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Oslo, Norway (November 15, 2022): Kahoot!, the global learning and engagement platform company, announced today that its web platform and mobile app for Android and iOS are now available in Swedish.

The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang, [25] at the Department for Computer Science at the Norwegian University of Science and Technology in 2006. He developed multiple prototypes that were developed and tested in experiments conducted in collaboration with master students. The idea was to transform the classroom, where the teacher acted as the game show host, and the students were contenders, using their own mobile devices. The initial prototype was named Lecture Quiz. [26] Underdal, Anlaug Gårdsrud; Sunde, Marthe Thorine (5 September 2014). Investigating QoE in a Cloud-Based Classroom Response System (Thesis). hdl: 11250/262998.Not sure where to begin? Learn more about how to host a successful brainstorm and get inspired with prompts for your next session! Earlier this year, Kahoot! also announced a partnership with Skolon , the fastest-growing EdTech company in Sweden, offering a platform with a collection of digital learning tools and teaching materials. The partnership between the two Nordic companies centers on expanding the EdTech ecosystem in Sweden, so educators and teachers already using Skolon can buy Kahoot! through the Skolon platform to deliver unique learning experiences in the classroom. a b c "About Kahoot! | Company History & Key Facts". Kahoot!. Archived from the original on 2018-11-03 . Retrieved 2018-11-01.

Read more about Kahoot!’s ready-to-play games available in Swedish ahead of the holiday season in our blog post, and visit Kahoot! News to stay up to date on company news and updates. About Kahoot! Taylor, Dan (April 7, 2021). "Oslo-based employee engagement and learning platform Motimate acquired by Kahoot!". Dataspel i timen testar elevane – NRK Viten – Nyheter innen vitenskap og forskning". 2012-06-15. Archived from the original on 2019-04-26 . Retrieved 2019-04-26. With the introduction of Swedish, Kahoot! is now available in 17 languages, including English, Spanish, French, Italian, German, Brazilian Portuguese, Norwegian, Japanese, Arabic, Dutch, Turkish, Polish, and Simplified and Traditional Chinese, Ukrainian, and Korean. Another quasi-experiment at the Norwegian University of Science and Technology, in which 593 students participated, investigated how the use of points and audio in Kahoot! affects concentration, engagement, enjoyment, learning, motivation, and classroom dynamics. [33] The results reveal that there are some significant differences whether audio and points are used in the areas of concentration, engagement, enjoyment, and motivation. The worst result was for the case where both audio and points were turned off. The most surprising finding was how classroom dynamics was positively affected by the use of audio.Wu, Bian; Wang, Alf Inge; Børresen, Erling Andreas; Tidemann, Knut Andre (2011). "Improvement of a Lecture Game Concept - Implementing Lecture Quiz 2.0". International Conference on Computer Supported Education. 3: 26–35 – via ResearchGate. Sweden has a remarkable strategy for the digitalization of its school system that promotes children and students having the ability to identify, choose and use digital tools in education,” said Eilert Hanoa, CEO, Kahoot!. “This philosophy has been a true inspiration for us, and by adding language support in Swedish, we are accelerating the early adoption of digital tools in the classroom while bringing engaging content and fun experiences to learners of all ages.” November 15, 2022 Kahoot! is now available in Swedish to make learning even more awesome for learners of all ages Homework Game Changer Kahoot! Launches Mobile App -- THE Journal". THE Journal. Archived from the original on 2017-10-13 . Retrieved 2017-10-13. A literature review containing 93 studies on the effect of using Kahoot! for learning was published in the journal Computers & Education in 2020. [35] This is the first literature review that investigates most published studies (experiments, case studies, surveys, etc.) on how using Kahoot! affects learning in the classroom. The focus of the review is on learning performance, classroom dynamics, students' and teachers' attitudes and perceptions, and student anxiety. The main conclusion is that Kahoot! has a positive effect on learning performance, classroom dynamics, attitudes, and anxiety, and the main challenges include "technical problems", "seeing questions and answers", "time stress", "fear of losing", and "it being hard to catch up". Studies included in this review use a mixture of quantitative and qualitative research methods, that reveal, among other things, that Kahoot! creates statistically significant improvement in learning performance compared to traditional teaching and other tools, on students’ and teachers’ perception of lectures, in classroom dynamics, and that Kahoot! can reduce students’ anxiety compared to traditional teaching and other tools.

Wang, Alf Inge; Lieberoth, Andreas (2016). "The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!". European Conference on Games Based Learning. Academic Conferences International Limited. 10: 737–746 – via Google Scholar. Kahoot launches mobile app to make homework fun | GamesBeat". venturebeat.com. 2017-09-14. Archived from the original on 2017-10-13 . Retrieved 2017-10-13. Since Kahoot! was launched in 2013, the research community has conducted many experiments related to the effects of using the game-based learning platform in classrooms. A quasi-experiment conducted at the Norwegian University of Science and Technology with 252 students participating investigated the wear-out effect of Kahoot!, by comparing students' perception of the system after playing once, vs. playing frequently over five months. [31] The results did not show any statistically significant reductions in students' engagement, motivation, concentration, or perceived learning over time, but there was a significant change in classroom dynamics (less communication among players after five months). The conclusion was that Kahoot! managed to boost students' engagement, motivation, concentration, and learning after using it repeatedly for five months. The core factor to keep students' attention after heavy repeated usage was found to be the competitive nature of Kahoot!.Play engaging quiz-based games (kahoots) at school, at home and at work, create your own kahoots and learn something new! Kahoot! brings the magic of learning for students, teachers, office superheroes, trivia fans and lifelong learners. Kahoot! is a pioneer in the education technology industry. Schools, school districts and universities all around the world use Kahoot! EDU solutions to create meaningful learning experiences through gamification. In the last 12 months, approximately 9 million K-12 and higher education teachers hosted a Kahoot! session.

Here’s what you can do with the Kahoot! app, now available in English, Spanish, French, German, Italian, Brazilian Portuguese and Norwegian: Wang, Alf Inge; Tahir, Rabail (2020). "The effect of using Kahoot! for learning – A literature review". Computers & Education. Elsevier. 149: 103818. doi: 10.1016/j.compedu.2020.103818. SoftBank takes 9.7% stake in Norway's Kahoot, boosting share price". Reuters (in Kinyarwanda). October 13, 2020 . Retrieved September 23, 2021.

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