20 – Kahoot

SAME position as in 2017

Kahoot is a game-based classroom response system – for education and business.

Website: getkahoot.com
Cost: Free
Availability; Online

Top 100 Tools for Personal & Professional Learning 2018: 
Top 100 Tools for Workplace Learning 2018: 36
Top 100 Tools for Education 2018: 6

Past Overall Rankings
2017: 20    2016: 15    2015: 17    2014: 81    2013: –    2012: –    2011: –    2010: –    2009: –    2008: –    2007: –

Comments from some of those who selected Kahoot as one of their Top 10 Tools

“Similar to PollEverywhere in that participants can use their own devices and phones to participate, Kahoot is different from PolEverywhere in that you can keep score. They’ve made it easy to set up quizzes and track which individual or team is answering the quickest and most accurately. I’ve never ever met someone who has used Kahoot as a participant and then not wanted to embed Kahoot into their own presentation the next time. My 5th grade daughter even used it in a class presentation and every one of her classmates wanted to use it the next time they had to present.” Brian Washburn, 2018

“it’s great for quizzes. You can set it up easily and it works great. Although it’s not suited for younger students that might not have a smartphone.” Gerben Veenema, Netherlands

“Interactive quiz game. I like that it can be used by students without creating accounts, and quiz in teams if there are students without mobile devices.” Emily Clark, Canada

Previous comments

“Cool gamifying tool for training and learning” Amutha Navomoney, Adult Ed teacher, Malaysia, 2016

“Fun and easy (and free) way to create a “game” like quiz. Students and faculty love to play it.” Rebekah Roehrs, Trainer/Instructor, USA, 2016

“a terrific way to incorporate fun and games into the classroom” Chris Wildermuth, University/college teacher, USA, 2016

“I use this mostly to review concepts, and as an informal assessment to tell me which concepts need more time. I love it because it is super easy to use, and the students get so excited to do it. It is a very safe way for them to test their knowledge; there is no embarrassment if they don’t know an answer, and they receive instant feedback without anyone being called out individually.” Chris Johnson, Primary/Secondary (K12) teacher, USA, 2016

“Creating quizzes just for fun with open educational resources. A nice gimmick for gamification, but nothing more. ” L&D Manager, Germany, 2016

“gamifying tool for training and learning” Amutha Navomoney, 2015

“Kahoot is a great way to engage students. It provides real-time results that can be downloaded for offline use.” 2015

“I used this for reviews last year effectively” 2015