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Instructional Software

Lesson Idea Name: World Literature Kahoot!


Content Area: ELA
Grade Level(s): 10th

Content Standard Addressed: ELAGSE9-10RL2: Determine a theme and/or central idea of text and closely
analyze its development over the course of the text, including how it emerges and is shaped and refined by
specific details; provide an objective summary of the text.

Technology Standard Addressed: Students communicate clearly and express themselves creatively for
a variety of purposes using the platforms, tools, styles, formats and
digital media appropriate to their goals. Students: publish or present content that customizes the message
and medium for their intended audiences.

Selected Technology Tool: Kahoot!

URL(s) to support the lesson (if applicable): https://kahoot.com/

Type of Instructional Software:


☒ Drill and Practice ☐ Tutorial ☒ Simulation ☒ Instructional Game ☐ e-books/e-references

Features of this software (check all that apply):


☒ Assessment Monitoring/Reporting
☒ Allows teacher to create customized lessons for students
☒ Multi-user or collaborative functions with others in the class
☒ Multi-user or collaborative with others outside the class
☒ Accessible to students beyond the school day
☒ Accessible via mobile devices
☐ Multiple languages
☒ Safety, security and/or privacy features

Bloom’s Taxonomy Level(s):


☒ Remembering ☒ Understanding ☒ Applying ☐ Analyzing ☐ Evaluating ☐ Creating

Levels of Technology Integration (LoTi Level):


☐ Level 1: Awareness ☐ Level 2: Exploration ☐ Level 3: Infusion ☐ Level 4: Integration
☒ Level 5: Expansion ☐ Level 6: Refinement

Universal Design for Learning (UDL): Kahoot! is web 2.0 compliant and provides multiple ways for students
to access the content. Text can be zoomed in or out for students with vision problems. Within quizzes you
can embed videos for captions and/or audio for students who are hearing or visually impared. The sound is
mutable so students can work independently or in groups without the distraction of noise. The website is
navigable with the use of a mouse or a keyboard for students who may have motor control issues. It is also
compatible with screen readers to read aloud questions and/or answers for both teacher and students.

Lesson idea implementation:

Spring 2018_SJB
Instructional Software
In the beginning of class, students will form into groups of 2-3 based on a number the teacher game them as
they entered the classroom. The teacher will provide a code on the overhead projector and board for
students to use to join the Kahoot! game. This will be the first thing they do once the bell has rung. It will be a
pre-test formative assessment to see what the students know. The teacher will be waiting for the students to
join in as their groups. Students have played Kahoot! before and understand how to utilize it. The game is
over popular and significant books in world literature, this should take anywhere from 20-30 minutes of class
time depending on explaining what the books are as we go. Students will answer the timed questions in their
groups and it will show how many got it right and who got it wrong.
Once the class has finished the game, students will then go back to their seats and individually begin working
on creating their own game of Kahoot!. Students will then choose a book that was shown from the game and
create questions and a game based on that reading. This will not only reinforce what the students have read,
it will also provide a chance for the other students to learn about a book they have not read. The game will
serve as a summative assessment towards the end of the unit. As the game goes, the questions must be
harder or deeper thinking. I will give students a list of example questions that they can apply to their own
game; the examples will be based off of Bloom’s Taxonomy. Students can refer back to the game to choose a
book. Students are able to share their game, so as the unit progresses I can check on their work and give
feedback if the questions are too easy or challenging.

Reflective Practice:
Utilizing Kahoot! will not only engage and motivate my students, it offers them a chance to create and
“teach” the class about a book they are individually reading. Teaching helps students get a deeper
understanding of the material, because in order to quiz or teach something, a deeper understanding must be
made. Although this is an introductory activity, it is also something that is going to be used throughout the
unit as students read and work on their own game. Students could also use other software to present
information such as Prezi or PowerPoint to further their knowledge of their book as well as use their creativity
to further engage students.

Spring 2018_SJB

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