УДК 378

МЕТОДИЧЕСКОЕ РУКОВОДСТВО «ОНЛАЙН-СЕРВИС KAHOOT КАК СРЕДСТВО АКТИВИЗАЦИИ ПОЗНАВАТЕЛЬНОГО ИНТЕРЕСА СТУДЕНТОВ»

Шушакова Алия Саймановна1, Сабанова Бахытгуль Амангельдиновна2
1Затобольская школа гимназия Костанайского района, учитель информатики
2Средняя школа №4 г. Костанай, учитель информатики

METHODICAL GUIDE «ONLINE SERVICE KAHOOT AS A MEANS OF ACTIVATING COGNITIVE INTEREST OF STUDENTS»

Shushakova Aliya Saymanovna1, Sabanova Bakhytgul Amangeldinovna2
1Zatobol school gymnasium of the Department of education of Kostanay region, IT-teacher
2Secondary school №4 Kostanay, IT-teacher

Abstract
In the modern world, the use of various technologies, including mobile applications, for learning, both among adults and among children, is becoming increasingly popular. Today, there is a fairly large set of information technology tools available to the schoolteacher. Various Internet resources can be used during preparing and conducting a lesson. That’s why, we would like to talk about the new online service "KAHOOT", which contributes to the comprehensive development of students, increasing their motivation and optimization of the teacher’s work.

Рубрика: 13.00.00 ПЕДАГОГИЧЕСКИЕ НАУКИ

Библиографическая ссылка на статью:
Шушакова А.С., Сабанова Б.А. Methodical guide «Online service Kahoot as a means of activating cognitive interest of students» // Современные научные исследования и инновации. 2018. № 11 [Электронный ресурс]. URL: http://web.snauka.ru/issues/2018/11/87947 (дата обращения: 28.11.2018).

Explanatory note

In the modern world, the use of various technologies, including mobile applications, for learning, both among adults and among children, is becoming increasingly popular. Today, there is a fairly large set of information technology tools available to the schoolteacher. Various Internet resources can be used during preparing and conducting a lesson. That’s why, we would like to talk about the new online service “KAHOOT”, which contributes to the comprehensive development of students, increasing their motivation and optimization of the teacher’s work.

This service is very convenient to use, free and full of advantages. It is bright, very social, extremely simple for the teacher, and so the children from 7 to 16 are delighted from him. Kahoot was developed as a tool for the rapid creation of everything interactive that one can imagine: quizzes, polls and discussions.

The program is aimed at students of all ages, this guide is based on the formation of knowledge acquired by the learner. To check the received knowledge and get feedback from the student to the teacher. The methodological guide provides a sequence of studies on the work in the Kahoot service, determines the step-by-step study of the service necessary for the formation of information and communication competence of the students. This service was used in computer science lessons with in-depth study of English in 5th classes during the half-year. The results of this application showed the activation of students in studying of computer science, as well as English. Being that the competition within the class motivated all students to learn new material, replenish the vocabulary of the English language. Experience in using this service was presented at the regular pedagogical council “Use of innovative forms of education in the context of the updated content of education.”

Objectives:

Mastering of technological information and communication knowledge and the foundations of information culture;

Development of creative abilities and activation of cognitive interest of students.

Tasks:

- Acquiring skills in the field of information technology;

- Development of independence;

- Formation of general educational skills and skills based on ICT tools and methods.

Mainpart

Kahoot! Is a client-server educational Web- platform (in English) that allows conduct testing, interviews and discussions in a collaborative learning mode absolutely free of charge.

Students can respond to tests created by the teacher from tablets, laptops, smartphones. In part, this program resembles the one described in the DidactorSocrative and can be effectively used for didactic purposes.

Students can respond to tests created by the teacher from tablets, laptops, smartphones, from any device that has access to the Internet.

Created in Kahoot tasks allow you to include in them photos and even video clips. The pace of quizzes and tests is regulated by introducing a time limit for each question.

