Using Tech to Improve Learner Motivation

Introduction

To begin our weekly 'Tech Talk', I would like to share with you a tool that some of you may have used already, Kahoot. Language teaching, like many human endeavours, keeps evolving every now and then. New ways of doing things emerge amidst changing demands and needs of learners and the wider society. The use of games like Kahoot, Voki, Triptico App, Deck Toys, Quizlet, Wordwall and many others in the classroom provides learners unforgettable experiences that make them yearn for more class time.  It is against this background that I wish to unpack one of the games to see if you would find it useful in your context. 

About Kahoot

Kahoot is a game-based learning platform that enables the teacher to create, share and play learning games and quizzes in a matter of minutes. It is a freely accessible tool requiring minimum bandwidth and can be played on both computers and mobiles devices. 

A teacher can use Kahoot to pose questions to learners who can individually or in a group respond to using electronic gadgets in a given time. All devices require internet access to play the game. Kahoot records each learner's or group's response and the time it took to be posted, then uses the record to rank learners and decide the winner. It contains all elements of a game: competitiveness, fun, challenge and rule-governed. 

To learn more about it, click the video below: 

How it Works



1. Step 1: Create New Kahoot 

  • Go to https://kahoot.com and click on the Sign-Up button 
  • Fill out your account details on the next page to set up your personal account 

2. Step 2: Create a Newk or Quiz 

  • After signing in, you will be directed to a new page where you should click on ' Create a Kahoot'
  • Select the game you want to play. Quiz is the best of them for classroom

Image from: Kahoot.com

  • Click of Quiz
  • (Describe your KQuiz
  • Decide the type of question
  • true/false or yes/no questions.
  • sentence grammar correctness/incorrectness.
  • students choose odd word/sentence out
  • questions about synonyms, opposites
  • Include more than one correct answer to make the task harder
  • Type a question in a given area
  • Allocate the correct answer
  • Choose the response time

 Watch the video below to learn more about how to play Kahoot



Note

  • The teacher needs to have an email account in order to open a Kahoot one or can sign up using a social media account. 
  • Learners are allotted time to respond in form of a count down watch per question which will show on their devices. They can use smartphones, tablets, laptops or desktop computers with internet access to be able to play the game.
  • Each multiple-choice answer has colour or shape attached to it
  • questions can be auto-randomised to prevent memorisation or malpractice 

Pedagogical Underpinning of the Game 

From the pedagogical perspective, Kahoot has roots in the concept of Gamification in Education and Training which refers to the use of game mechanisms in learning situations to make it more fun and enjoyable. Gamification has been adopted in various contexts for different purposes because of its potential to increase participation and innovation, strengthen engagement and ultimately motivate participants. Learning through play gives confidence and motivation to learners. This, of course, depends on how the teacher cultivates these benefits from a gaming situation. 

Kahoot can be traced in major learning theories that we apply in our teaching practice, but I will highlight three of them:

  • Behaviourist Approach - the game contains repetitive tasks with instant feedback and rewards which motivate learners. 
  • Constructivist Approach - Kahoot can be used to conduct pre-assessment tests to ascertain the level of pre-existing knowledge in learners and design safe-paced lessons and interventions for them to acquire new knowledge.
  • Social Constructivist Theory - When learners play the game in teams, there is enormous peer-teaching and learning through collaborative game tasks. Interaction during the game is likely to build a better corporation and build bridges for collaborative learning. 

Benefits of the Game 

  • Increase in Participation: Because of its gamified nature, Kahoot elicits the participation of each learner. The teacher can tell from the number of players in the game whether or not every learner is involved and take appropriate measures. The results will also show who actually participated and who did not. 
  • Contributes to Classroom Happiness: Learners are more likely to enjoy class time through the fun the game comes with. Fun learning has been shown to lead to an easier and better understanding of concepts.
  • Improves Learner Motivation: Kahoot makes learners look forward to the next class session

Concerns 

  • The game may become boring if the same learners win all the time
  • It can be addictive and take away time from other aspects of teaching and learning 

Advantages 

  • It is free, easy to learn and use for teachers even with limited technological know-how
  • Kahoot has a simple process for learners to access it and play the game
  • It provides prompt feedback through real-time results 
  • The teacher can download the results for review and other considerations 
  • It is flexible as questions and response time can be adjusted 
  • The game can be played using different devices - computers, tablets and mobile phones. 

Limitations 

The following are potential limitations one should bear in mind when thinking about using this game: 

  • Unfavourable Rules: Learners in all public (and some private) schools are prohibited from both possessing and using mobile phones and tablets. This rule makes use of technological tools such as Kahoot in the classroom not only difficult but nearly impossible.
  • Limited Access to Computers: Because learners are forbidden from using mobile devices in schools, their only interface with ICT is through computers found in school computer labs. These are mainly meant for teaching classes doing ICT related subjects like Computers Studies and Design and Technology. When there is a clash with an English class, these take precedence. In most cases, the computers have either poor or no internet access at all. 
  • Inadequate Teacher Interest in Tech Stuff: While it is evident even in homes that children have more interest and prowess in technology and its immense potential in language learning and teaching, the same cannot be said of most experienced teachers who prefer 'the trusted' textbook methodology they have used for ages. As a result, attempts to use this tool would require a lot of effort to generate interest in some teachers. 
  • Varying Exposure to Technology by Learners: Our classrooms house a mixture of learners from different backgrounds. Most learners from rural areas may never have seen, let alone touched a computer before they enrolled on school while those from cosmopolitan communities may even be more exposed than the teacher. Though would therefore require using the team version of Kahoot for which subscription is required. 

To play the short quiz I created, you will need to open this link https://kahoot.it and enter pin 451000. 

 Conclusion

Gamification in the classroom has been proven to increase motivation, interaction and collaboration. Kahoot is one such game that can inspire your learners to unleash their fire to set the classroom ablaze and light up their language learning experience. With proper guidance, I believe the concerns around the game can be minimised. Probably, the biggest conversation we should start having in order for technology to take its rightful place in our classrooms is the rule against possession and use of mobile devices imposed on our learners. This is a topic for another day. Meanwhile, let me know what you think about Kahoot and other motivational games for the classroom. I look forward to reading your comments. 




5 comments:

  1. Holy smokes! I have to say, I've very unhappy with this blog. Because you have put my own review of kahoot to shame. This is a brilliant review, well researched, thorough and informative. Perfect explanation of Kahoot, including the drawbacks as well as positives is really helpful. Great blog, keep it up :)

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  2. Hello Geoge. Your description of how to use Kahoot is very concise.And the limitations of the tool is also very objective. Looking forward to your next blog :)

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  3. Hi George

    Thank You for your review on Kahoot. It is indeed a funny game that can motivate students, at least I enjoy a lot when playing on Kahoot in class.

    It's bad that most of the schools don't allow their students to bring mobile devices with them. (at least it applies in my context...) With the increasing demand on the application of ICT in education field, I think it's time for related parties to consider changing this rule, in order to allow extensive use of technology in education.

    Michelle

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  4. This comment has been removed by the author.

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  5. Hi George, you've touched a discussion topic of students' possession and use of mobile device and it always seems hard for teachers (or schools) to decide whether to allow them to use it in classroom (in my context as well). Like you said, proper guide could be one helpful solution, and I would like to add appropriate teacher control would be helpful too. It's still hard, but I believe teachers/schools should make a change to move forward to the ICT context, especially since the pandemic. Nice work!

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