Quiz games have become a regular feature of many school weeks. Kahoot! says more than 10 million teachers use its platform, but classroom activity does not necessarily mean students are learning. In an episode of EdSurge’s This Week with EdSurge, two education specialists discuss what makes games educational rather than simply entertaining.
Liz Crawford, Kahoot!’s senior director and global head of education, says engagement matters only when it leads to learning outcomes. She cites more than 300 independent peer-reviewed studies and says students who use Kahoot! consistently score about a grade better on average. Crawford points to retrieval practice and immediate feedback as key features of the games. She also says teachers can remove timers and speed-based points, and use the platform’s AI creator to turn their own materials into editable quizzes.
Matthew Farber, an associate professor of educational technology at the University of Northern Colorado and a former middle school social studies teacher, says quiz games are often review activities with a timer. He warns that using them for grades can be problematic and distinguishes gamification from game-based learning.
Farber describes “blind Kahoots,” which use questions about neuromyths to make incorrect answers opportunities for teaching. He also advocates pairing narrative games with novels and prioritizing play over points.
Sources: EdSurge.