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Kahoot! Play & Create Quizzes

Play engaging quiz-based games (kahoots) at school, at home and at work, create your own kahoots and learn something new! Kahoot! brings the magic of learning for students, teachers, office superheroes, trivia fans and lifelong learners.

Here’s what you can do with the Kahoot! app, now available in English, Spanish, French, German, Italian, Brazilian Portuguese and Norwegian:

Students
- Join kahoots hosted live - in class or virtually - and use the app to submit answers
- Complete self-paced challenges
- Study at home or on the go with flashcards and other study modes
- Compete with friends in study leagues
- Challenge your friends with kahoots you found or created
- Create your own kahoots and add images or videos
- Host kahoots live for family and friends directly from your mobile device

Families and friends
- Find a kahoot on any topic, fit for any age
- Host a kahoot live by casting your screen to a big screen or screen share via video conferencing apps
- Engage your kids with studying at home
- Send a Kahoot! challenge to family members or friends
- Create your own kahoots and add different question types and image effects

Teachers
- Search among millions of ready-to-play kahoots on any topic
- Create or edit your own kahoots in minutes
- Combine different question types to increase engagement
- Host kahoots live in class or virtually for distance learning
- Assign student-paced challenges for content review
- Assess learning outcomes with reports

Company employees
- Create kahoots for e-learning, presentations, events and other occasions
- Encourage audience participation with polls and word cloud questions
- Host Kahoot! live in person or in a virtual meeting
- Assign self-paced challenges, for example, for e-learning
- Assess progress and results with reports

Premium features:
Kahoot! is free for teachers and their students, and it’s our commitment to keep it that way as part of our mission to make learning awesome. We offer optional upgrades that unlock advanced features, such as an image library with millions of images and advanced question types, such as puzzles, polls, open-ended questions and slides. To take advantage of these features, users will need a paid subscription.

To create and host kahoots in a work context, as well as get access to additional features, business users will need a paid subscription.

Sours: https://play.google.com/

What is Kahoot!?

Kahoot! is a game-based learning platform that makes it easy to create, share and play learning games or trivia quizzes in minutes. Unleash the fun in classrooms, offices and living rooms!

Sign up for free

Create a fun learning game in minutes – we call these ‘kahoots’. The format and number of questions is up to you. Add videos, images and diagrams to your questions to amplify engagement.

How to create a kahoot on your computer
How to create a kahoot in the app

What is Kahoot! - Create your own kahoots

Kahoots are best played in a group setting. To join a game, you need a unique PIN. If you’re the game host, you need a big screen. Players answer on their own devices, while questions are displayed on a shared screen. In addition to live games, you can also send kahoot challenges that players complete at their own pace &#; for example, for homework or remote training.

How to play a live kahoot

What is Kahoot! - Play Kahoot!

After a game, encourage players to create and share their own kahoots! With one of our premium plans for schools or business, you can co-create games with your colleagues and save time on finding relevant kahoots for your class or training session.

How to help learners become leaders in class

What is Kahoot! - Share kahoots to deepen understanding

Millions of teachers and students unleash the magic of learning with Kahoot! Introduce new topics, review, reward, and collect data for formative assessment.

Learn more about Kahoot! for schools

Make learning awesome in a business setting, too! Companies of all sizes use Kahoot! in training, presentations, team building and events.

Learn more about Kahoot! for business

Birthdays, weddings, holidays, game nights, family dinners, trivia &#; Kahoot! is the secret ingredient that will make any party or gathering even more awesome.

Learn more about Kahoot! for family and friends

Sours: https://kahoot.com/what-is-kahoot/
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Make remote work more engaging!

Deliver training, presentations, meetings, and events on any video conferencing platform with Kahoot!

Buy Kahoot! Pro

Passionate about improving education and making learning awesome for students and teaches worldwide!

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Access learning games from a galaxy far, far away&#;. Now available on Kahoot! Academy!

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Engaging group and distance learning for teachers and students.

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Deliver training, presentations, meetings and events in-person or on any video conferencing platform.

