Overview Of KalhhOỌ - chiết 15 2.5.2 History and develOpDIm€TiI - - s5 5 S131 svEEseeeeereeeeres 17 Il OVERVIEW OF SPEAKOUT ENGLISH CENTER
Kahoot! is a famous website that permits users to create online slides of quizzes and surveys and is also known as a game-based learning platform It allows teachers to quickly create engaging, interactive quizzes and polls, which students can answer from their phones or laptops It also features powerful analytics tools to help teachers measure understanding and track progress Schools, universities and businesses have the ability to create their own customized versions of Kahoot and share them with students or staff The purpose of creating Kahoot! is an educational tool for educators globally to teach and review lessons for their students which differentiates from the traditional teaching methods In order to use this website, the game hosts who are mainly teachers would have to create an account then open an URL link for students to join in by game PIN In order to manage this activity, in a class, the host needs to make preparation to display the game on a big common screen (TV, projector or integrative white board) with speakers for sound, and “students need to have access to an interne: -enabled device of some kind (PC, laptop or, for the best experience a tablet or mobile phone)” (The SL 65-2 Summer 2017) Moreover, to create a quiz, the creators must log in their account first then choose the game types shown under “Create new Kahoot!” before adding the name for the quiz Afterwards, the creators press “Go!”
Le Phuong Thao — 11196260 — Ngôn ngữ Anh 61A and the option to write their own questions or surveys is provided The limitation of characters in each question is 80 while that of answer is 60 There are different game modes such as team mode (up to 100 teams at once), personal mode or computer competitors and various game formats like quizzes, slides, puzzles, poll, type answer or open-ended In team mode, three teams are added automatically and more teams can be added by pressing the button “+” Each possible choice is attached with a symbol and a color (usually red, blue, green and yellow) and players must select the color option that matches the answers on the common screen After answering each question, a graph of the number of students choosing each of the choices will be shown then the points will be shown up on the common screen and also inform the correct streaks of players; the worth of each quiz is 1000 points The longer the players retain their streaks, the more points they can get for answering the next quizzes correctly The teacher, which is the host of the game, can control the speed of the game by controlling the time length of the answer and before moving on to the next question After each competition, the recognition for player’s progress would be summarized and shown up on the host’s screen with reporting tools that reward accurately over each question.
Kahoot! can be used in numerous creative ways For instance, the creator can add an image or a YouTube video by placing an URL address in the ID requiring box instead of only some boring texts Each quiz will have a time limit from a minimum of 10 seconds to a maximum of 120 seconds called “Team Talk” time, two to four multiple choices and more than one correct answer can be added.
The fee for basic functions of Kahoot! is free, nevertheless users must pay a small fee (around $12 to 17) to unlock premium toolkit with all features In addition, not only creating their own quizzes, but teachers can also use ready-to-use resources on its Marketplace with unlimited access in Premium version.
Figure 1: The fee to update Kahoot! in Vietnam.
Kahoot!+ Start Kahoot!+ Premier for teachers for teachers
Le Phuong Thao — 11196260 — Ngôn ngữ Anh 61A
The Marketplace contains educational contents that fit for all ages, all subjects, and all lessons Global creators or publishers can share their teaching content for free or even for sale directly on the Kahoot! site or apps.
Figure 2: The ready-to-use sources of Kahoot!.
These fun and convenient activities help to boost students’ engagement in the lessons, concentration over time and improve their learning performance. According to Thomas (2014) fast and easy access makes Kahoot! beneficial for both students and educators It is beneficial for educators to not only introduce new knowledge towards students but also review the learned lessons Game-based learning is a best practice in education and finding ways to integrate competitive games in the classroom that promote learning is essential for educators in the twenty first century (International Journal of Instructional technology and distance learning, 2015) This platform will create an interesting and competitive environment that motivates studying.
According to Wikipedia, Kahoot! was founded in 2012 by Johan Brand, Jamie Brooker, and Morten Versvik in a cooperating project with the Norwegian University of Science and Technology In March 2013, Kahoot! was launched in a private beta at SXSWedu before publishing publicly six months later In 2017, the funding of Kahoot! has been raised 26.5$ million from Northzone, Creandum and Microsoft Ventures After three years, in October 2020, Kahoot! raised an additional $215 million in venture capital funding from SoftBank The revenue of this company for full year 2020 is $45.2 million when this number in 2019 is $13 million, representing 247% year-over-year growth The percentage of Kahoot’s
Le Phuong Thao — 11196260 — Ngôn ngữ Anh 61A user base increased significantly by 40% in one year, from 2020 to 2021 during the COVID-19 pandemic After a year of record-high growth, this platform has reached 5 billion users worldwide In 2023, Over 50 million Kahoot! accounts have been created and there are more than 100 million active users worldwide For free accounts, Kahoot! allows 10 players to join at one time and the number of participants for education accounts is 1000 For Kahoot! 360 Pro which costs $708 per host per year, 2000 players are allowed to play together at a time.
