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Inclusive and Accessible Learning, Powered by Kahoot! Tools

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HBGCC - Posters, Table 43

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Session description

Kahoot! believes that each student has something unique to contribute to the world and by removing barriers, designing engaging content for different learning styles, and providing assistive technologies, all students can experience success. Together, we'll explore the tools that spark engagement through playful, intuitive, and easy-to-use experiences.

Outline

Participants will be reviewing the following functions:
Dark and Light modes
Read Aloud and Replay
Screen reader compatibility
Questions and answers on players devices
Multi-modal question and answer types
Extended time accommodations or no timer
Dynamic font sizes on mobile

Each function can be discussed briefly, or at length, of no more than 30 minutes total. Participants will be prompted in both 1:1 interaction, as well as hands-on workshopping opportunities.

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Supporting research

Kahoot! is conscious about global and commonly accepted standards for accessibility, such as the Web Content Accessibility Guidelines (WCAG).

We aim to comply with the WCAG version 2.2, to an AA conformance level.

Kahoot!’s accessibility standards includes that our products shall be perceivable, operable, understandable and robust as described below:

Perceivable: Our product should be perceivable to all users, including those using assistive technologies. This includes but is not limited to text-to-speech technology users, Braille users, and other users with sensory, cognitive, or other disabilities. All users should be able to perceive and access the content Kahoot! presents using only one of their senses.

Operable: Our product should be operable by all users, including those using assistive technologies. This includes but is not limited to keyboard users, switch users, voice control users, and other users with sensory, cognitive, motor, or other disabilities. All users should be able to navigate and interact with Kahoot!.
Understandable: Our product should be understandable by all users, including those using assistive technologies. This includes but is not limited to screen reader users and those with cognitive disabilities. All users should be able to understand the content and functionality information that Kahoot! presents.

Robust: Our product should effectively communicate information to all users, including those using assistive technologies and remain compatible with those technologies and user needs as they evolve. This includes but is not limited to users experiencing impairments in vision, hearing, mobility, and cognition. All users should be able to access the content that Kahoot! presents as technologies evolve.

We aim to showcase through our editorial and social channels accessibility best practices from the Kahoot! community.

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Presenters

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Community Manager
Kahoot!

Session specifications

Topic:

Accessibility

Grade level:

PK-12

Audience:

Curriculum Designer/Director, School Level Leadership, Teacher

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Participant accounts, software and other materials:

Attendees may access (but not required) the Kahoot!site via downloadable app or web browser.

Subject area:

Interdisciplinary (STEM/STEAM), Special Education

ISTE Standards:

For Educators:
Learner
  • Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.

Disclosure:

The submitter of this session has been supported by a company whose product is being included in the session