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Explore content and join one of the world&#;s largest educator communities.

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Enhance learning with playful pedagogy and a powerful toolkit.
View the session recordings from our FREE virtual PD event!

View on-demand

Make learning awesome for the entire family!

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Buy now

It only takes minutes to create a learning game or trivia quiz on any topic, in any language.

Host a live game with questions on a big screen or share a game with remote players.

Game on! Join a kahoot with a PIN provided by the host and answer questions on your device.

More than 50% of US teachers use Kahoot!

Players in more than countries

Over 50 million public games available

97% of the Fortune use Kahoot!

Sours: https://kahoot.com/

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It kahoot

Screenshots

Description

Play engaging quiz-based games (kahoots) at school, at home and at work, create your own kahoots and learn something new! Kahoot! brings the magic of learning for students, teachers, office superheroes, trivia fans and lifelong learners.

Here’s what you can do with the Kahoot! app:

Students
- Join kahoots hosted live - in class or virtually - and use the app to submit answers
- Complete self-paced challenges
- Study at home or on the go with flashcards and other study modes
- Challenge your friends with kahoots you found or created
- Create your own kahoots and add images or videos
- Host kahoots live for family and friends directly from your mobile device


Families and friends
- Find a kahoot on any topic, fit for any age
- Host a kahoot live by sharing your screen to Apple TV or via video conferencing apps
- Engage your kids with studying at home
- Send a Kahoot! challenge to family members or friends
- Create your own kahoots and add different question types and image effects

Teachers
- Search among millions of ready-to-play kahoots on any topic
- Create or edit your own kahoots in minutes
- Combine different question types to increase engagement
- Host kahoots live in class or virtually for distance learning
- Assign student-paced challenges for content review
- Assess learning outcomes with reports

Company employees
- Create kahoots for e-learning, presentations, events and other occasions
- Encourage audience participation with polls and word cloud questions
- Host Kahoot! live in person or in a virtual meeting
- Assign self-paced challenges, for example, for e-learning
- Assess progress and results with reports

Premium features:
Kahoot! is free for teachers and their students, and it’s our commitment to keep it that way as part of our mission to make learning awesome. We offer optional upgrades that unlock advanced features, such as an image library with millions of images and advanced question types, such as puzzles, polls, open-ended questions and slides. To take advantage of these features, users will need a paid subscription.

To create and host kahoots in a work context, as well as get access to additional features, business users will need a paid subscription.

Recurring billing, cancel anytime
- Payment will be charged to your iTunes account at confirmation of purchase.
- Subscription automatically renews unless auto-renew is turned off at least 24 hours before the end of the current period.
- Account will be charged for renewal within 24 hours of the end of the current period, and the cost of the renewal will be provided.
- Subscriptions may be managed by the user. Auto-renewal may be turned off by going to the user’s Account Settings after purchase. No cancellation of the current subscription is allowed during the active subscription period.
- Any unused portion of a free trial period, if offered, will be forfeited when you purchase a subscription.

Privacy Policy: https://kahoot.com/privacy
Terms and conditions: https://kahoot.com/terms

Version

We've revamped practice mode to give you a better, faster, and more focused learning experience. Happy studying!

Ratings and Reviews

out of 5

K Ratings

I love Kahoot

Kahoot! can quickly become a go-to for teachers looking to run quick and lively checks for understanding or exit tickets. Try establishing something like Kahoot! Fridays for quick review. If you don't have time to make quizzes, search millions of public Kahoots to play or remix. Go beyond memorization of facts and allow Kahoot! to introduce scenario questions/prompts with multiple decisions; stimulate conversation from the results. Insert slides between questions to introduce additional information, allowing Kahoot! to become a content-delivery platform. Quiz templates make it really easy to build a thoughtful learning experience that does more than solicit rapid-fire recall. Build a "collection" of quizzes and share the collection with students. The asynchronous features are great for independent review and distance learning.

