N
umberofusers
Recommendedspeed, Mbps (Mbps)
10
1
20
2
50
3
100
5
200
10
500
23
1000
45
Note: Kahoot! has a maximum limit of 4,000 users entering the game with the same
PIN. However, kakhoots of this scale require an excellent Internet connection
bandwidth.
Demonstration mode:
in order to conduct a game, you do not need to register
with the service. The teacher passes by the link of the game, he opens the starting
page of the quiz, which indicates its title and test questions (answers to them are not
shown). To start the game, you must click "Play".
Then on the new page that opens, click "Startnow".
After that, a virtual room opens and its number is shown to launch the quiz.
The viewing mode
is most convenient for work, intended for registered users.
The teacher can get acquainted with the questions and answers of the quiz you like in
advance. In addition, registered users can search the database of quizzes created in
the service (it is possible to search in Russian, it is available on the PublicKahoots
page: https: //create.kahoot.it/#public/kahoots/featured. the teacher can pick up the
necessary educational material without even participating in the creation of the
game.This mode starts the game by pressing the "Play" button, which opens the
settings page of the game "Launch", and then, pressing "Launch", you can get into
the virtual room.
In conclusion, it should be noted that such introduction of modern technologies
in the educational process is objectively effective. Using the platform
(https://getkahoot.com/) in the practice of teaching help us to establish feedback with
students, to beat new topics in the form of simple questions and answers, and to
consolidate knowledge through detailed testing. The use of ICT of this form is one of
13
the necessary steps for educating a competitive person. The application of ICT
technologies is one of the steps within the framework of the
“
Digital Kazakhstan
”
program.
Список
литературы
1. Lichargin D.V., Kuznetsov A.S., Tsarev R.Yu. Aktivnye metody obucheniya v
ramkakh initsiativy CDIO po napravleniyu «Programmnaya inzheneriya» [Active
methods in the CDIO initiative for education in the area of «Software Engineering»].
Sovremennye problemy nauki i obrazovaniya, 2014, no. 3, http://www.science-
education.ru/117-13696.
2. Tsarev R.Yu., Tynchenko S.V., Gritsenko S.N. Adaptivnoe obuchenie s
ispol’zovaniem resursov informatsionno
-
obrazovatel’noy sredy [Adaptive learning
applying the resources of information educational environment]. Sovremennye
problemy
nauki
i
obrazovaniya,
2016,
no.
5,
http://www.science-
education.ru/article/view?id=25227.
3. Attali Y., Arieli-Attali M. Gamification in assessment: Do points affect test
performance? Computers and Education, 2015, 83, pp. 57
–
63
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