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User Report For Kahoot
User Report For Kahoot
Introduction
Kahoot is a game-based learning platform used by millions worldwide to create, share, and
play learning games or trivia quizzes. It is utilized in classrooms, offices, social settings, and
remote environments. This report compiles insights from Jasmine Lan and Yidong Song,
students at UNSW, to provide insights into Kahoot's usage, effectiveness, and areas for
improvement.
User Profiles
Jasmine Lan
Degree: Bachelor of Education + Math
Age: 22
Uses Kahoot for: Reviewing materials and conducting fun quizzes for her students during
tuition.
Frequency of Use: Once a week
Yidong Song
Degree: Bachelor of Computer Science
Age: 20
Uses Kahoot for: Conducting knowledge checks.
Frequency of Use: Once a month
Sample Response
"I think the most essential functionalities in a quiz system are an intuitive quiz creation tool, a
diverse question bank with customizable options, and real-time feedback for participants.
Tracking progress is crucial as it helps in identifying areas of improvement and gauging the
effectiveness of the learning or training sessions. In existing systems, I've faced issues with
limited customization options for quizzes and inadequate analysis tools for understanding
participant performance comprehensively. I would love to see a feature that allows for more
detailed analytics on quiz results and an enhanced question bank that includes interactive
elements like drag-and-drop or matching type questions to make the quizzes more
engaging."
Acceptance Criteria:
The quiz creation tool should allow users to select themes or customize the color scheme
and layout of their quizzes.
Users can access a variety of interactive question types, such as drag-and-drop, matching,
and fill-in-the-blanks, in addition to the standard multiple-choice and true/false questions.
The platform should provide a preview feature that lets creators see how the quiz will appear
to participants, ensuring the interactive elements work as intended.
Feedback from users on the effectiveness and user-friendliness of the customization and
interactive question options should be collected to guide further improvements.
This user story highlights the need for a more dynamic and personalized learning
environment, addressing the requirement for enhanced customization and interactive
elements in the quiz system.