In 2013, Kahoot! received the EdTech Awards from the EdTech Europe Expo. According to the Kahoot! report in March 2023, “Kahoot! ranked in the top 20 in
Financial Times’ FT 1000 growing companies in Europe 2023” and stood at the
2"4 place in the “IT and Software” category.
Il OVERVIEW OF SPEAKOUT ENGLISH CENTER
HISTORY AND DEVELOPMENT OF SPEAKOUT ENGLISH CENTER aaiiaẳaiẳiỎỎỎỐ=Ỷ
History of SpeakOut English CenIer -. 5 eee cs+csseesess 18 1.2 TRAINING PROCEDURE IN SPEAKOUT ENGLISH CENTER
SpeakOut English Center was founded in 2016, belonging to Afro Asian Company SpeakOut’s first location was on Duong Buoi Street, Hanoi, Vietnam before moving to Trang An Complex in 2019 SpeakOut has three departments: teaching, media and financial with a total of 20 staffs Its founder is a Vietnamese who has been teaching English for 10 years in many different global schools in Hanoi This center’s main business is to educate young people from the age of 5 to 15, from beginner to advanced levels In 2016, SpeakOut had five classes for Elementary students and the academic program was followed Our World Book series by National Geographic In 2018, SpeakOut opened a Vietnamese class for foreigners living in Hanoi to help them improve their communication not only daily life but also for professional working purposes The class mainly focused on speaking and listening skills and was taught by the founder During the same period of time, two communication classes for adults were started in order to enhance their business English The aims of these courses are to help learners use this global language fluently and professionally in their careers and expand opportunities to work in international areas (local and overseas) The teachers focused on teaching four language skills: reading, listening, writing, speaking.
After seven years of establishment, SpeakOut English center has gained the reputation among parents and students in Cau Giay area Nowadays, this center
Le Phuong Thao — 11196260 — Ngôn ngữ Anh 61A has over 100 learners with five classes for primary level and three classes for IELTS level In addition to the first teaching program, the adjustment for adding more grammar lessons is provided as the educators perceive the importance of using grammar correctly not only in the academic test but also in daily life.
1.2 TRAINING PROCEDURE IN SPEAKOUT ENGLISH CENTER
Every class study two lessons per week, with the time length of 1 hour and 30 minutes each day SpeakOut will have an entrance test for learners in order to evaluate their English levels and understand their learning targets The procedure of this test starts with a speaking test with a foreign teacher then they have to doa paper test including three parts: reading, listening and grammar vs vocabulary At the end of the test, the manager of the center will discuss with learners and their parents about their current studying target The result will be announced after two or three days of evaluation Their studying process will be recorded and feedbacked to their parents weekly in order to have precise adjustments Most of the classes have from 6 to 10 individuals with the instruction from one teacher (both local and foreigners) and one teaching assistant.
Beside academic or grammatical lessons, SpeakOut usually has monthly activities for students to experience and apply English in their practical life The organization for students to have a picnic out with foreigners or a celebration for English occasion (Christmas, Thanksgiving) will be managed by the founder and staffs of SpeakOut Nowadays, SpeakOut English Centre has become a trustworthy educational company with a stable number of English learners The new educational advances are being updated daily into the teaching program so that the students have opportunities to approach the global standard closely Thus, the use of Kahoot! in SpeakOut’s lessons is an effective and beneficial method in order to develop the teaching qualities and improve the student's academic performance.
