Description Kahoot! is a platform mostly game inspired and most often used in classrooms as a learning tool. Anyone can sign up for the service and use it to create clean-looking multiple choice quizzes on any type of subject. As long as the students have access via the application or a web browser, they can go to the site and enter the six-digit game code. Then the students are prompted to create a nickname for the game before it begins. In-game, students must response to the questions with the correct knowledge and with a fast hand. Point are determined on how fast the question is answered, and if it is correct. A leaderboard appears after every question to add a competitive edge to the game.
Danielson Tie-In This technology definitive fits mostly into Domain three of Danielson's framework. It is heavily centered on assessment, whether it is used in a formative or summative way. For the elements of Domain 3, I think 3b, 3c, and 3d fit Kahoot! very well. With 3b, it's really about using question techniques that get the students to participate, nothing drives this better than a little competition. For 3c its centered around engaging the students, and from personal experience I honestly looked forward to the days we played Kahoot because I wanted to win. Lastly, 3d it is an easy way to be monitoring the students with their knowledge of the material and then looking at the feedback one can get after a Kahoot finishes. Kahoot is typically used as a formative assessment or as a study tool before summative assessments.
Reflection I can use Kahoot in the classroom as a formative assessment and a tool for studying. I remember using Kahoot a lot in high school when it came to studying because it became a good way for me to gauge my own knowledge of the material. Typically, we used it the day before a test so I tried to remember what I missed so I could heavily study it later on. I definitely see myself using this tool in my future classroom. It has a simple interface and it adds in that competitive edge that really pushes students to get involved and try their best on the questions. There is nothing more satisfying than seeing your name at the top of the leaderboard.
Brand, J., Brooker, J., Morgan, P., & Versvik, M. (2013, August). Kahoot. Retrieved March 20, 2018 from http://kahoot.com/ Charlotte Danielson, (2011). The Framework for Teaching Evaluation Instrument. Retrieved from http://static.pdesas.org/content/documents/danielson_rubric_32.pdf