Digital Assessment Tools: Kahoot.png

 
 
 
Kahoot.png
Student Data
 
 
Kahoot is a game-based formative assessment tool that quickly displays a question, records the response time, and records the results on a leaderboard. This image shows the spreadsheet of results the teacher receives after the game is over. All correct answers are in green. All incorrect answers are highlighted in red.
  • Kahoot.png
Student Data
 
 
Kahoot is a game-based formative assessment tool that quickly displays a question, records the response time, and records the results on a leaderboard. This image shows the spreadsheet of results the teacher receives after the game is over. All correct answers are in green. All incorrect answers are highlighted in red.
 
Assessment & Data

Digital Assessment Tools

I formatively assess students through digital technology like Plickers, Kahoot, and Poll Everywhere. Plickers (Paper clickers) is a free software tool designed like QR codes to collect students’ answers to questions. I create questions on the Plickers website (www.plickers.com) and assign each student a card number. I will read and display the question on the SmartBoard and scan the room to determine students’ answers. The answers are displayed on my device in two colors (incorrect/correct) and in graphical form. This gives me a good visual of where students excel in the curriculum and where they struggle. I also use Kahoot (www.getkahoot.com) as a whole group assessment of students’ understanding. Kahoot allows me to write questions, allows for an allotted amount of time for each question to be answered, and for students to be ranked on time and the correctness of their answer. The students are fully engaged in this activity because it’s over material they’ve all covered, there is music that is aligned with the timer, and they get instant feedback. I also get a report showing their answers to the questions at the end of the game. I use this report, which uses conditional formatting, to show me which answers are correct and which are incorrect. I love how the visual gives me feedback on what students still need to master. I’ve also found Poll Everywhere (polleverywhere.com) to be a great way to formally assess my students. For instance, I asked my students to give me an example of something that is within the hydrosphere. They messaged their answers to our classroom code. It was then displayed on our SmartBoard as a word cloud. I’ve also used Poll Everywhere in conjunction with small group discussion groups with a checklist of skills and standards students need to achieve. For instance, I first used Poll Everywhere to check to see if students understood what objects would be in the hydrosphere, atmosphere, geosphere, and biosphere. I wanted to see if they understood the definitions before we moved onto more complex tasks. The word cloud created a list of all the objects in each sphere. I then had students take words from the word cloud and create drawings showing how the four spheres would interact. The students then shared their drawings via Apple TV and the SmartBoard in small groups. I gave verbal feedback in front of the group as well as asked probing questions if I needed to.

Strategy Resources (4)
Strategy Explanation
 
 
Here I explain how and why I use the three digital assessment tools.
Strategy Explanation
 
 
Plickers is a formative assessment tool that utilizes an image code linked to a student's name to record the student's answer. This image shows the Plickers teacher display, as well as how students use the cards to share their answers with the teacher.
Student Data
 
 
Poll Everywhere (polleverywhere.com) is a great way to assess prior knowledge and address keywords students associate with a concept. This image shows the pre-assessment prior to students drawing pictures showing the earth sphere connections and presenting them in the Small Group Session. I used the wordle feature of polleverywhere.com to display the words students used to describe the Earth's spheres.
Student Data
 
 
Kahoot is a game-based formative assessment tool that quickly displays a question, records the response time, and records the results on a leaderboard. This image shows the spreadsheet of results the teacher receives after the game is over. All correct answers are in green. All incorrect answers are highlighted in red.
Strategy Explanation
 
 
Here I explain how and why I use the three digital assessment tools.
Student Data
 
 
Poll Everywhere (polleverywhere.com) is a great way to assess prior knowledge and address keywords students associate with a concept. This image shows the pre-assessment prior to students drawing pictures showing the earth sphere connections and presenting them in the Small Group Session. I used the wordle feature of polleverywhere.com to display the words students used to describe the Earth's spheres.
Student Data
 
 
Kahoot is a game-based formative assessment tool that quickly displays a question, records the response time, and records the results on a leaderboard. This image shows the spreadsheet of results the teacher receives after the game is over. All correct answers are in green. All incorrect answers are highlighted in red.
Strategy Explanation
 
 
Plickers is a formative assessment tool that utilizes an image code linked to a student's name to record the student's answer. This image shows the Plickers teacher display, as well as how students use the cards to share their answers with the teacher.
Jessica Anderson
Powell County High School
Deer Lodge, MT


 

About this strategy

Prep Time:
Long
Subject:
Science
Grade:
Ninth grade
Similar Strategies
Academic Culture
Gamification

Gamification is the process of adding game elements to an environment that is not traditionally a game. I use Gamification as a strategy in my blended learning classroom to motivate my ninth grade students to engage in the curriculum and to buy in to my social and behavioral expectations--all while keeping learning fun! We have two games going on in our classroom---our academic game and our behavioral game. Our academic game is based around the storyline of the Isle of Nosredna and features an island-based theme with a leaderboard ranking based on students' engagement in our self-paced learning environment. Our behavioral game, using the Classcraft online tool, is based on health points, experience points, battles, and powers. Students work as teams to keep each other "alive" and progressing in both games.  

 
Time and Space
Music Time Indicator

Music is used to transition students at the beginning and end of the class period. Students spend the first four minutes of class logging into their learning management system Haiku and Classcraft account (gamification platform). We have established as a class that all iPads (we are 1:1) should be charged and open during this period of time. This length of time is indicated by a 4:34 minute clip of music. During this time, I take attendance, fill out advanced make-ups, and talk to students who have been absent or have questions.The last three minutes in our class are indicated by transition music. This music lasts 2 minutes. It indicates that students can log out of Haiku, close their apps and their iPads. If students are in the middle of an activity, they wrap-up what they are working on either by saving it as a draft or submitting their assignment. If students close their iPads before the music sounds and have stopped working, they are deducted health points (HP) on Classcraft. I do this because I want students to use every minute for learning as I would if I was using direct instruction in my class.

 
Collaborative Student Groups
Partner Lab Investigations

Partner Labs are investigatons that require more than one student in the group. These labs require my students to work together to come up with a solution to a problem or to conduct an experiment. Some of my favorite activities to do with my students are The Virtual Thinking Project (PBL), and the Solar Oven and Cooler design projects. These projects require students to work collaboratively together, often in the lab, to engineer solutions to problems or to perform experiments.

 
 
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