If desired, the teacher can enter points for answers to the questions posed: for the correct answers and for the speed. The scoreboard is displayed on the teacher’s computer monitor. Kahoot has a number of interesting opportunities that help to motivate and inspire students. Firstly, music. When the question appears on the screen, music begins to play, it is different for each question, and a ticking sound is heard reminding that the time for an answer is limited. The faster the students answer questions, the more points they receive. There is a leader board showing who scored the most points. When the test is completed, you can download the results of the class in the form of a table. Errors shown in this table can be worked out in the lesson or after it, which allows each student to see their own gaps, and what he needs to repeat and study again. Kahoot has an extensive library of public tests open to all comers.

Who and what is behind Kahoot!? Platform and brand of Kahoot! was developed by a constituent team led by Johan Brand, JamieBrooker, AsmundFuruseth and MortenVersvik. The technology platform itself is based on a study conducted by Morten Werswick on the master’s degree at the Norwegian University of Science and Technology (NorwegianUniversityofScienceandTechnology (NTNU)), and on the basis of studies conducted by Professor Alf Inge Van and his colleagues at NTNU [3].

At the base of the service Kahoot! there are five main and one auxiliary sites:

1) create.kahoot.it – a site that is designed to create a user (teacher) kahut.

2) play.kahoot.it – a site that serves to launch kahutas by the user (educator).

3) kahoot.it – a site that serves to connect to users’ khatchu (students) through various devices (PCs, laptops, tablets, smartphones).

4) test.kahoot.it – a site that allows you to test your Internet connection and determine the level of its quality to work with the Kahoot service!

5) media.kahoot.it – site for working with media content of the service.

6) getkahoot.com is a support site designed to support users.

Recommendations for use

To participate in testing, students simply need to open the service and enter the PIN code that the teacher represents from their computer.

The student is comfortable on his device to choose the correct answer. Variants are represented by geometric figures.

The use of this service can be a good way to get original feedback from students.

One of the features of Kahoot is the ability to duplicate and edit tests, which allows the teacher to save a lot of time.

Algorithm of work in the program Kahoot. Creating a test

1. Go to the start page of the service (https://getkahoot.com/), click “GetMyFreeAccount” (if the account is already created – click “SignIn”).

2. Next, determine your role (I’m a teacher) and proceed to fill out the questionnaire. In the appropriate columns we enter information about yourself: Choose: “SchoolorUniversity” (School or university?) We come up with “Username” (name or nickname, under which you work to work in the service). Fill in the column “Email” (email address). We come up with a password (Password ).

3. Then press the “CreateAccount” button. We get to the personal cabinet. To create a quiz, click “Quiz” (test).

4. In the opened window, enter the name of the future quiz and click “Go!”.

5. Then we come up with questions. We put them in the “Question” field. For the question, you can select an image by downloading it from the computer (the “Draganddropanimagefromyourdesktophere” field – “Select file”) or video (the “Video” tab). For each question, the time for reflection is set (Timelimit), by default – 30 seconds, as well as the number of points that can be obtained by correctly answering the question (Pointsquestion).

6. Let’s move on to adding answers (Answer), the boxes for adding them are at the bottom. By default, there are four possible answers, from which participants should choose only one – the right one, in their opinion. The number of options can be reduced by clicking the “-” icon on the right. Under each answer, note whether it is correct (Correct) or not (Incorrect). When the work on the first question and answers to it is over, click on “Addquestion” and continue to work with the second question. Once the quiz is finished, click “Save & continue”.

Now select additional quiz settings:

- Language: choose from the drop-down list “Russian language”.

- Privacysettings (privacy settings): select “Public”.

- Primaryaudience (the audience for which the survey is designed): for example from the list you can select “School”.

Here you can add a short description of the quiz (test) – in the “Description” field, write tags (Tags) and determine the difficulty level of the test (Difficultylevel): from simple (Beginner) to Advanced (Advanced). To finish the creation of the quiz, again click “Save & continue”.

At the final stage we will be offered to choose the “cover” of the future test (optional). You can add a video from YouTube, which will be broadcast on the screen, while the participants will join the game.

Press “Done” – the work on the quiz is over.

The quiz can be viewed by clicking the “Preview” button or again returning to editing.

