WEEK 5: CARMEN LÓPEZ FRANCO.



Hi Black Eyez readers!, I am Carmen and this week we are talking about eLearning Tools. An eLearning Tool is a program, app, or technology that can be accessed via an internet connection and enhance a teacher's ability to present information and a student's ability to access that information. Today I am going to evaluate the app: Kahoot!. Kahoot! is a free game-based learning platform that makes it fun to learn any subject, in any language, on any device, for all ages. Kahoot! allows sharing of a student's Kahoot! quizzes, answers, and surveys with other students and teachers in educational institutions for the educational purpose of in-class graded coursework.

Its functionality is positive due to its possibility of being scaled to accommodate any size class with the flexibility to create smaller sub-groups or communities of practice. Moreover, it has a user-friendly interface and it is easy for instructors and students to become skillful with in a personalized and intuitive manner, it´s a campus-based technical support and /or help documentation is readily available and aids users in troubleshooting tasks or solving problems experienced; or, the tool provider offers a robust support platform and it allows users to communicate through different channels (audio, visual, textual) and allows for non-sequential, flexible/adaptive engagement with material.

It meets accessibility guidelines, is designed to address the needs of diverse users, their various literacies, and capabilities, thereby widening opportunities for participation in learning and the proper use of the tool does not require equipment beyond what is typically available to instructors and students (computer with built-in speakers and microphone, internet connection, etc.) which denotes a very proper accessibility, but the fact that the great majority of aspects of the tool can be used for free but other elements require payment of a fee, membership, or subscription makes that not everybody can have access to all the aspects of the tool.

According to the technical part, it can be embedded (as an object via HTML code) or fully integrated (e.g. LTI- compliant tools) into an LMS while maintaining full functionality of the tool. Furthermore, users do not need to download additional software or browser extensions, they can effectively utilize the tool with any standard, up-to-date operating system and utilize the tool with any standard, up-to-date browser.

About the mobile design, it offers an app, but only for mobile devices, not in desktops. There is little to no functional difference between the mobile and the desktop version, regardless there's no app on desktop but there is difference in functionality between apps designed for different mobile operating systems. Unfortunately, the mobile platform cannot be used in any capacity offline.

Its privacy, data protection, and rights are quite good because the use of the tool does not require the creation of an external account or additional login, such that no personal user information is collected and shared. But otherwise there are limitations to archiving, saving, or importing/exporting content or activity data and Kahoot! may share a user’s data with third-party service providers to support its services and if a user participates, data may be shared with sponsors of sweepstakes, contests and other similar marketing promotions, send marketing communications and newsletters to a user personalized form their experience on the services such as products and offers that are tailored to them and lastly, the terms say Kahoot! will not sell a user's personal information to third parties, but the terms do not say whether Kahoot! may use personal information from adult or child account holders for targeted advertising purposes.

Talking in social presence terms, the tool has the capacity to support a community of learning through both asynchronous and synchronous opportunities for communication, interactivity, and transfer of meaning between users and it is widely known and popular, it’s likely that most learners are familiar with the tool and have basic technical competence with it. Nevertheless, instructors cannot control learner anonymity and there is no technical solution for holding users accountable to their actions.

Finally, about teaching presence, it has easy-to-use features that would significantly improve an instructor’s ability to be present with learners via active management, monitoring, engagement, and feedback and it is adaptable to its environment: easily customized to suit the classroom context and targeted learning outcomes.

As a conclusion, Kahoot! is an App very popular which barely all students have used at least once, even more nowadays that online classes are our new normal. As Kahoot! is a game-based learning, it offers the educational system another way of teaching or ensuring students have learned. After reading The Common Sense Privacy Program web, Kahoot! is very useful for teachers and classes but it has some things to improve, for example: As I have said before, Kahoot! may share a user’s data with third-party service providers or send marketing communications and newsletters to a user personalized from their experience on the service. Besides, it is unclear whether personal information or education records are collected from preK-12 students, whether this product transfers parental consent obligations to the school or district, whether the vendor indicates FERPA parental consent exceptions and whether the vendor indicates FERPA parental consent exceptions.






















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