Consider any technology and evaluate its effectiveness by using any 3 aspects of Bates’ SECTIONS model.

Kahoot is digital game-based learning used in educational institutions. It is user-generated multiple-choice quizzes, jumbles, discussions, surveys that can be used and played via an internet browser or Kahoot app. Here is a Kahoot review based on the SECTIONS model (Bates, 2020).

STUDENT: According to Bates (2019), an increase in population and globalization, technological advancements, and changing lifestyle patterns are challenging teachers worldwide to teach a diverse range of students. This increasing diversity of students presents a major hurdle for all teachers. Kahoot makes things easier for teachers. This responsive, visually interactive game-based learning program caters to the need of all age groups. The difficulty level can be set according to the ability and competency of the learners. Its features to zoom in/out up to 200%, freedom to embed YouTube media to add captions and audio descriptions, to mute sound/music, etc. makes it more inclusive. Its basic and commercial editions are played by 4.4 billion people in 200 countries, which makes it accessible and affordable to all ages, all grades, to a wider and broader population. Kahoot has its commitment to provide free services to teachers and students, to unlock the deepest potential of every learner, regardless of age, background, or context (Kahoot, 2020).

EASE OF USE: Bates (2019) stated- “It is important that students and teachers do not have to spend a great deal of time on learning how to use educational technologies, or on making the technologies work” (chapter 8, part 8.3, para.1). Kahoot can be played everywhere in all conditions through an internet-capable device. It can be played in its ‘Ghost Mode’. It has a collection of 100 million games. This all makes it easy for teachers (including who lack technological knowledge) to use this application and create a blended learning environment. It is a unique platform where a teacher and students decide the content, imagery, and how the game is played. For students, it is easy to use as they can play this game-based learning anonymously. It can be played by just entering the game pin. Because of its interactive features, it is easy for students to create and play it again and again for improving their knowledge.

SECURITY AND PRIVACY: Every component of the education system (institution, boards, teachers, instructors, and students) needs a private and safe online place to accomplish the teaching-learning process (Bates, 2019). Kahoot collects personally identifiable information through its services but the website uses reasonable organizational, technical, and administrative measures to protect users’ personal information. Under the Children’s Online Privacy Protection Rule (COPPA) for a user under the age of 13, only their name and email address are collected by Kahoot. In Kahoot, students do not need to sign up with an email or to create an account. They simply need a tablet, smartphone, or computer to be connected to an internet network to join a game through a game pin/number. So, it goes with Canada’s Freedom of Information and Protection of Privacy Act (FIPPA). Kahoot ensures consistency with the U.S. Family Educational Rights and Privacy Act.  It exempts schools from disclosing personally identifiable information of student’s records to service providers. Kahoot honors California Consumer Privacy Act (CCPA) that includes the rights to know what personal information is collected, requests to delete personal information, and the right to be free from discrimination. Kahoot respects the rights of users from the European Economic Area (EEA), by providing information about practices under the General Data Protection Regulation (GDPR) (Kahoot, 2020).

As a current or future educator, how do you deal with student’s preferences for different technologies?

In today’s world of digitalization, every aspect of our life specifically the education system has been significantly influenced and impacted by the touch of technology (Bates, 2019). To keep pace with the individual demands and needs of the student, it is a must for an educator to be clearer about this influence on the whole teaching-learning process. Learning outcomes, assessment, teaching philosophy, the medium of teaching, student interaction, and comfort level are a few criteria through which the educator can select the appropriate technology for the class (Dobson, 2020). Other than the above-stated ones, an educator has to see the quality, affordability, accessibility, and ethical side of the technology to enhance the overall learning environment. (Gray, 2020). Understanding learner experiences and engagement with technology emerges as a focal while dealing with their preference. Students are inclined towards blended learning and study- friendly features in technology while interacting with the teacher. Social media plays a significant role in collaborative learning with their peers (Pechenkina & Aeschliman, 2017).

References

Bates, T. (2019). Teaching in a digital age (2nd edition). BCcampus Open Education Open Textbooks. Retrieved from https://opentextbc.ca/teachinginadigitalage/

Dobson, J. (2020). Approaches and considerations in choosing technology [Class handout]. https://moodle.tru.ca/course/view.php?id=29977&section=14

Gray, C. B. (2020). The unbearable ethics of working in Ed tech [Power Point]. https://moodle.tru.ca/pluginfile.php/1578636/mod_resource/content/1/Brenna%20-%20Oct.%202020%20guest%20lecture.pdf

Kahoot (2020). About Us. https://kahoot.com/company/#key-numbers

Pechenkina, E. & Aeschliman, C. (2017). What do students want? Making sense of student preferences in technology-enhanced learning. Contemporary Educational Technology, 8(1), 26-39. https://files.eric.ed.gov/fulltext/EJ1126820.pdf

Townsend, A. (2020). How to manage a digital classroom [Image]. Class Management, STEM, Technology. Teach Magazine.  https://teachmag.com/archives/3574