Don't forget professional development. Use the Team mode to pose pedagogical questions and promote food-for-thought discussions among colleagues and cohorts. Use Kahoot! to break the ice at the beginning of the school year or bond with members of the learning community.

Hello! Thank you for your positive feedback! We are pleased that you are satisfied with the application!

This is GREAT👍🏻👍🏻🤗

I love the kahoot app so much. One reason is because it’s very easy to use and very self explanatory. Another reason is because it’s faster to just open the app and put in the game pin than to take forever and open the website. Another reason I love this app is because I can try different quizzes without having to play with someone. I like to play different quizzes when I’m bored. I also like this app because making a Kahoot! is so much faster and easier than going online and doing it on a computer. Anyways, after saying ALL that, I think overall Kahoot! is a great app and is great for people who like playing trivia games and likes making them too. 🙃🙃

Poorly designed

I’m an educator and I’ve repeatedly tried to make Kahoot work for my classes. They have strict character limits that make it unusable for more complex questions/answers. Thankfully, they now have a work-around that allows you to import slides. So this morning, I spent several hours of my precious time setting up a kahoot with imported slides. After several hours of work to set it up (precious hours of an overworked, underpaid educator’s time, time that I could have used grading, preparing other lessons, etc., time that I will NEVER GET BACK), it wouldn’t let me publish the kahoot without entering my credit card information. They wanted me to authorize a $ charge on my credit card (after the 7-day “free trial”) just to use the quiz game I had already spent hours creating. I am LIVID. I know these marketing techniques are common, but using them on overworked, underpaid teachers (especially during a pandemic) is just plain cruel and disrespectful They shouldn’t have allowed me to import my slides and go through all that effort. And they really need to get rid of the character limits. (People have been asking them to do so for years, but I guess this would undermine their scheme).

We are really sorry that you are not happy with the app, but are very grateful for your feedback. Please allow me to clarify that any feature in the kahoot creator marked with a crown isn’t included in your current plan. If you have used the unlocked feature in your kahoot, once you click the “Done” button a pop-up message will appear informing you about the content that needs to be revised.
If you need further assistance please contact us via kahoot.com/request and our support team would be happy to troubleshoot this with you.

The developer, Kahoot! AS, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy.

Data Linked to You

The following data may be collected and linked to your identity:

  • Purchases
  • Contact Info
  • User Content
  • Search History
  • Browsing History
  • Identifiers
  • Usage Data
  • Diagnostics

Privacy practices may vary, for example, based on the features you use or your age. Learn More

Information

Seller
Kahoot AS

Size
MB

Category
Education

Compatibility
iPhone
Requires iOS or later.
iPad
Requires iPadOS or later.
iPod touch
Requires iOS or later.
Languages

English, Dutch, French, German, Italian, Japanese, Norwegian Bokmål, Polish, Portuguese, Spanish, Turkish

Age Rating
4+

Copyright
Copyright © , Kahoot! All Rights Reserved.

Price
Free

In-App Purchases

  1. Kahoot! Plus$
  2. K! Plus for Family & Friends$
  3. Kahoot! Pro$

Supports

  • Family Sharing

    With Family Sharing set up, up to six family members can use this app.

Featured In

More By This Developer

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Sours: https://apps.apple.com/us/app/kahoot-play-create-quizzes/id
🔴LIVE🔴- KAHOOT LIVE STREAM 24/7 - ANYONE CAN JOIN! - COMPETE AGAINST OTHERS!

Kahoot!

Online quiz platform

Kahoot Logo.svg

Screenshot

Kahoot web screenshot.png

The homepage of the Kahoot! website

Available&#;inEnglish, Dutch, French, German, Indonesian, Italian, Japanese, Malay, Norwegian, Polish, Portuguese, Spanish, Swedish, Turkish
OwnerKahoot!
URLMain website: kahoot.com
Game: kahoot.it
CommercialYes
RegistrationNone for quiz participation; required for quiz creation
Users50 million monthly active users (as of May )[1]
LaunchedMarch [2]

