martes, 25 de junio de 2019

STORY OF KAHOOT

kahoot!
description and history:
Kahoot! is a learning platform based on free play, since the educational technology to Lanzado in August 2013, from Norway, Kahoot. now it is interpreted by more than 50 million people in 180 countries. Designed to be accessible to classrooms and other learning environments around the world, Kahoot are learning games ("kahoots") can be created by anyone, from any subject and for students of any age. Like Kahoot! You can play using any device, desktop or laptop with a web browser, which is rapidly gaining traction in the classes with the "bring your own device" policies.

 Kahoot! is commonly used for formative assessment, to monitor each student's progress toward learning objectives, identify strengths and weaknesses, and to identify areas in which students would benefit from more one-on-one instruction; more challenging learning, or a review of basic knowledge for that topic.

More experienced users also integrate kahoots into their curriculum to introduce new topics, increase retention of new facts, review before exams, challenge classrooms around the world, opinions of the survey, gather opinions, facilitate the discussion, or to reward and re-energize the students.

The majority of Kahoot users! They are students and teachers of K-12 classrooms, with increasing numbers between different colleges and universities and post-graduate education. Companies also use Kahoot! for on-site training and staff inductions.

But, with a resource that everyone can use, some students do "parodies." Where there are comedy questions. This misuse can interrupt schools by replacing the title of an education

Origins

Kahoot! It was developed by its three founders, Johan Brand, Jamie Brooker and Morten Versvik, as a joint project between Mobitroll and the Norwegian University of Technology and Science.

The format of the basic questionnaire is based on research by Professor Alf Inge, Wang and colleagues from the Norwegian University of Science and Technology (NTNU). The technology platform itself derives from the research carried out by Morten Versvik as part of his master's thesis. The Pedagogy user experience and were informed by co-founders of work Jamie Brooker and Johan Brand developed, while in their behavioral design agency based in London, we are human.

Kahoot! is owned and funded by the founding team, and has also received

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