights recent features that allow educators to eliminate timers and speed-based scoring, as well as an AI tool that transforms teachers’ existing materials into editable quizzes.
When Is a Quiz Game Real Learning?
Matthew Farber, an associate professor of educational technology at the University of Northern Colorado with extensive experience teaching middle school social studies, critiques quiz games as primarily serving a review function, often accompanied by timers. He cautions that grading these games can lead to problematic scenarios. Farber makes a clear distinction between gamification and game-based learning, describing the concept of a “blind Kahoot” where incorrect responses provide opportunities for teaching moments. He advocates for the pairing of narrative-driven games with literature and underscores the importance of prioritizing play above scoring in educational settings.
Tune in to the episode for further insights.
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