Page 2 - Final Project211123
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INTRODUCTION






                       The educational world has gone through a series of changes with incoming

                       technologies. The influence of technology is quantum in the education field
                       (Patel, 2017). Education tools have been developed to encourage students of
                       all ages to learn and explore more in the field and generate more interest to
                       make learning fun. Education tools improve education system, it will make

                       easier for teachers to teach and students to learn things and remember it for
                       a  long  time  (Top  Advantages,  Ideas  and  Features  of  Education  Apps,
                       2021).This project aims to introduce three effective tools to improve teaching
                        and learning: Kahoot (assessment tool), MindMup (knowledge tool), and

                       Flipgrid (community tool).





          KAHOOTğ


          QUIZ STYLE STUDENT RESPONSE GAME








                                WHAT IS KAHOOTĤ                            watch the video to learn more
                                                                           about Kahoot!





                       Kahoot! is a game-based learning platform, used as educational technology

                       in schools and other educational institutions. Kahoot! is used by millions of
                       people all over the world: teachers, students, company employees, and life-
                       long learners. Kahoot! makes it easy to create fun learning games or trivia

                       quizzes in minutes, anytime, anywhere (What is Kahoot!?, 2021). Questions in
                       Kahoot! will be projected on a shared screen, while players answer the ques-
                       tions with their smartphone, tablet, or computer, creating a social and fun en-
                       vironment (Online Tools for Teaching & Learning, 2021). Kahoot! can be used
                       to review students’ knowledge, for formative assessment, or as a break from

                       traditional classroom activities (Wikipedia, 2021).
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