Teaching with Technology Guide Teaching with Technology | Page 21

Teaching with Technology So, where did the Kahoot! journey start? A few years ago, several talented entrepreneurs with fire in their belly – Johan Brand, Jamie Brooker and Morten Versvik – put their heads together to make learning awesome. In a joint project with the Norwegian University of Technology and Science, they teamed up with Professor Alf Inge Wang, and were later joined by the Norwegian entrepreneur Åsmund Furuseth. Kahoot! has been around since 2013. Its birthday dates back to March 2013 when Kahoot! was launched in private beta at SXSWedu. In September 2013, the beta was opened to public, and it’s been quite a ride ever since! Building a company with learning at its heart, they chose to address the classroom first, but it seems game-based learning is now a pop culture phenomenon! Today, the Kahoot! movement spans far beyond classrooms: it is played in business training sessions, at sporting and cultural events, or in any social and learning context really. Why Kahoot?  It’s flexible - In a few minutes, you can create a learning game for any age, any topic. You can do every subject not limited to school activity. You can create your quiz or search for quizzes made by other users. It can be run with large groups in the classroom or combined with a webcast to run a global event. It also can be played individually because of the features of the new mobile app which allows you to see the questions on your smartphone screen  Simple - Kahoot! works on any device with internet connection. For players, no account or login is required to join a game. It is easy to create a kahoot. You just need to follow some simple steps. You can also easily add an image or youtube video to deepen understanding or to provoke critical thinking.  Diverse -Starting a conversation or reinforcing knowledge, introducing new topics or encouraging teamwork, and more – there are so many different ways to Kahoot!  It’s engaging– With Kahoot! You engage audience in real time. Participants join via their own mobiles and race to answer correctly multiple choice or jumble questions. It fosters social learning, unlocks learners’ potential and deepens pedagogical impact. 21