Kahoot is a quiz-based learning tool used in classrooms around the country to inspire competition and interest in a particular subject. Students log in through a shared code and take a quiz while competing with each other to earn the highest score by answering questions correctly and answering the fastest. It is a popular tool used in Leesville classrooms for review before quizzes, tests or final exams.
Most students at Leesville are fans of the tool, often referring to it as “Kahoot.lit”, substituting a famous slang word for the ending of the website address: kahoot.it.
Taylor White, a sophomore, uses Kahoot frequently in her classes and enjoys the game. “I like the review aspect and also the competitive aspect…[Kahoot] gets kids engaged in the subject…,” said White.
Many teachers use Kahoot for just that: getting kids engaged in their subject. Angela Scioli, a social studies teacher at Leesville, uses Kahoot often in her classes. “I think Kahoot is amazing,” said Scioli, listing that she can physically see that students are engaged while playing Kahoot. “When I watch kids play Kahoot…there is biologically observable tension, excitement and stress,” said Scioli.
Kahoot has multiple other programs to further promote learning and encourage healthy competition. One program, ghost mode, is a challenge implemented after the original Kahoot. According to the Kahoot website, it is “designed to challenge learners to beat previous Kahoot! scores, Ghost Mode is all about motivation, healthy competition, and reinforcing learning through fun repetition.” Ghost Mode allows students to play the Kahoot game again and attempt to beat their past score.
There are some downsides though, especially emphasized by Eric Broer, an English teacher at Leesville. “Kahoot is purely content based,” said Broer.
It is hard for teachers in certain subjects to use Kahoot because it is designed to quiz on the student’s memorization of the subject. In classes such as English, memorization of the subject is not that relevant, as many English classes are based on discussions and learning to think critically to solve problems.
In some ways, the intense competition of Kahoot can be seen in a good ways by teachers, as it inspires students to be interested in the subject at hand. However, this competition may just further encourage students to remain self-centered and competitive in their adult future, as some teachers have expressed when criticizing the learning tool.
The criticisms include the game’s use of competition. “…we as a culture implicate in our children to be very individualistic and competitive for good or for ill,” said Scioli.
Good or bad, Kahoot will continue to be used in classrooms at Leesville and students will continue to gasp with excitement when their teacher says ‘Let’s play Kahoot!’.