Kahoot! is a game-based learning platform,[3] used as educational technology in schools and other educational institutions. Its learning games, "kahoots", are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot app. Kahoot! can be used to review students' knowledge, for formative assessment,[4] or as a break from traditional classroom activities.[5] Kahoot! also includes trivia quizzes.[6]

History and development[edit]

Kahoot! was founded in by Johan Brand, Jamie Brooker and Morten Versvik in a joint project with the Norwegian University of Science and Technology. They teamed up with Professor Alf Inge Wang and were later joined by Norwegian entrepreneur Åsmund Furuseth.[2] Kahoot! was launched in a private beta at SXSWedu in March and the beta was released to the public in September [2]

Kahoot! was designed for social learning, with learners gathered around a common screen such as an interactive whiteboard, projector, or a computer monitor. The site can also be used through screen-sharing tools such as Skype[7] or Google Hangouts.[8] The game design is such that the players are required to frequently look up from their devices.[9] The gameplay is simple; all players connect using a generated game PIN shown on the common screen, and use a device to answer questions created by a teacher, business leader, or other person. These questions can be changed to award points. The creator can choose whether the players can get 0 points, up to , or points. The points the player gets are calculated on up to how much can the player get and how long it takes the player to answer. The sooner the player answers, the more points they get if the player answers correctly. Points then show up on the leaderboard after each question. The player can also get a streak, meaning they answered more questions in sequence. The better their streak is, the more points they get when answering a question correctly.

Kahoot! has now implemented 'Jumble'. Jumble questions challenge players to place answers in the correct order rather than selecting a single correct answer. It offers a new experience that encourages even more focus from players. [10]

Kahoot! can be played through different web browsers and mobile devices through its web interface.[11] There is also an application of Kahoot that can be downloaded on application stores.[12]

In March , Kahoot! reached one billion cumulative participating players and in the month of May, the company was reported to have 50 million monthly active unique users.[1][13] In September , Kahoot! launched a mobile application for homework.[14][15]

Kahoot being used in an English lesson at a Thai high school

As of , Kahoot! has raised $ million in funding from Northzone, Creandum and Microsoft Ventures.[15] As of October 11, , Kahoot! is valued at $ million.[16] As of 11 June , Kahoot! was valued at $ billion and raised further capital from Northzone.[17]

As of , a Kahoot! creator can now use different question types. The Quiz is the basic type of question. It requires the question and at least 2 options, one of which must be marked as the right answer. Premium adds the possibility to choose between "single select" or "multi-select". Single select means that the player can choose only one option and Multi-select means that the user can select any number of the four options presented. A true or false variant is also available with the main difference being that the only two options (true or false) are fixed and cannot be changed. These two types do not require any account upgrades. The next question type is Open-ended, meaning the players must type in the correct answer to get points. The creator must select the accepted answer, however they can also set multiple accepted answers. The last type of question is Puzzle, which requires the player to align the four options in order, which the creator sets as correct. For example: Align the countries by population from the least populated to the most populated.

Kahoot! offers Polls for Premium users. The interface is the same as Quiz, however, there are no correct answers and no points awarded and also Slides, which give the players explanation.

The Word Cloud is still "work in progress", however it will be available only for Premium users.

In the end of the game, there is an animation of the 3 best players appearing on the winners′ Podium. The players can rate the Kahoot based on their experience.

In , Kahoot! announced that it would acquire SSO digital learning platform Clever, Inc. for $ million to expand Clever Inc.'s reach globally. [18]

Research and prototypes[edit]