Holding a quiz. Teacher Participation

Step 1. The teacher starts (there is an automatic redirect (redirection) from the site create.kahoot.it to the site play.kahoot.it) created kahut, for example test, on a computer with an interactive whiteboard, TV-panel or other similar device in the classroom and Waiting for students to connect.

To start testing the audience, click on “Playnow”. On the opened page, you can set additional settings (add background music, show the answers in random order, set automatic transitions from question to question, etc.). By default, all these settings are disabled (Off).

After the additional settings are done, press “Launch” and get into the virtual room, where the game will take place. To start the game, the teacher displays the virtual room image on the big screen through the projector and invites participants to the game.

Step 2. Participants of the game should go to the quiz site from their mobile devices at the address: https: //kahoot.it/.

In the opened window they enter the virtual room number, which the teacher will inform(Gamepin) and press “Enter”. Further each participant is represented – fills in the “Nickname” window and presses “Joingame” (Join the game).

Step 3. After the required number of students successfully connected to the kahoot, the teacher launches the kahoot by clicking on the “Start” button, the students see questions, answer options and answer them using their gadgets.

As you can see from the picture on the student’s device, the question is not displayed, the text version of the answer is not displayed, the student sees only the color and geometric shape of the answer, this is the intentional assumption of the developers, being that Kahoot! do not strive for the isolation of the learner, but, on the contrary, wants to create an effective environment for learning, discussion, expressing one’s own opinion of each learner.

Step 4. When all the test tasks are solved, the students see their results on the interactive whiteboard. At this stage, the teacher can conduct a reflection. Students are encouraged to evaluate the test on a 5-point scale, express their emotions / feelings, assess the conformity of the test with the topics / materials studied and decide on recommending this test to their peers (see the figure below).

Step 5. Then the teacher can save all the results of the students by exporting to Excel-document and saving it to your computer or to GoogleDisk

Also in Kahoot! you can use the “Ghostmode” mode, after passing the test you can go through it again, but taking into account the results of the first pass, thus Kahoot! allows to reveal the level of knowledge of students between the first launch and all subsequent.

Kahoot! fully tested on the last two versions of the following browsers:

  • Chrome.
  • Firefox.
  • InternetExplorer.
  • Safari.
  • Edge.

Developers Kahoot! offer to familiarize yourself with the recommended bandwidth of your service. Based on past usage, the following minimum data rates (reception and return) are recommended for the number of users on one Internet connection according to Table 1.

Table 1. Recommendednetworkbandwidth

Numberofusers

Recommendedspeed, Mbps (Mbps)

10

1

20

2

50

3

100

5

200

10

500

23

1000

45

Note: Kahoot! has a maximum limit of 4,000 users entering the game with the same PIN. However, kakhoots of this scale require an excellent Internet connection bandwidth.

Demonstration mode: in order to conduct a game, you do not need to register with the service. The teacher passes by the link of the game, he opens the starting page of the quiz, which indicates its title and test questions (answers to them are not shown). To start the game, you must click “Play”.

Then on the new page that opens, click “Startnow”.

After that, a virtual room opens and its number is shown to launch the quiz.

The viewing mode is most convenient for work, intended for registered users. The teacher can get acquainted with the questions and answers of the quiz you like in advance. In addition, registered users can search the database of quizzes created in the service (it is possible to search in Russian, it is available on the PublicKahoots page: https: //create.kahoot.it/#public/kahoots/featured. the teacher can pick up the necessary educational material without even participating in the creation of the game.This mode starts the game by pressing the “Play” button, which opens the settings page of the game “Launch”, and then, pressing “Launch”, you can get into the virtual room.

In conclusion, it should be noted that such introduction of modern technologies in the educational process is objectively effective. Using the platform (https://getkahoot.com/) in the practice of teaching help us to establish feedback with students, to beat new topics in the form of simple questions and answers, and to consolidate knowledge through detailed testing. The use of ICT of this form is one of the necessary steps for educating a competitive person. The application of ICT technologies is one of the steps within the framework of the “Digital Kazakhstan” program.

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