LEARNERS AT SPEAKOUT ENGLISH CENTER
LEVEL 3: BEHAVIOR & LEVEL 4: RESULTS
Level 3 is intended to provide the outcomes of the participants whether they can apply their knowledge and understanding after playing Kahoot! into the practice activity In the surveys, most of the students agreed that the application of Kahoot! during the grammatical lessons has helped them to understand grammar faster and memorize better As in the recorded classroom observation form, the students seemed to be excited and happy every time that the teacher proposed a Kahoot! game During the games, even if there were some questions beyond their level, students (even the reluctant ones) were not hesitant to ask for help from teacher or
TA before explaining back to their friends Their completion of the task was in time as a result of their high concentrations on answering quiz and trying their best to win the games In the discussion with the TA after each lesson, the time for accomplishing the exercises in the workbook after playing Kahoot! was reduced, students were able to do their grammatical tasks faster as they had already answered quiz in Kahoot! previously The number of students struggling with grammatical exercises is quite small, approximately from 2 to 3 individuals depending on the lesson topic The other parts of the class were willing to help their friends by giving explanations on how to do it During the private interview, the selected students said that: “I complete my homework in the workbook at ease because I already did the same types of questions in the given Kahoot!” and “I think learning grammar with Kahoot! is more fun and easier to remember!”
Level 4 of Kirkpatrick will be discussed in detail in the following part The content of this stage is to examine the impact of using Kahoot! on the broader goals for educators and organizations, specifically at SpeakOut English Center.
DISCUSSIONS S11
Effectiveness level of using kahoot! In teaching English grammar or
The application of “clicker”, specifically Kahoot! in teaching English grammar for elementary students at SpeakOut English center is highly effective.
3.1.1 FOR STUDENTS IN SPEAKOUT ENGLISH CENTER
The conclusions of this study generally agreed with those of earlier research (Bonaiuti et al, 2013; Cardoso, 2011; Scott, 2014) The use of clickers increased student involvement and had a significant positive impact on their academic understanding in grammar The project's level of student engagement, which was able to remain practically constant until the completion, represents a significant success factor All of the students claimed that they were more interested in the lesson This result was caused by the fact that most pupils are still learning how to apply technology and don't frequently have access to it in their public schools. Also, Kahoot!, the unique type of the chosen clicker, "focuses 100% on engaging and encouraging the students through a game experience" (Wang, 2015, p 219), hence bringing motivation, interest, and pleasure to kids Kahoot! is distinguished from other common clickers like Quizlet or Socrative by its "emphasis on learning through playing” (Wang, 2015, p.225) characteristic.
The response of reluctant students was another intriguing finding that, in some aspects, paralleled what had been investigated in earlier studies (Bonaiuti et al.,
2013 and Cakiroglu et al., 2018) According to the report, they chatted and interacted more during the events While prior studies attributed this rate to the impact of the anonymity component, the author discovered that it was because the exercise was "fun," which encouraged learners to get involved Grammar lectures are frequently thought of being challenging and uninteresting Grammar is traditionally taught by exercises and listening to the teacher explain things, but kids would much rather focus their attention on winning a Kahoot! game with their peers But when Kahoot! is used in the educational process, students’ practical learning outcomes significantly improve in addition to their level of involvement and happiness in the class The students memorize the grammar better as they have to answer various quizzes to win the game This comes from the natural motivation
Le Phuong Thao — 11196260 — Ngôn ngữ Anh 61A and inspiration where humans naturally want to compete with other and be the winners Also, they can do precisely the same tasks in their workbook or exercises. 3.1.2 FOR TEACHERS AND EDUCATORS
The application of Kahoot! in the class will help teachers to innovative their teaching and keep up to date with the latest teaching methods and advances. Kahoot! is an online platform that provides teachers globally with all kinds of educational support, from the unlimited sources of questions, topics, images to the free use of basic modes The preparation for Kahoot! is convenient and at ease and the estimation time for creating a Kahoot! with 20 quizzes takes around 15 to 20 minutes in total This is one of the games that the researcher created and used in her own research This game includes 22 questions and the researcher managed to finish all procedures (creating, editing, demoing) in 20 minutes.
Figure 7: The overview site of the game for creator
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In this page, the creator is able to see general information such as the game title, the total number of questions, the quick scan for each question’s answers and how the questions are ordered in the game From this site, the teacher can start their own game before choosing game modes or share it which can be chosen to be private or public with other educators around the world.
Le Phuong Thao — 11196260 — Ngôn ngữ Anh 61A
Figure 8: The editing site for creator
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Figure 9 is an illustration of an editing site for creator On this site, the adjustment for the game can be made quickly and conveniently with the specific instructions on the screen For example, the teacher can choose the question type and time limit for each question then add the content of the question and correct answer (possible to have more than one correct answer) In order to make the slides more attractive to learners, images or videos can be added right from the unlimited source of Kahoot! and the themes are designed in advance for creators to use for free.
Figure 9: Preview of a game screen
The teacher can also see the preview of their game before playing in practice with their students This function allows educators to check beforehand whether there is any problem with the presentation and duration of time so that the adjustment
Le Phuong Thao — 11196260 — Ngôn ngữ Anh 61A can be made immediately It is convenient for teachers to create a fun and quick teaching plan but still able to ensure the quality of the teaching content.