The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang[19] at Department for Computer Science at the Norwegian University of Science and Technology in , which resulted in multiple prototypes that were developed and tested in experiments conducted in collaboration with master students. The idea was to transform the classroom, where the teacher acted as the game show host and the students were contenders using their own mobile devices. The initial prototype was named Lecture Quiz.[20] Lecture Quiz was developed in before real smartphones were available (first iPhone was released June 29, ). The server was implemented in Java and MySQL integrated with an Apache Web server, the teacher client has implemented as a Java application in combination with Open GL for graphics, while the student clients were implemented on Java 2 Micro Edition, which made it possible to run the client on both mobile phones and laptops.[21] Those students who played the game using their own laptops could use the Wi-Fi available at the university, while those playing using mobile phones had to use 3G over the cellular network. The latter was a disadvantage, as the students had to pay out of their own pocket to play Lecture Quiz as the telecom providers at that time charged per megabyte transferred. The first experiment with Lecture Quiz was carried out in a classroom with twenty students at the Norwegian University of Science and Technology where the focus was on usability and usefulness.[22] The results from the experiment showed that Lecture Quiz was relatively easy to use, contributed to increased learning, that it was entertaining, and increased the motivation for attending more lectures. From to , four versions of Lecture Quiz were developed, where the main changes were related to improved usability, making it easier to create quizzes, and using newer technology for implementation.

Lecture Quiz was the first prototype where both teacher and student clients had web-interfaces. An experiment testing the prototype showed that the usability had been improved both for the teacher and the student clients, and that the concept increased students' motivation, engagement, concentration and perceived learning.[23] The last version of Lecture Quiz was version , with significantly improved user-interface implemented using HTML 5 and CSS3, avatars, and multiple game/team modes. Lecture Quiz was tested internally at the university as well as externally at various schools such as at Skaun Ungdomsskole where the students rejoiced over having a test in social science.[24]

Since Kahoot! was launched in , the research community has conducted many experiments related to the effects of using the game-based learning platform in classrooms. A quasi-experiment conducted at the Norwegian University of Science and Technology with students participating investigated the wear-out effect of Kahoot! by comparing students' perception of the system after playing once vs. playing frequently over five months.[25] The results did not show any statistically significant reductions in students' engagement, motivation, concentration or perceived learning over time, but there was a significant change in classroom dynamics (less communication among players after five months). The conclusion was that Kahoot! manage to boost students' engagement, motivation, concentration and learning after using it repeatedly for five months. The core factor to keep students' attention after heavy repeated usage was found to be the competitive nature of Kahoot!.

There is also research that investigates how Kahoot! performs compared to other tools and platforms. In a quasi-experiment with students at the Norwegian University of Science and Technology, Kahoot! was compared to using a paper quiz and a simple polling system called Clicker.[26] The results show statistically significant improvement in motivation, engagement, enjoyment, and concentration for the gamified approach (Kahoot!) compared to the two other. However, the results did not show any significant differences in learning outcomes.

Another quasi-experiment at the Norwegian University of Science and Technology, in which students participated, investigated how the use of points and audio in Kahoot! affects concentration, engagement, enjoyment, learning, motivation and classroom dynamics.[27] The results reveal that there are some significant differences whether audio and points are used in the areas of concentration, engagement, enjoyment and motivation. The worst result was for the case where both audio and points were turned off. The most surprising finding was how classroom dynamics was positively affected by the use of audio.

According to research 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=[28] It was found that about 70% of the sample size regard Kahoot! as having positive results on all delay levels, while a varying number of students (between %) report that the platform is too time-consuming, forming a direct relationship with the duration of the delay.

A literature review containing 93 studies on the effect of using Kahoot! for learning was published in the journal Computers & Education in [29] This is the first literature review that investigates most published studies (experiments, case studies, surveys, etc.) on how to use Kahoot! affects learning in the classroom. The focus of the review is on learning performance, classroom dynamics, students' and teachers' attuites and perceptions, and student anxiety. The main conclusion is that Kahoot! has a positive effect on learning performance, classroom dynamics, attuites, and anxiety, and the main challenges include technical problems, see questions and answers, time stress, afraid of losing, and hard to catch up. Studies included in this review use a mixture of quantitative and qualitative methods that reveal among other things that Kahoot! has statistical significant improvement in learning performance compared to traditional teaching and other tools, a statistically significant improvement on students’ and teachers’ perception of lectures, statistically significant improvement in classroom dynamics, and that Kahoot! can reduce students’ anxiety compared to traditional teaching and other tools.

