kahoot report

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2nd Lyceum Kos Research Project Report Project Name: Safe Internet For All Group Name: Kahoot Writers: Fratzakis Charalampos – Β4 Segraidos Leonidas – Β4 Piliotis Antonis – Β3 Supervisor: Χλαπάνης Γιώργος Ερρίκος School Year: 2015

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Page 1: Kahoot Report

2nd Lyceum Kos

Research Project Report

Project Name:

Safe Internet For All

Group Name:

Kahoot

Writers:

Fratzakis Charalampos – Β4

Segraidos Leonidas – Β4

Piliotis Antonis – Β3 Supervisor: Χλαπάνης Γιώργος Ερρίκος

School Year: 2015

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Summary

In this project, our team created an online questionnaire using the online platform “Kahoot”, which aims to facilitate the creation of online questionnaires in the form of an easy to play game. Its purpose is to be fun to play as well as educational. Anyone can use it for whatever purpose they want. Our team used the online platform “Kahoot” in order to create 2 questionnaires, one that was used during the visit of the Erasmus teams and one that will be presented to the students of our school.

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Contents

Summary Contents Introduction Section 1: What is Kahoot? Section 2: The Erasmus+ SIFA Project Section 3: The Quizzes

The Erasmus+ Quiz The Post-Visit Quiz

Conclusions Sources

Page 4: Kahoot Report

Introduction

This project happened as a result of the work done in Greece after the visit of 4 teams of students and teachers from schools abroad. The visit was within the Erasmus+ programme “Safe Internet For All”, which aims to educate students all over Europe on how to use the Internet in a more appropriate and ethical way, as well as to raise awareness of the risks of the Internet. Before the visit, our team had already created an online questionnaire which included questions that were going to be discussed in the activities. At the end of the week, all teams answered this questionnaire in order to evaluate whether the visit had made an impact on the students or not. After the visit, another questionnaire was created by our team, with the purpose of checking whether the students of our school who did not participate in the programme had enough knowledge on the subjects discussed in the visit. The online platform Kahoot was used for the creation of the questionnaire. This platform allows users to create questionnaires in the form of a game, where students or teams can compete and learn. This platform turns the old and often boring questionnaires into a fun game for everyone.

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Section 1: What is Kahoot?

“Kahoot” is an online platform, on which anyone can create a questionnaire which can then be answered by individuals or groups. Anyone who wants to create a questionnaire can easily and effortlessly do so on Kahoot, without having to worry about anything.

The process of creating the quiz is fairly easy. The only thing the user has to do is create an account. After that, the user can create a new project and the only thing left is to fill in the questions and the answers. However, there’s a limit on how many characters the user can write, which is 95 characters for the question and 60 for each

answer. When the creation is done, it’s time to play! The creator can start the quiz and have the players to join using the application on their smartphones and tablets or using the website on computers. The creator shares a 6 digit code that has

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to be entered by the players in order to join. Once everyone has joined and picked a nickname, the game starts. It is common that there is a projector in the room where the questions and the possible answers are shown since the devices of the players don’t show either of those, but only the corresponding buttons of each answer. Each question of the game has a specified time in which it has to be answered. If the player answers correctly, they get a number of points which depends on how fast the player has answered; the faster they answered, the more points they get. On the other hand, if the answer is wrong or they run out of time, they get no points. At the end of the quiz, the winner is the player with the most points. The platform also provides the feature of downloading the results in a file, in which there are details on which questions each player answered correctly and which were not.

Section 2: The Erasmus+ SIFA Project

"Safe Internet for all" (SIFA) is a two year Erasmus+ project running 2014-2016. Erasmus + is an EU programme promoting international cooperation, exchange and mobilities within the fields of education, training, youth and sports for the period 2014-2020.

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The project’s main aim is to increase the awareness and knowledge about the risks and possible consequences in connection with the use of internet as well as to help pupils and teachers to handle such negative consequences. All project activities are carried out promoting safe and ethical use of the Internet. Each school will develop guidelines for safe Internet use, prevent negative health consequences of using the Internet as well as teach pupils digital skills such as criticism of the source,copyright etc. The SIFA project is a cooperation between school partners from Greece, Austria, Poland, Norway and Sweden where each country hosts an international project meeting on a different theme related to Internet use, i.e. Addiction, Health, Security, Ethics and Safety. So far there have been a planning meeting in Greece and three project meetings in Austria(Addiction), Norway (Health), Sweden (Internet Security) as well as an evaluation meeting in Poland. Online questionnaires are distributed before each meeting as well as follow up evaluation after each project meeting. The questionnaires are analyzed statistically and the results of each meeting are presented and disseminated on a local level in each school and to neighbouring schools - to pupils of different age groups - and on a national and international level to each country’s NA - National Agency - and through Facebook, the SIFA project’s eTwinning space as well as on the website created within the project for this purpose.

  

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Section 3: The Quizzes

The Erasmus+ Quiz

Our team was in charge of creating a questionnaire that would be answered by the visiting teams during the Erasmus+ meeting in Greece. The quiz would include various questions, which were either created by the Greek team or the rest of the teams. The questions were mostly about the topics that would be discussed during the visit, topics that would be covered by experts and that the students participating in the program should have at least some basic knowledge on. Some questions were about controversial topics that were discussed in class. The quiz was played by all the students from the visiting countries and the Greek hosts. The participants were divided in groups of 3, while one student from each team had a smartphone to play on.

The Post-Visit Quiz

After the visit, our team collected the questions that were written by the Erasmus teams on the last day of the program. These questions were then used to create a new Quiz that is intended to be played by a few classes. The questions are picked to summarize the entirety of the project’s discussions in just a few lines. This quiz includes questions based on simple simple knowledge about the correct and ethical use of the

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internet, questions that the majority of the students should be able to answer correctly.

“An example of our quiz.”

       

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Conclusions

With the completion of the project, our team has become familiar with the creation of online questionnaires on the “Kahoot” platform and, thus, can easily create new questionnaires really quickly. It is an easy way to test big groups of people on their knowledge on various subjects. Although there are various other websites that offer the similar services (such as Google Forms), Kahoot is way more attractive and fun to play, which makes it an ideal choice when used for kids or students. In addition, our team can now conduct a research in our school with ease, since we have more experience now and know the process.

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Sources

Kahoot site: https://getkahoot.com/ SifaPlus site: http://www.sifaplus.eu/el/ Web We Want site: http://www.webwewant.eu/ SIFA Kahoot Quiz: https://goo.gl/WSrr9M