There are many different game modes in Kahoot! that can be used for different teaching purposes It can be categorized into two modes: Presenter-led modes and Student-led modes.
Figure 10: Game modes in Kahoot!.
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Regarding presenter-led mode, the teachers are able to control the pace of the game
Submarine squad and pause anytime to provide students with detailed explanations or in-depth understanding This game mode is suitable for the newly learned lessons where learners still do not fully understand and memorize the lessons In contrast, with the student-led modes where students can play at their own speed, it is appropriate for the need of quick revision at the end of each unit At this point, the learners already have a fundamental knowledge of the lesson so they can play without too much explanation and support from teachers Another thing should be considered is that the selection between individual mode and team mode Individual mode is recommended for the class where there is a small gap between students’ levels and they can compete with each other fairly In the class where there exists significant difference between students’ abilities, the weaker one may feel less motivation and lose interest in participating in the game as they would hardly be a winner In contrast, relating to the team mode, the teacher should divide the team equally based on the number of players and the ability of each team The better students in the class should be assigned to work with the one who are slow at understanding the lesson so that they can support each other as a team.
Le Phuong Thao — 11196260 — Ngôn ngữ Anh 61A
However, it is necessary to notice that an attractive presentation with colorful and appropriate visualization and audio will motivate students more than a poor quality of images The teachers nowadays can prepare a fun and attractive lesson with all prepared resources on this website instead of making a long presentation and adding each of the animations, images, music to create a game like in the past This means that Kahoot! helps to reduce teacher’s workload but still remain the high level of student’s engagement The magic of Kahoot! is that from a classroom with teachers and students, the class transforms into a gameshow with a host and the players.
Kahoot! specifically and online educational games in general help SpeakOut English center to create a dynamic learning environment for the learners It would mark a difference or a unique point compared to other educational organizations where the traditional methods are still prioritized The principal issue of SpeakOut’s course is to teach grammar as the teachers here already master teaching other skills such as speaking, listening With the innovation of “clicker”, SpeakOut will be able to upgrade their quality of teaching and find out an appropriate method for training their learners with difficult tasks as grammar The limitations in only training skills will be eliminated and SpeakOut may expand their teaching area in the near future with this new technique This is also level 4 of Kirkpatrick model, where Kahoot! has some specific positive influences in the goals of SpeakOut English Center and how teacher can upgrade their teaching in this technology driven era.
Besides the optimistic findings, a number of serious problems should also be considered because they significantly impacted the effectiveness of this study The limitations of the gadgets at the intuition were the initial technical difficulties to be taken into consideration The researcher organized all other smart gadgets for clicker use, aside from the essential teaching tools that the center supplies, such as a computer, screen, and projector for each classroom Its self-organization caused the gadget quality to vary; only a small number had greater quality than certain others For instance, the students’ observations revealed that touch-screen smart phones performed more quickly and efficiently than PCs According to Wang & Lieberoth (2016), the Kahoot! audio and points system! has a considerable impact on the students' focus, involvement, enjoyment, motivation, perception of
Le Phuong Thao — 11196260 — Ngôn ngữ Anh 61A education, and classroom dynamics (large effect size) In contrast, the use of Kahoot! without these two elements bring out the worst result.
Technical problems also surfaced on both times (before and during the application) Regarding the earlier time frame, consideration was given to the duration required for "preparatory work," which was also cited in Bonaiuti et al. (2013)'s findings (p.103) Instead of preparing worksheets, Total response system activities, or adapting available resources (textbook, workbook) for the Q&A session, each item usually required to be thoroughly re-designed on the Kahoot! website, such as the addition of illustrations, rule setting, time for team talk, or duration for response This is in addition to the standard lesson plan that needs to be completed before every lesson Also, since every device had to be set up beforehand for the application, extra preparation time and teaching assistant support were required.
Second, throughout the application process, it was reported that there were technical problems with connections, that the website had a malfunction, as well as that a teaching assistant was required to provide further assistance when a problem arose during a class The Kahoot! website occasionally hung or was delayed during the training, and the internet connection was never consistent (in a few seconds or up to 10 minutes) This problem is repeatedly reliant on the setting in which the research was conducted, and it is occasionally uncontrollable In other words, issues with technology were frequently reported in a number of earlier research, but they were not all comparable to those in this project because each project had a different, unique environment.