In Kahoot!'s pedagogical quality was evaluated and certified by Education Alliance Finland (formerly Kokoa Standard). The quality certification is based on a qualitative assessment of the product's design. The assessment is done by teaching professionals who are specialized in quality evaluations of learning solutions. The evaluation method is developed by Education Alliance Finland in collaboration with Lauri Hietajärvi and Erika Maksniemi, researchers from the University of Helsinki. The evaluation suggests that Kahoot!'s educational value is highest when students are creating quizzes of relevant topics because along with the quiz-creation students need to use creativity and practice 21st century skills. [30]

References[edit]

  1. ^ ab"Norwegian edtech company Kahoot! reaches 1 billion players". Tech.eu. Archived from the original on Retrieved
  2. ^ abc"About Kahoot! | Company History & Key Facts". Kahoot!. Archived from the original on Retrieved
  3. ^"What is kahoot? Answered". Kahoot.com.
  4. ^"Kahoot! as Formative Assessment - Center for Instructional Technology". Center for Instructional Technology. Archived from the original on Retrieved
  5. ^"Why Kahoot is one of my favourite classroom tools — Tomorrow's Learners". Archived from the original on Retrieved
  6. ^"Kahoot Trivia". Allen County Public Library. Archived from the original on
  7. ^"Skype in the Classroom & Kahoot - Microsoft in Education". education.microsoft.com. Archived from the original on Retrieved
  8. ^"Can I play Kahoot! with others remotely?". Kahoot! Support. Archived from the original on Retrieved
  9. ^www.corepublish.no, CorePublish -. "Kahoot! - Inclusive Design". www.inclusivedesign.no. Archived from the original on Retrieved
  10. ^"Kahoot Jumble". Kahoot. Archived from the original on Retrieved
  11. ^"Is my browser/device suitable to host or play a Kahoot? – Kahoot! Support". kahoot.uservoice.com. Archived from the original on Retrieved
  12. ^"What devices can run kahoot". Kahoot.support.com.
  13. ^Chowdhry, Amit. "How Kahoot! Quickly Hit One Billion Players While Helping Advance Education". Forbes. Archived from the original on Retrieved
  14. ^"Homework Game Changer Kahoot! Launches Mobile App -- THE Journal". THE Journal. Archived from the original on Retrieved
  15. ^ ab"Kahoot launches mobile app to make homework fun | GamesBeat". venturebeat.com. Archived from the original on Retrieved
  16. ^"Educational games startup Kahoot valued at $ million". GamesIndustry.biz. Archived from the original on Retrieved
  17. ^"Norwegian! edtech! unicorn! Kahoot! secures! $28 million! in! new! equity!". Tech.eu. Retrieved
  18. ^"Ed Tech Company Kahoot! Acquires Clever for $M". Government Technology. 14 May Retrieved 21 May
  19. ^"Alf Inge Wang - Google Scholar Citations".
  20. ^"Lecture Quiz". Archived from the original on Retrieved
  21. ^Wang, Alf Inge; Øfsdahl, Terje; Mørch-Storstein, Ole Kristian (). "Lecture quiz-a mobile game concept for lectures". International Conference on Software Engineering and Application. IASTED. 11: – &#; via Google Scholar.
  22. ^Wang, Alf Inge; Øfsdahl, Terje; Mørch-Storstein, Ole Kristian (). "An evaluation of a mobile game concept for lectures". Conference on Software Engineering Education and Training. IEEE. 21: – &#; via Google Scholar.
  23. ^Wu, Bian; Wang, Alf Inge; Børresen, Erling Andreas; Tidemann, Knut Andre (). "Improvement of a Lecture Game Concept - Implementing Lecture Quiz ". International Conference on Computer Supported Education. 3: 26–35 &#; via ResearchGate.
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External links[edit]

Sours: https://en.wikipedia.org/wiki/Kahoot!

Now discussing:

The girls nodded in support. I chuckled inwardly. Well, weak on the front, so why come up with druck excuses. You dont believe us, youre worse off.



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