Kahoot!

An e-learning tool for adult education and training

What is Kahoot!?

A social learning tool that falls under gamification (Giannetto, Chao, & Fontana, 2013). Can be used to create:
  • Quizzes
  • Discussions
  • Surveys (Kahoot!, 2017)


Kahoot! can be used in training to introduce new topics:

  • AKA "The blind kahoot" (Kahoot!, 2017b, para. 2)
  • Sparks curiosity
  • Makes learning fun
  • Beyond formative assessment (Kahoot!, 2017b)


Image retrieved by Blom (2011).

Social Learning Defined:

"[L]earning with and from others (Bingham & Conner, 2010, p. 6). In other words:
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Image retrieved by Connor (2015).

Benefits of Social Learning Compared to Formal Training:

Evolution of Professional Learning:

  1. In the beginning, the idea of social learning as part of professional learning began with meetings around the table (Bingham & Conner, 2010).


Image retrieved by Wikimedia Commons (2015).

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Other Activities Using Social Media Tools in Professional Training:

Diigo

Diigo, a "a social bookmarking website" (Nussbaum-Beach, 2012, p. 22)


  • Trainers can bookmark articles
  • Share those training materials online
  • Learners around the world can access articles
  • Learners can add bookmarks
  • Interactive learning experience


Image retrieved by Wikimedia Commons (2017).

Skype

Skype, " text, voice and video" (Skype, 2017, para. 2)


  • Phone calls without long distance charges
  • Video calls
  • Instant messaging
  • Meet with people across the world


Image retrieved by Wikimedia Commons (2016).

How Social Learning Leverages Adult Learning:


  1. "In-depth analysis readily available" (Elearning101, n.d.).
  2. "Keeps learners engaged" (Elearning101, n.d.).



Image retrieved by Connor (2015b).

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Two Goals Achieved Through Social Learning:

  1. Learning in an environment that transcends physical barriers
  2. Active collaboration


Imaged retrieved by Krebs (2015).

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References

Bernhardt, T. (2008). Social software [Online Image]. Retrieved from https://www.flickr.com/photos/thbernhardt/2984100802


Bingham, T., & Conner, M. (2010). The new social learning: A guide to transforming organizations through social media [University of Phoenix Custom Edition eBook]. San Francisco, CA: Berrett-Koehler. Retrieved from University of Phoenix, AET/562 website.


Blom, E. (2011). Game dynamics [Online Image]. Retrieved from https://www.flickr.com/photos/emiliablom/6349597829


Connor, M. (2015a). The new social learning, 2nd ed. [Online Image]. Retrieved from https://www.flickr.com/photos/marcialc/19367430889


Connor, M. (2015b). The new social learning, 2nd ed. [Online Image]. Retrieved from https://www.flickr.com/photos/marcialc/19365273829


Elearning101. (n.d.) The importance of tests & quizzes for students in eLearning. Retrieved from https://www.talentlms.com/elearning/tests-and-quizzes


Fryer, W. (2015). Kahoot results [Online Image]. Retrieved from https://www.flickr.com/photos/wfryer/16442340487


Giannetto, D., Chao, J., & Fontana, A. (2013). Gamification in a social learning environment. Issues in Informing Science & Information Technology, 10, 195-207.


Kahoot!. (2017a). Kahoot!. Retrieved from https://getkahoot.com/


Kahoot!. (2017b). Unveiling the magic: Introducing new topics with Kahoot!. Retrieved from https://getkahoot.com/blog/unveiling-the-magic-introducing-new-topics-with-kahoot


Knight Center For Journalism. (2015). Virtual reality demonstrations [Online Image]. Retrieved from https://www.flickr.com/photos/utknightcenter/16569546384


Krebs, D. (2015) Why collaborate [Online Image]. Retrieved from https://www.flickr.com/photos/mrsdkrebs/16644231564


Reede, E. (2016). When virtual reality meets education. Retrieved from https://techcrunch.com/2016/01/23/when-virtual-reality-meets-education/


Scott, S. M. (2012). Go ahead ... be social: Using social media to enhance the twenty-first century classroom. Distance Learning, 9(2), 54-59. Retrieved from https://search.proquest.com/docview/1034600860?accountid=35812


Sikander, N. (2011). World map [Online Image]. Retrieved from https://www.flickr.com/photos/31256440@N07/5618788689


Skype. (2017). About skype. Retrieved from https://www.skype.com/en/about/


Soft900.com. (2017). Better learning experiences [Online Image]. Retrieved from http://soft9000.com/blog9000/index.php?m=11&y=13&d=09&entry=entry131112-045446


Wikimedia Commons. (2015). Conference table [Online Image]. Retrieved from https://commons.wikimedia.org/wiki/File:View_of_the_conference_table_at_Cecilienhof_Palace,_scene_of_the_Potsdam_Conference_in_Potsdam,_Germany._President..._-_NARA_-_198890.jpg


Wikimedia Commons. (2016). Skype-for-business.svg [Online Image]. Retrieved from https://commons.wikimedia.org/wiki/File:Skype-for-Business.svg


Wikimedia Commons. (2017). Diigo.svg [Online Image]. Retrieved from hhttps://commons.wikimedia.org/wiki/File:Diigo.svg


Wikipedia. (2008). CompuServe information manager for windows screenshot [Online Image]. Retrieved from https://www.flickr.com/photos/thbernhardt/2984100802