43 to 0: Lecturing to Gaming for Success Using Kahoot!

Audience Level: 
All
Institutional Level: 
Higher Ed
Abstract: 

In this session, Dr. Bray will share how she redesigned an Anatomical Kinesiology course using Kahoot!, a free interactive gaming tool that students access from their mobile device. The impact observed was not only immediate but also astounding, as the failure rate plummeted from 43% to 0%, with no DWFs.  

 
Extended Abstract: 

Eliminating lecturing for a more active approach not only revolutionized this classroom but also increased interest from other students not enrolled in the class. Kahoot! provided immediate feedback on each question about what students already knew and what they didn’t know. This feedback allowed more time for class discussions on concepts students’ needed the most help understanding and less time on concepts they had already mastered, reducing boredom and increasing engagement.

Surprising was the immediate change in the quality of class preparation by students as well as near perfect attendance. Along with their annotated textbooks, students came to class with handwritten notes that were organized, highlighted, and annotated in an effort to be most prepared for the game. It was apparent that actively engaging students would improve the outcomes; however, the magnitude of observed change was not expected. Come actively learn more about how the design of this course paved the way for new behaviors not typically seen by students in today's classes and how to implement this strategy at your institution right away!

In this session, participants will actively participate in a game of Kahoot! in lieu of a lecture-style presentation. Additionally, participants will learn and develop the knowledge and skills needed to design an active learning experience for their students using simple and free tools such as Kahoot!, Nearpod, and Google in their courses. Real Kahoot! and Nearpod lessons will be shared with participants. Participants can modify the shared resources to meet the needs of their classes and use them right away.

 
Conference Track: 
Innovations, Tools, and Technologies
Session Type: 
Education Session
Intended Audience: 
All Attendees