Enhancing Media Literacy and Digital Tool Proficiency Through
Practical Exploration of Kahoot and Canva
Umida Khidirova
Navoi Innovations University, Navoi, Uzbekistan
Keywords: Media Literacy, Kahoot, Canva, Digital Tools, Gadgets, Online Survey.
Abstract: This paper explores the integration of electronic applications in education to enhance media literacy and
digital tool proficiency among students and future teachers. It highlights the effectiveness of interactive,
multimedia, and hierarchical tasks using Kahoot and Canva in classroom settings. The study includes a brief
guide on how to use these tools, alongside an online survey to gather data. Results from the survey are
analysed to determine the impact and efficiency of these applications in teaching. The findings suggest that
using Kahoot and Canva can significantly improve engagement and learning outcomes. This research
underscores the importance of equipping future educators with the necessary skills to utilise digital tools
effectively, fostering an interactive and modern learning environment.
1 INTRODUCTION
“How to live in the media world”. “The ability to live
in the media world, to use devices and gadgets
harmoniously and effectively, to see the world around
and to see the world inside is called digital ecology.
Mastering its principles is the task of every modern
person. Learn to live in the media, learn to use them
for business”. Indeed, today’s students are different
from other generations because they live in a world of
IT.
There are many advantages and disadvantages of
digital tools. Unfortunately, we cannot watch or
prohibit our children and students from using them all
the time, but we can show a good way to connect
through studies.
For instance: Canva or Kahoot. When using game
game-based online platform Kahoot firstly we can
teach students how to create interactive quiz tests,
secondly, we can interest 99% of students in the topic,
and thirdly, we can strengthen the theme. With Canva
the students can make creative multimedia
presentations, pictures, business cards, templates, etc.
Kahoot is an application for educational
projects. With its help, you can create a test, survey,
educational game, or organize a knowledge
marathon. The application works both on desktop
versions and on smartphones.
Canva – is an online graphic design platform that
offers a wide selection of templates, frames, fonts,
and images for various types of projects.
The first part of this article consists of theoretical
fields such as media literacy and understanding of
using online media programs in schools (among high
school students).
The second part will contain precise instructions
on using Kahoot and Canva with illustrations.
In the third part, the results of the surveys will be
posted.
2 ADVANTAGES AND
DISADVANTAGES
Acquiring media literacy can be truly successful only
if we consider the relationship between the specificity
of media and the way those specificities are
understood by those getting education. On the one
hand, there are great hopes and expectations of
modern-day technologies. It is believed that they will
enrich children’s lives, prod imagination and
creativity, expand knowledge, encourage
multicultural tolerance, and development of
democracy. The role of media in education is of great
importance because with ageing the possibility of
using everyday media grows, which enables the
development of media literacy and the effect of media