Unlike in Elementary and Middle Schools, High School takes learning more seriously and much more advanced. Many students hate being in High School because of the amount of work they have to produce in every lesson, on top of the teaching strategies of a few High School teachers – some still follows the traditional way while for others, the more engaging and collaborative way.

With the advent of technology, more and more teachers deviate from the old teaching norms and have been adapting to the constantly changing ways to engage the students in their learning. I was a product of a school where all the lessons are taught in the traditional way and less on the active and fun aspect of learning. In my years of being in an international school, I have become cognizant on the reliance of technology in the classroom and how some of my colleagues use it in a dual purpose way.

Games in Education

One learning nugget that I took when I came across another blog about games in education is that “games provide a 23% gain over traditional learning” among students and that “co-play[ing] is better” as it increases their motivation that affects their learning. So, why not give it a go?

Last school year, I had a colleague in Geography who has had his lessons start with an educational technology tool called Kahoot. It is a fun and interactive way to engage in student learning either in and out of the classroom. It allows you to create trivia quizzes depending on the type of question you want that will take you about a minute to do. Additionally, it offers an option to be played in a group to further promote collaboration in the classroom.

Source: Logos Discovery Engine

I personally created one for each of my EAP classes in History and in Geography, which has incredibly aroused the interests of my students to play. With an option to play individually or as a team, I am in a way differentiating according to your learning preferences and choices.

Having played it myself and also generated trivia quizzes for my students, there are still both pros and cons in using it:


  • Engagement – It promotes a high level of student engagement and collaboration
  • Feedback – The teacher can stop the flow of the quiz and teach in between intervals (e.g. students who are confused or did not understand)
  • Real Time Results – It provides a “leaderboard” every after question for students to know their ranking in the class
  • Motivation – It motivates students to excel more especially those who are making a big leap of progress


  • Speed vs Accuracy – Students are only rewarded only for answering fast without making students think through the questions
  • Less Retention Rate – Since most students only answer by speed and not because of the correctness of their answer, it affects their retention rate in learning new ideas or concepts
  • Student Names – Students have the freedom to type in whatever names they want without being properly identified in the game
  • Background Music – Some students do not mind this feature good for the ears, but it changes at some point in time that makes it annoying for others

Watch the students’ reactions as they play Kahoot in their classes in the video below. But wait – it can also be used in the corporate setting!

Winning Takeaway

Adding some spice to how we teach our students does not hurt so badly executing our lessons. Games can be used as springboard or motivation at every beginning of a unit or even in recalling prior knowledge and past lessons. Games are also a good strategy to involve students who are shy and worst, demotivated. Learning will be worth it with a little bit of fun and enjoyment. Create your own trivia quizzes now! Click here to start.


Published by

Paulo Villavicencio

Full-Time Educator | Part-Time Student

One thought on “Kahoot.IT”

  1. Paulo,
    Kahoot has been a great way for the students to get involved in the Geography lessons. In every class that I have observed it seems that students at all grade levels enjoy the competition of the game and it pushes them to focus and learn the content so that they can win the game. It also allows for what can sometimes be mundane content to come to be able to come to life.

    I am wondering your thoughts on how to overcome the CONS that you point out to the tool as my observations within the class have been a bit different than yours. Do you think it is possible to adjust the speed portion of the tool and convert that to allow for increased student learning? Also do you see that students are learning more? Or just trying to “win” without really thinking about what the answers to the questions are?


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